著者
喜多 壮太郎
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.7, no.1, pp.9-21, 2000-03-01 (Released:2008-10-03)
参考文献数
53
被引用文献数
4

This paper reviews the literature on gesture in order to elucidate the reasons why people gesture. Two major classes of reasons are explored: communicative and cognitive. One of the main communicative functions of gesture is to help achieve the act of conveying some content to others. First, gestures can encode, in various ways, the information to be conveyed, and become the main vehicle of “content delivery”. Second, gesture can regulate the way the content is conveyed to others. For example, gesture regulates the division of labor between gesture and speech with respect to the content delivery. It also regulates and supplements the content delivery in the speech channel (e.g., managing turns in conversation, marking illocutionary force of an utterance). Another main communicative function is to create an affective “bonding” among communicative partners. This is achieved by producing the same body movement synchronously. As for the cognitive function, gesturing helps the conceptual planning for speech production. It is argued that gesture is a form of thinking, “spatio-motoric thinking”, which is based on our ability to maneuver the body in the environment. This is qualitatively different from the “analytic thinking”, the manipulation of abstract propositional representation. In the course of speech production, these two kinds of thinking collaboratively seek the “package” of information that fits the expressive resources of the language. Because the two forms of thinking have ready access to different organizations of information, it is advantageous for speaker to run both of them simultaneously.
著者
妹尾 武治
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.523-530, 2014-12-01 (Released:2015-06-09)
参考文献数
10
著者
渡邉 翔太 川合 伸幸
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.2, pp.185-195, 2017-06-01 (Released:2017-12-01)
参考文献数
20

We feel as if we exist in a virtual reality (VR) world especially when our actions are directly projected on a Computer Graphics (CG) character in the VR world. Such feelings are said to be achieved by a sense of ownership for the CG characters. Previous research suggests that the synchronicity between somatosensory input and visual information are crucial to attain this sense of ownership. Although several studies have investigated the temporal synchronizations between actual and virtual actions, no study has assessed how the discrepancies in the correspondence between these actions affect the emergence of a sense of ownership. In the present study, we employed a “rock-paper-scissors” game task in a VR world in which the players’ actions (i.e., rock, paper, or scissors) were projected onto the actions of a CG character with zero (0%), low (33%), moderate (66%), or total (100%) correspondences. Total correspondence indicated complete synchronization between the actions of the player and the CG character, i.e., when the player produced one of the three actions (rock, paper, or scissors), the CG character produced the same action. In the zero correspondence condition, their actions did not coincide, i.e., when the player produced one of the three actions, the CG character strictly produced different actions. The results showed that a sense of agency in terms of the subjective reports increased as a function of the correspondences between the player’s and CG character’s actions. As a probe test, after each 100 trial, games of a correspondence condition were introduced, in which the CG character’s arm was suddenly almost cut by a Japanese sword. A survey after completion of the task revealed that the sense of agency increased as a function of the correspondences. This suggested that the synchronizations of the actions are crucial for attaining a sense of ownership, as well as increase the sense of agency. In contrast, the systolic blood pressure increased only after the total correspondence condition, and was higher than those observed in the other three correspondence conditions, suggesting that any subtle decrement in correspondence does not produce a sense of ownership, as assessed by the physiological indicator. In other words, there was a discrepancy between the psychological and physiological sense of ownership at the moderate contingency condition. A temporal de-synchronization may produce a sense of ownership; however, any decrement in the correspondence between actual and virtual actions is insufficient to evoke a sense of ownership.
著者
三宅 なほみ 三宅 芳雄
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.17, no.2, pp.372-376, 2010 (Released:2010-12-17)
参考文献数
6
被引用文献数
2
著者
佐伯 胖 溝口 文雄
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.8, no.3, pp.198-204, 2001-09-01 (Released:2008-10-03)
参考文献数
26
被引用文献数
2
著者
水上 悦雄 山下 耕二
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.14, no.4, pp.588-603, 2007 (Released:2009-04-24)
参考文献数
22
被引用文献数
1

This study examines a function of fillers as maintaining the speaker′s right to speak in conversation. We analyze the fillers appeared in the conversational data during the cooperative task in which 28 pairs of participants are engaged. In particular, it is investigated that how the hearer deals with the speaker′s fillers. The study reveals that while over 80‰ of fillers at the beginning of sentence and over 90‰ of fillers during the sentence are not interrupted by the hearer, there are some cases where the hearer does take the turn after the speaker′s fillers. Those cases seem to depend on the expression types of the fillers. The further analysis of the conversational sequences of the cases suggests that some of those hearer′s interruptions are inevitable or not improper. Even some “failure” cases, the hearer sees the filler as the indication of more talk to come from the speaker.
著者
積山 薫
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.3, pp.387-401, 2011 (Released:2012-03-09)
参考文献数
64

