著者
乾 敏郎
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.12, no.3, pp.135-135, 2005 (Released:2009-10-16)
著者
坊農 真弓
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.9-22, 2015 (Released:2015-09-15)
参考文献数
27

Based on a fieldwork in a human-robot theatre project, we analyze multimodal-ity and sequential organizations in human-robot interaction. In 2008, the collabo-ration between the Seinendan Theater Company and Osaka University began as the Robot/Android-Human Theater project. Their performances were carried out in 33 cities in 15 countries. From July to October in 2012, we video-recorded all the rehearsals of Sannin-shimai (Three Sisters, original story by Chekhov), written and directed by Oriza Hirata. In May 2013, we designed an experiment using Oriza:s theatrical ap-proach in order to investigate how a social robot meets a human in a shopping mall. This was conducted in an experimental room at the Advanced Telecommunications Research Institute (ATR) in Japan. We apply the concepts of F-formation and par-ticipation framework and analyze (1) how the director gradually shapes an interaction using human and robot/android actors, and (2) how the human actors gradually change their performances by themselves without the director’s instruction. These analyses on the stage and in the experimental setting provide an opportunity to better understand how people organize conversational interactions in daily life and to help design a better social robot in the future.
著者
松浦 李恵 岡部 大介
出版者
Japanese Cognitive Science Society
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.21, no.1, pp.141-154, 2014

This paper analyzes the relationship between agencies and artifacts represented in<br> ethnographic case studies of ten female informants aged 20–25 participating in the cos-<br>play community. Cosplay is a female-dominated niche subculture of extreme fans and<br> mavens, who are devoted to dressing up as characters from manga, games, and anime.<br> "Cosplayers" are highly conscious of quality standards for costumes, makeup, and ac-<br>cessories. Cosplay events and dedicated SNSs for cosplayers are a valuable venue for<br> exchanging information about costume making. First we frame this work as an effort<br> to think about their agencies using the concept of hybrid collective and activity theory.<br> Then we share an overview of cosplay culture in Japan and our methodologies based on<br> interviews and fieldwork. Using SCAT (Otani, 2011) methodology, we group our find-<br>ings in two different categories: (1) Cosplayers' agencies and relationships with others<br> mediated by usage of particular artifacts, (2) Cosplayers agencies visualized through<br> socio-artificial scaffolding and collective achievement. We conclude that cosplayers are<br> producing and standardizing available artifacts for their cosplay objects, and in doing<br> so, they are designing their agencies. We consider that the activities like them are one<br> appearance we can observe in the other our mundane communities not apply only to<br> cosplay one. Not only to cosplay, however we consider that these kinds of activities<br> apply to other mundane communities.
著者
筧 一彦
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.5, no.1, pp.1_1-1_1, 1998-03-01 (Released:2008-10-03)
著者
鑓水 秀和 河原 純一郎
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.21, no.3, pp.314-324, 2014-09-01 (Released:2015-05-12)
参考文献数
24

Extant studies have examined factors contributing to perception of attractiveness of individual human faces. Because those studies primarily focused on ratings of at-tractiveness of a single target face, it was unclear whether observers could perceive attractiveness of a group of people as a whole. The present study examined whether observers could compare the group-wide attractiveness between two groups consisted of multiple members. We predicted that observers should be able to discriminate which of the two groups was higher attractiveness. Observers were briefly (1500 ms) exposed with two frames of images each of which consisted of four faces and determined the one that they believed more attractive as a whole. The results indicated that discrimination accuracy was above chance level. Virtually identical pattern of the results was obtained when each group consisted of eight faces in Experiment 3 and when exposure duration was 500 ms or 100 ms in Experiment 4. These results suggest that observers could per-ceive attractiveness of a group of people as a whole when discriminating attractiveness of two groups of people.
著者
光真坊 悟 嶋田 総太郎
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.18, no.1, pp.41-49, 2011 (Released:2011-09-07)
参考文献数
18

