著者
小泉 政利 玉岡 賀津雄
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.13, no.3, pp.392-403, 2006 (Released:2008-11-13)
参考文献数
36
被引用文献数
1

The present study investigated the canonical positions of four kinds of adverbial expressions (or adjuncts) in Japanese (i.e. modal, time, manner, and resultative adverbs) using a sentence plausibility judgment task measuring reaction times and error rates. Sentences with a modal adverb were processed faster in the Adverb-Subject-Object-Verb (ASOV) order than either the SAOV or SOAV order. For time adverbs, the mean reaction time for SOAV was longer than the mean reaction times for ASOV and SAOV, which did not differ significantly from each other. For manner and resultative adverbs, ASOV took longer to process than SAOV and SOAV, and the latter two orders did not show a reliable difference in reaction times. These results suggest that the canonical word order(s) is(are) ASOV for modal adverbs, ASOV and SAOV for time adverbs, and SAOV and SOAV for manner and resultative adverbs, as predicted by the following syntactic structure of Japanese. [MP (Modal-Adv.) [IP (Time-Adv.) Subject (Time-Adv.) [VP (Manner/Resultative-Adv.) Object (Manner/Resultative-Adv.) Verb] Infl] Modal]
著者
齊藤 萌木
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.23, no.3, pp.201-220, 2017-09-01 (Released:2017-03-01)
参考文献数
30

In order to clarify the nature and mechanism of socially constructive interaction, this paper presents an analysis of an Hypothesis-Experiment-Instruction (HEI) classroom discussion in which 21 third-graders collaboratively developed a rudimentary scientific concept of air. The lesson unit consisted of 11 problems whose answers were to be pre-dicted and discussed one at a time. The analysis focused on the 8th class discussion,which is seen to be most critical for the conceptual change of the children. The author adopted two analytic perspectives: the framework theory perspective and the knowledge-in-piece perspective. From the framework theory perspective, each child’s model was unique. The diversity of the explanatory model in the class was main-tained in the entire discussion. From the knowledge-in-piece perspective, every child actively engaged in the discussion, integrating various knowledge pieces into his/her model. Role change between task-doing and monitoring in a collaborative situation basically led children to elaborate their models. Particular type of monitoring aroused in the classroom played an interesting role in constructing a newer model.
著者
川合 伸幸
出版者
日本認知科学会
雑誌
認知科学 = Cognitive studies : bulletin of the Japanese Cognitive Science Society (ISSN:13417924)
巻号頁・発行日
vol.20, no.1, pp.46-58, 2013-03-01
参考文献数
35
被引用文献数
1

A Noh mask, carved out of wood, is often said to be a byword for impassivity.<br> However, a Noh mask expresses various emotions during traditional Japanese Noh per<br>formances. A Noh mask that looks upward expresses happiness, while a mask looks<br> downward expresses sadness. Nevertheless, previous studies reported the opposite re<br>sults: people recognize pictures of masks with upward inclinations as being sad, whereas<br> masks with the larger downward inclinations were perceived as happy. This absurdity<br> seems to be occurred partly due to something realized in Mona Lisa's smile. Livingstone<br> (2000) pointed out that we cannot directly see Mona Lisa's smile. Her smile appears<br> only when we look at her eyes with seeing her mouth peripherally. A recent empirical<br> study confirmed that this peripheral vision for smile makes a face more mysterious than<br> a neutral or continuously smiling face. I will argue that a smiling mouth of Noh masks<br> with downward inclinations makes a Noh mask mysterious during Noh performances,<br>because hardly Eastern Asia people look at a mouth when they judge facial expressions (i.e., people see a mouth only peripherally). In experimental settings, people look at a<br> mouth of a Noh mask directly, that causes the oppsite results from those expected in<br> the framework of Noh world. I will also discuss similarities and differences between a<br> Noh mask and "Hello Kitty", which is a fictional character that also expresses countless<br> facial expressions without a mouth.
著者
白砂 大 松香 敏彦 本田 秀仁 植田 一博
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.24, no.3, pp.328-343, 2017-09-01 (Released:2018-03-01)
参考文献数
22