This study investigated the effects of rotation and delay of visual feedback on self-body movement recognition. In the present experiment, visual feedback of subject's hand movement was delayed by hundreds of milliseconds and rotated by 0-270°(at 90° intervals). The subject was required to judge the temporal discrepancy between the hand movement and its visual feedback in a forced-choice manner. In one group the subject was instructed to move their own hand at the experimenter's instruction (active movement), while in another group the subject's hand was moved by the experimenter (passive movement). The results showed that the delay detection rate was increased as the delay length becomes larger both in active and passive movements. Statistical analyses revealed that rotation of visual feedback has an effect to elongate the delay detection threshold (50% detection rate), and the threshold was significantly longer in the 180° rotation condition than in the 0° rotation condition. The steepness of delay detection curve was significantly steeper in active than passive movement. However, there was no significant interaction between rotation and movement (active ⁄ passive) factors. We suppose independent effects of rotation and delay of visual feedback on self-body recognition.
著者
村瀬 博春
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.17, no.3, pp.563-571, 2010 (Released:2011-03-08)
参考文献数
16

This article discusses how creativity appears in the composition of a painting concerning Tawaraya Sotatsu's masterpiece ‘Gods of Wind and Thunder’done in the 17th century in Edo period from viewpoint of the design thinking. The design thinking is defined as the spiral flow of dynamic idea, repeating generation of the concept and restructuring of the composition toward composing a desirable figure as a design solution. Early in the 17th century in Edo period when the painting confronted with a certain state of blockage, Sotatsu adopted the method for extracting pictorial elements from predecessors' works without making original figures. It can be thought that Sotatsu regarded creativity as making novel implication, not as making new figures. Analyzing the work, it is confirmed that novel implication appears by making the ambiguity of denying and maintaining the meaning as Gods of Wind and Thunder in hierarchy. Sotatsu's artistic policy stemmed from pursuit of the ideal category of design thinking. Thus, Sotatsu's composition is located on the development of accomplishments such as Noh performance and tea ceremony originated from Zen Buddhism in Japan at the early modern age. In the main discourse the author claims that the fundamental of the design thinking is Endo-exo circulation which is the principle of life, evolution and cognition.
著者
田浦 俊春 永井 由佳里
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.3, pp.389-402, 2010-09-01

This article discusses the methods of design theoretics and related research issues. First, the authors historically review the terminologies of “design” and “creativity” in the field of design research. Then, the authors redefine design as a process for composing a desirable figure toward the future on the basis of their classification of design — drawing, problem solving, and pursuit of the ideal. Next, they elucidate upon the key issues of design, namely inside-outside issue, time, and abstraction, and introduce three potential research methodologies of design-that is, internal observation, computational simulation, and theoretical modeling. Further, the authors demonstrate an example of a desirable design of motion by assuming that an emotional and creative motion is expected to extend beyond the images produced by human imagination and resonate with the feelings residing deep within us. Finally, the authors claim to form an important view of design in the future society, which doesn't focus on the notion of efficiency.
著者
新原 将義 茂呂 雄二
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.21, no.4, pp.468-484, 2014-12-01 (Released:2015-06-09)
参考文献数
13
被引用文献数
1

Traditional study of music education perceives instructor’s teaching narrowly as how instructor teach knowledge that is previous in advance adequately, so instructor’s ac-tive and improvised encouragement had never been deal properly. This paper pointed out that and describes the scene of teaching of orchestra which was leaded by profes-sional conductor, and consider about instructor’s encouragement in practice of playing music, which is characterized as highly artistic. Result of analysis reveals 3 forms of encouragement by conductor. First is “scaffolding”, which makes clear the differences between good way to resolve the problem and action what was really done. Second is “re-configuration of resource”, which controls significance of score and indicate other player as resource. And Third is “actualization of tacit knowledge”, which actualizes the knowledge that is impossible to generalize in concrete scene of practice and music. Finally, this paper pointed out that every teaching of this study has “possibility to de-velopment” which makes possible for conductor to develop the teaching, and researcher need to consider these instruction as intermixed process, not as each independent pro-cesses.
著者
野村 亮太 岡田 猛
出版者
Japanese Cognitive Science Society
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.21, no.2, pp.226-244, 2014