Previous studies show that, in a binary choice task, people often choose one object between two objects using a simple heuristic (e.g., recognition, familiarity, or fluency heuristic), and that such a simple strategy is ecologically rational. These studies almost exclusively pay attention to subjective knowledge (i.e., familiarity) about two alternatives. However, we pointed out that familiarity of an object presented in a question sentence might affect people’s inferences. Specifically, we hypothesized that, in a binary choice task, when an object in a question sentence was familiar (unfamiliar) to a decision maker, he or she would choose a more familiar (unfamiliar) object from the two alternatives. We call this heuristic “familiarity-matching.” We examined whether people actually employed familiarity-matching and whether familiarity-matching was an ecologically rational strategy. The results of three experiments generally confirmed usage and ecological rationality of familiarity-matching. Experiment 1 showed that if an object in a question sentence was familiar (unfamiliar) to participants, then they were likely to choose a more familiar (unfamiliar) object from the two alternatives;that is, participants indeed employed familiarity-matching. Experiment 2 showed that when participants felt difficult to make a decision, they were more likely to employ familiarity-matching. Experiment 3 showed that familiarity-matching could be applied in an ecologically rational manner in real-world situations. The results of present study collectively shed light on important cognitive mechanisms involved in inference tasks. We believe that the present findings make a substantial contribution to reveal unsolved human cognitive processes.
著者
海野 裕也
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.24, no.1, pp.16-22, 2017-03-01 (Released:2017-09-01)
参考文献数
12

Despite recent artificial intelligence technologies achieved prominent results, machinescannot behave like humans yet. I compare the ability of humans’ language acquisition with natural language processing by machine learning technologies, taking learning of word embedding vectors as an example. And I introduce some notable researches which may fill in the gap, one-shot learnig, memory models and language game tasks. Al-though these researches have just begun, it will be important for artificial intelligence to aquire human intelligence.
著者
小磯 花絵 伝 康晴
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.7, no.1, pp.93-106, 2000 (Released:2008-10-03)
参考文献数
24
被引用文献数
4

Participants in conversation take speaking turns regularly and smoothly although who speaks and when he speaks are not decided in advance. Great attention has been paid to these phenomena in various areas. As for processing models of turn-taking, however, only the code model based on turn-taking signals has been proposed so far, wihch has been pointed out, by several researchers, to have serious problems. In this paper, we propose an alternative model, the autonomous model. The basic assumptions of this model are: (1) the speaker and the hearer share cognitive environment including the speaker's speech, according to which the hearer takes her own speech actions, and (2) unlike the code model, the hearer need not decode speaker's intent on his speech actions. We predict the distribution of smooth, as well as non-smooth, transitions between speakers based on the autonomous model and the code model, and compare them with those observed in real spoken dialogues, showing that the autonomous model can account for fundamental characteristics of turn-taking phenomena more precisely than the code model. We further discuss how the autonomous model accounts for the predominant occurrence of smooth transitions.
著者
後安 美紀 辻田 勝吉
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.14, no.4, pp.509-531, 2007 (Released:2009-04-24)
参考文献数
44
被引用文献数
2

Drama is considered to be an emerged spatio-temporal pattern of actors′ actions in front of audiences. From the viewpoint of system dynamics, there are two types of agents in the creative process of making a drama. One is a cluster of actors and the other is a stage director. The actors prepare for their roles. The stage director, on the other hand, gives them various instructions to direct the whole flow of their actions. In other words, making a drama is regarded as a dynamic process to form spatio-temporal patterns of actors′ behaviors and conversations that fits a given purpose, and it is controlled by the stage director making constraint conditions to the heterogeneous multi-agents (actors) who act various behaviors based on their own purposes or strategies. What is important is that the director dynamically changes his interpretation of actors′ performances through the creative process of a drama, receiving feedback on his own evaluation (of a work in the creative process). The purpose of this study is to describe a system dynamics of such a process of making a drama. For this purpose, we implemented a field study in which real rehearsals for public performance are observed in detail, and attempted quantitative analyses on the dynamics in the creative process of a drama based on the theory of system dynamics. The relationships between director′s instructions and variances or fluctuations in the time series of actors′ performances, which are the responses to the instructions, were analyzed systematically. As a result, it was found that information embedded in timing was important to construct the reality of a drama. It can be said that well-balanced order was realized in the theatrical production as the whole system proceeded through rehearsals, although individual fluctuation of timing was included in performances by each actor.
著者
松浦 李恵 岡部 大介 大石 紗織
出版者
Japanese Cognitive Science Society
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.22, no.2, pp.268-281, 2015

This paper analyzes the relationship between participation and learning represented<br> in ethnographic case studies of ten informants aged 23-59 participating in a common-<br>based peer production site, the FabLab Kamakura community. Digital-based personal<br> fabrication is a new wave culture of mavens, who are devoted to alternatives to mass<br>production, and are on a mission "to make (almost) anything". FabLab Kamakura is a<br> valuable venue for exchanging information about, for example, digital tools, Arduino,<br>crafts, textiles, and so on. First we frame this work as an effort to think about their<br> participation and learning using the concept of "wildfire activity theory"(Engeström,<br>2009) and "legitimate peripheral participation (LPP)"from Lave and Wenger (1991).<br> Then we argue an overview of FabLab culture in Japan and at FabLab Kamakura. Us-<br>ing SCAT methodology (Otani, 2011), we group our findings in two different categories:<br>(1) learning through participation in FabLab Kamakura, (2) the visualization of weak<br>ties and mobility through participation in wildfire activities. We conclude that partic-<br>ipants at FabLab Kamakura are producing and designing available artifacts for their<br> lives and works, and in doing so, what they are designing is the physical manifestation<br> of their very thoughts.
著者
鶴島 彰 小松崎 常夫
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.23, no.4, pp.377-394, 2016-12-01 (Released:2017-05-31)
参考文献数
38