How do expert storytelling artists captivate audiences with a single performance? In<br/> study 1, we observed the eyeblink responses of expertized 7 of 20 audience members<br/> (10 male and 10 female, aged 16 to 67 years; <i>M </i>=40<i>.</i>6, <i>SD </i>=16<i>.</i>4) at the performance<br/> of two professional story-telling Rakugo artists. With using a surrogate data method,<br/>the statistically significant synchronization of eyeblinks among audience members was<br/> detected when performers changed scenes and characters and immediately after the<br/> performer delivered words essential to the understanding of the story. In study 2, we<br/> conducted a laboratory experiment with 32 (19 male and 13 female) participants aged<br/> 20 to 34 years (<i>M </i>=22<i>.</i>56, <i>SD </i>=2<i>.</i>85) to examine whether the expertise of the story-<br/>teller affected the frequency and intensity of synchronization of eyeblinks by recording<br/> each participant's eyeblinks. The synchronization of eyeblinks was also detected in this<br/> study that each participant viewed videotapes alone, which eliminated potential au-<br/>dience interaction. The participants who were assigned to the watching a videotaped<br/> performance of an expert storyteller displayed frequent synchronized eyeblinks and had<br/> a higher score of transportation into the narrative world of Rakugo compared to those<br/> were assigned to watch a videotaped performance of a novice. These results imply<br/> that expert performers gain a listener's unintentional process of attention as well as<br/> somatic-emotional responses, evidenced by synchronized eyeblinks.
著者
長谷川 敦士 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.8, no.4, pp.417-430, 2001-12-01 (Released:2008-10-03)
参考文献数
16

In this paper we addressed the problem how social interactions, especially P2P (Peer to Peer) communication, set trends. We made a multiagent-based model to investigate the issue. The agents are computer programs that act autonomously and behave individually. In this artificial society, the agents demand goods that they want to consume as well as they can produce and consume goods. They try to barter their goods with one of the other agents that is selected randomly. They make their own evaluation of each good based not on global information in the market but on local information shared with their trading partners: They assume the goods, which their trading partners demand, to be popular. They can also demand the goods that they think very popular by themselves and exchange their evaluation of the popularity when they trade with other agents. We pointed out that, in this situation, agents' evaluation of the popularity can be concentrated on some good one after another, which can explain a mechanism of the concentration of popularity.
著者
市川 伸一 南風原 朝和 杉澤 武俊 瀬尾 美紀子 清河 幸子 犬塚 美輪 村山 航 植阪 友理 小林 寛子 篠ヶ谷 圭太
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.16, no.3, pp.333-347, 2009 (Released:2010-09-10)
参考文献数
15
被引用文献数
8

COMPASS is an assessment test based on the cognitive model of mathematical problem solving. This test diagnoses components of mathematical ability which are required in the process of understanding and solving mathematical problems. The tasks were selected through the case studies of cognitive counseling, in which researchers individually interview and teach learners who feel difficulty in particular learning behavior. The purpose of COMPASS is to provide diagnostic information for improving learning process and methods of class lessons. Features of COMPASS include: The time limitations are set for each task to measure the target component accurately; questionnaires are incorporated to diagnose orientation toward learning behavior. The present paper aims to introduce the concept and the tasks of COMPASS to show how cognitive science contributes to school education through the development of assessment tests.

2 0 0 0 OA 自然な人工物

著者
西阪 仰
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.3, no.2, pp.2_50-2_61, 1996-05-31 (Released:2008-10-03)
参考文献数
13

Many sociologists have attempted to explain what changes in our social life have been caused by new artifacts (e.g., the print, the telephone, radio, television, the computer and so on) and also what socio-cultural conditions made possible the appearance in the world of those artifacts which have so drastically changed our social life. On the other hand, such sociological explanations have taken for granted, and presupposed, the fact that those artifacts are there as such in the natural way. This paper treats this fact rather as a social phenomenon to be investigated in its own right. In the analysis of audio-visually recorded fragments of a word processor instruction session, an attempt is made to demonstrate how the natural way of being of artifacts is accomplished jointly by the instructor and the instructee in, through and as the spatio-temporal arrangement of their bodily movements, vocal or unvocal, and to show that the naturalness of artifacts being there as such is an interactional achievement in the normative order. Some consequences for conceptualizing the so-called man-machine interaction are suggested.
著者
大森 晃 土井 晃一
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.4, pp.292-302, 2000-12-01 (Released:2008-10-03)
参考文献数
25
被引用文献数
1