Human behavior under risky or dangerous situations is considered somewhat irra-tional from the viewpoint of objective risks. Recent studies have shown that it is innate in nature and had been acquired in the process of evolution. This means that such behavior is adaptive and must have some kind of efficiency or advantage in natural selection. This paper constructs a simulation model of the human evolution process and tries to acquire risk related behavior of Agents. Agents, which simulate life histories of humans, have shown risk accepting behavior over a large parameter space that specifies the environmental condition in which the evolution takes place. The relation between behavior under risky situations and life histories of organisms is also discussed.

2 0 0 0 OA 指揮者の身体

著者
丸山 慎
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.11, no.2, pp.83-108, 2004 (Released:2007-04-13)
参考文献数
21
被引用文献数
4

The present study describes the physical features and the musical effects of expressive gestures performed by a professional orchestra conductor including a preliminary analysis of interpersonal relationships between a conductor and an orchestral player. I videotaped sequences of orchestra rehearsals by Michiyoshi Inoue (Conductor) and the Tokyo Philharmonic Orchestra and used this data in the following analysis. In Analysis 1, I measured the timings and the degrees of synchronization between the physical directions of a conductor and the bowing actions of a concertmaster (a principal violinist regarded as a leader of orchestra) to show the emergent processes of mutual coordinated timing structures. Results show that the largest time differences between their actions were observed on the first day of rehearsals, but those time lags were gradually reduced as the rehearsals proceeded. The longest time lags on the first day may reflect that the conductor made strong efforts to convey his musical intentions to the orchestra rather than to control the precise and/or mechanical timings for their ensemble. In Analysis 2, I sought to investigate the musical and expressive aspects of conductor's gestures on the first day. Through the detailed comparisons with a classification table of the conventional conductor's gestures compiled by Braem & Bräm (2000), the outward appearances and the musical contents of the conductor's gestures on the first day were coded. The conductor and five of orchestral players were interviewed in order to check the conductor's musical intentions underlying his gestures and the players' interpretations or impressions that were conveyed by that conductor's gestures. Findings reveal that the conductor flexibly produced many gesture variations not only in the physical appearances but also in the musical contents, which were beyond the conventional patterns. In some cases the multiple musical directions were simultaneously embodied in a conductor's single gesture in a specific manner which represented the compositional structures. Discussion of these results suggests that the conductor's gestures can be considered as dynamic activities with flexibility and simultaneous multiplicity in meaning, and that these features in the real conductor's gestures must contribute to organizing interpersonally coordinated relationships with the orchestra.
著者
池田 華子 田中 智明 日高 聡太 石山 智弘 宮崎 弦太
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.23, no.2, pp.101-117, 2016-06-01 (Released:2016-12-01)
参考文献数
23

In relation to the recent development of ultra high definition imaging technique (4K) that have quadruple amount of pixels relative to high definition imaging (HD), it has been reported that observer’s subjective impression differ between these imaging. The present study examined how differences in resolution (4K and HD imaging) influence subjective impressions of movies in association with movie contents (natural/artificial objects) and fields of view (wide/medium/narrow) (Exp1). We also investigated the effects of the quantities of motion on subjective impressions of movies in different im-ge resolutions with the flame rate higher (59.94 fps) than the previous study (23.98 fps) (Exp2). We found that 4K movies, as compared to HD movies, induced stronger impressions regarding evaluation and comfort especially when they were presented with natural scene and/or larger field of view. It was also shown that 4K movies with higher flame rate induced stronger impressions regarding desirability and comfort regardless of motion quantities, contrary to the previous finding that 4K movies with the larger quantities of motion gave observer lower impression regarding desirability and comfort than HD movies. These results demonstrate that the differences in image resolution could modulate subjective impressions of movies in accordance with the differences in movie contents, fields of view, and flame rate. Moreover, the current findings suggest that there exist some desirable conditions under which the ultra high definition imaging could effectively enhance observers’ subjective impressions of movies.
著者
森田 均 藤田 米春
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.8, no.4, pp.327-334, 2001-12-01 (Released:2008-10-03)
参考文献数
33
被引用文献数
2 2

Digital technologies have revolutionized textual practices. How does language on computer screen work differently from language on the page? We analyze the potential of new forms of text, new forms of rhetoric, and new approaches to literary theory.
著者
齋藤 ひとみ 三輪 和久
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.10, no.2, pp.258-275, 2003-06-01 (Released:2008-10-03)
参考文献数
23
被引用文献数
6