In a requirements capturing meeting, the chair plays an important role. The chair presides the meeting and captures requirements. Roughly speaking, the process of requirements capture has two steps. In the first step, the chair extracts the clients' ideas as many as possible. In the second step, the chair integrates these ideas and captures requirements. The first step is indispensable in order to capture requirements through the second step.In such a requirements capturing meeting, it is empirically known that the chair presides the meeting chiming in moderately in order to extract the clients' ideas. However, the relationship between chiming-in and the number of ideas is not known. We conducted an experiment to examine it.The participants in the experiment were sixteen students (S1,..., S16) and one teacher (T), and each set of subjects consisted of two students (Si, Sj) and the teacher (T). We had eight subject-sets. Before the experiment, the two students in each subject-set were supposed to decide the theme they would talk about; and, to have thought about the contents of their talk. In the experiment, they were supposed to talk about the theme to the teacher. For the half of eight subject-sets (called “Many Group”), the teacher chimed in as many as possible in a natural way. For the other half (called “Few Group”), the teacher chimed in only when the utterance terminated. The conversation was recorded with a tape-recorder, and transcribed to count the number of ideas.The number of ideas had a statistical tendency to be larger in the Many Group than in the Few Group. In addition, the ideas from the Many Group had a stastistical tendency to be more well-formed than those from the Few Group.Our experimental finding is that the chair in a requirements capturing meeting should chime in moderately to get more ideas, and more well-formed ideas.
著者
西阪 仰
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.16, no.1, pp.65-77, 2009 (Released:2010-06-11)
参考文献数
33
被引用文献数
3

In the Conversation Analytic tradition, one has noted and discussed the substantial contribution of hearers' conduct to the constitution of each utterance in conversation, in ways very sensitive to some prominent sequential positions in interaction such as a possible completion point of an utterance. In this article, I focus on the spatial distribution of orientations which all the participants in interaction show in and through their bodily arrangement. The spatial distribution of participants' orientations constitutes, and is incorporated into, a distinct and describable activity. One should note, however, that the organization of a distinct activity with a distinct distribution of orientations is still embedded in the sequential order of interaction. I show that various context-free, general resources are available in interaction for participants to organize the current, on-going activity sequentially and jointly in and through the actual development of interaction.
著者
右田 正夫 森山 徹
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.12, no.3, pp.207-220, 2005 (Released:2009-10-16)
参考文献数
33
被引用文献数
2

Animal individuals should have rationality in the sense that they can behave adaptively to their environments, executing various tasks concerning reproduction and⁄or survival. Such rationality as exhibited by animals is called “ratiomorph”, when it may not be attributed to their conscious thinking. A ratiomorph is considered to have been implemented by means of certain physiological mechanisms, which have been subjected to various selection pressures for animal cognitive capacities. In the present study, we conducted computer simulations on models of ratiomorphic mechanisms and a simple stimulus-response (SR) rule; a modal behavior pattern of the pill bug called “Turn Alternation” (TA) response is modeled as an example of ratiomorphic behavior. In the TA behavior, a pill bug turns to left and right alternately. It has been suggested that one of the simplest and the most plausible explanations of the TA response is the Bilaterally Asymmetrical Leg Movements (BALM). We constructed computer models to reproduce the pill bug's behavior by formulating the BALM mechanism as logical formulas and transforming them into dynamical systems. Our models can be recognized as expressions of ratiomorphic property of the pill bug in terms that “rationality”, expressed as logical formulas, is implemented in the forms of dynamical systems, and produced more diverse behaviors than the model based on the SR rule. From the results of our computer simulations, it is suggested that an animal with ratiomorphic mechanism may carry flexibility and cognitive aspects in its behavior.
著者
松本 斉子 平井 葉子 徃住 彰文
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.3, pp.385-400, 2003-09-01 (Released:2008-10-03)
参考文献数
33
被引用文献数
1

As an unprecedented phenomenon that might characterize new relations between people and domestic artifacts, a craze for a toy doll was analyzed in middle-aged people. The makers of the doll, which is modeled on a virtual character, have sold more than 700 thousand over the last three years in Japan alone, and the age distribution of buyers indicates a modal age of 51-60 year old. In this paper, 51 fan letters and 271 Web postings spontaneously sent to the toy maker were analyzed in terms of communicative functions and affective-cognitive contents. The results indicate that (a) the doll owners believe that the doll facilitates their interaction with family members and with friends, and (b) the doll owners attribute positive feelings in terms of both mental and physical states to the doll. The effects of affective attachment are discussed in terms of human emotion model.
著者
齋木 潤
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.81-82, 2004 (Released:2007-04-13)