We investigated cognitive processes of the information seeking on the WWW and the effects of subjects' knowledge and experience on their processes and performance through the protocol analysis. In our experiments, the subjects were assigned to an expert or a novice condition, and required to solve two search tasks. We analyzed the protocol data on the basis of the two space model of scientific discovery suggested by Simon & Lea (1981). We applied this model to the information seeking on the WWW. The information seeking processes on the WWW were considered as the processes of searching the Keyword space and the Web space. The experimental results showed that (1) due to the effects of knowledge and experience, the experts' performance of finding a target was higher than that of the novices, (2) when searching each space, the experts searched each space in detail but the novices did not, and (3) when shifting from one space to the other, the experts searched the two spaces alternately, but the novices tended to cling to a search of one of the two spaces.
著者
清水 大地 岡田 猛
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.22, no.1, pp.203-211, 2015-03-01 (Released:2015-09-15)
参考文献数
15

Focusing on the process of a dancer’s acquisition of a new technique in breakdance,,“Inside Ninety”, this longitudinal case study aims to disclose the process of skill acqui-sition through practice. We conducted a fieldwork study (participant observation andinterviews) to analyze the dancer’s endeavours to acquire and improve skills. By avoid-ing the specification of goals and movements by the researchers, as is often the case in experimental settings, we observed the development of movements in each practicesession. The results indicate that the process of acquisition of a new dance techniqueconsists not only of the refinement of a particular skill, but also of two other activities;the exploration of new and original skill utilizing the characters of a particular skill, and the arrangement of that skill so that it should fit into his full performance. Theprocess of an expert’s acquisition of a particular technique is a complicated and creativeone, integrating each skill into a full performance.
著者
三宅 なほみ 三宅 芳雄 白水 始
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.9, no.3, pp.328-337, 2002-09-01 (Released:2008-10-03)
参考文献数
30
被引用文献数
2

“Learning sciences” refers to a growing new trend in education-oriented research. In the first half of this paper, we characterize learning sciences as a natural outgrowth of the cognitive sciences. Learning sciences, like cognitive sciences, study realities of learning in classroom, home and job situations. Learning sciences utilize many constructs and theories developed in cognitive sciences, and, in return, learning sciences provide a good test field for cognitive theories. Learning sciences also have a strong tie to technology, advancement of which has broadened the scope of both research and practice of learning.In the latter half, we elaborate these points and introduce some of our learning science research. We also report our laboratory-based research to illustrate how collaboration could lead to abstract understanding. Our analyses indicate that the role division in collaboration could provide the participants with solutions differing in the degrees of abstraction, which helps them to gradually shift their levels of understanding from a task-oriented level to more abstract levels. We then introduce two curricula, developed on implications from the above research, to teach cognitive science to lower-division undergraduates. Overall, the paper discusses current moves and the future research potential of the learning sciences.
著者
土倉 英志
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.17, no.4, pp.713-728, 2010 (Released:2011-06-06)
参考文献数
39
被引用文献数
1

In this article, I examined the creation process of movie shots by focusing the roles of plans. I collected data through participant observation in a course of a college of art. I analyzed ongoing movie shooting processes. I found two important features in the creation process. A) Plans did not determine the creation. They were only one resource of the creation. Plans were used only as “an initial value” in making the shooting location and were replaced by concrete things, which canalized filmmakers' practices. B) Because different members focused different aspects of a shot and one issue was connected to another issue, it repeatedly was called in question. Then, although one issue seemed resolved, the solution was only tentative and repeatedly challenged in the creating process. In these processes, the shot became convergent to a relative stabilized point and a creation was achieved. I discussed the limitation of this study and future research directions.
著者
鈴木 栄幸 加藤 浩
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.2, no.1, pp.1_36-1_47, 1995-02-28 (Released:2008-10-03)
参考文献数
14
被引用文献数
2 1

In this paper, role of computer-based tools is discussed from a standpoint of situated learning theory, which considers learning as a process of enculturation to a community of practice. The authors propose utilizing computer-based tool for supporting collaborative learning and mention AlgoBlock, a tangible programming language developed by the authors, as an example of computer-based tools for facilitating learners' conversation and cooperation.AlgoBlock is a set of physical blocks. Each block corresponds to a command of a Logo-like programming language, therefore, learners can connect those tangible blocks manually to form a program and they can share commands and programs on physical work space. It works as an open tool that enables learners to monitor each other's intention, and to make use of eye lines and body movements as resources for collaboration control, thus this tool supports social interaction among learners. By using this tool within adequate classroom settings, the authors believe, learners can improve their skills for programming and logical thinking through conversation and cooperation. To show the positive effect of the tool on learners' collaboration, the result of observational sessions, in which elementary students engaged in group programming works using AlgoBlock, is described.