One of well-known aspects of multisensory communication is auditory and visual integration in face-to-face speech perception as demonstrated in the McGurk effect in which heard speech is altered by mismatching visual mouth movements. The susceptibility to the McGurk effect varies depending on various factors including the intelligibility of auditory speech. Here I focus on the language background of perceivers as an influencing factor on the degree of use of visual speech. When the auditory speech is highly intelligible, native Japanese speakers tend to depend on auditory speech, showing less visual influence compared with native English speakers. Such interlanguage differences are not apparent at 6 years of age, but are developed by 8 years due to increasing visual influence in native English speakers. It seems that native English speakers developmentally acquire vigorous lipreading ability such that adult English speakers can lipread monosyllables faster than they can hear them, while such visual precedence is not observed in native Japanese speakers. This kind of interlanguage difference is being confirmed by event-related potentials and functional magnetic resonance imaging.
著者
佐藤 有理 峯島 宏次
出版者
日本認知科学会
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
pp.2020.020, (Released:2020-07-15)
参考文献数
71

The use of diagrams, instead of linguistic and symbolic representations, in logical reasoning has been the subject of continuous research interest over the last few centuries. Especially in 1990s, such logic diagrams have attracted substantial research attention in the fields of logic, artificial intelligence and cognitive science. More recently, according to some applications to computer sciences, various diagrammatic systems have been developed to handle extended types of logical information and reasoning. The research direction of logic diagram design raises the question of to what extent diagrammatic systems can be expressive enough to handle the generality of logics as well as be natural and effective so that they are easy to understand. This paper surveys historical and recent developments of logic diagrams, focusing on the two types of visualization: Euler/Venn diagrams and graph representations. While a majority of previous researches on cognitive science of reasoning focus on linguistic forms, this survey provides a systematic overview of diagrammatic reasoning, contributing to understanding the theoretical basis of reasoning in visual forms.
著者
楠見 孝
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.25, no.4, pp.461-474, 2018-12-01 (Released:2019-06-01)
参考文献数
78
被引用文献数
1

This paper describes a framework of critical thinking research approaches in cognitive sciences. First, we define the concept of critical thinking based on previous research findings. Second, we describe the history of the idea of critical thinking in philosophy,psychology, and education. Third, we discuss the processes and components of critical thinking based on cognitive psychology and artificial intelligence following which, we describe teaching and evaluating critical thinking. Lastly, we introduce a framework of critical thinking (comprising the componential, acquisition, and contextual models) in cognitive sciences and discuss future research.
著者
松浦 李恵 加藤 文俊 岡部 大介
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.26, no.4, pp.440-455, 2019-12-01 (Released:2020-03-01)
参考文献数
24

This paper analyzes the relationship between costume making as a hobby and interaction with the other family members and articfacts in a room represented in fieldwork study of a female informant aged 26 participating in “Costume Play” community. First we frame this work as an effort to think about their making at home using the concept of “interest-driven” activities and poaching. Then we share our methodology based on video observation and reflective interview. Our analysis of the scenes revealed that a hobby at home (especially, sawing) is a valuable venue for observing about subjective design process with some artifacts not only for sawing but also TV, DVD, laptop,smart phone and so on. In addition, continuing one’s hobby at home is to collocate one’s interest with the other family members’ multiple interests.
著者
小野 淳平 小方 孝
出版者
日本認知科学会
雑誌
認知科学
巻号頁・発行日
vol.24, no.3, pp.410-434, 2017

 The Table-talk Role Playing Game (TRPG) is an analog game. This game progresses by repeating acts of speech between a Game Master (GM) and a Player (PL). The GM progresses a story based on a framework they have prepared. The progression of the story, however, is often changed by the PL. This gap between the planed story and actual story surprises the GM and thus changes the progression of the story. The authors of the present study focus on this observation and have produced a mechanism for generating a story with a surprise element using the model of a story generation in TRPG. In this paper, we prepared for this gap using a technique for the creation of the story and researched the relations between this gap and the act of surprising,using a questionnaire. Results showed that the surprise element was related to this gap. Using the aforementioned technique, we will develop a story generation mechanism for a range of story generation scenarios, to be used in automatic story generation games in the future.
著者
白水 始 三宅 なほみ
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.348-376, 2009 (Released:2010-09-10)
参考文献数
51
被引用文献数
8

When one starts to learn a new discipline, it is essential to understand the terminology, to the point where one can use it comfortably across many situations. This study shows some effects of collaborative reflection on such learning, or transfer. We devised a two-year curriculum of teaching cognitive science to lower-division undergraduates, including the term of “schema,” and revised it along with our four-level model of collaborative conceptual change into enriching concrete, hands-on experiences and collaborative reflection. By comparing three sets of curricula, we found that ample experience with reflection yields durable understanding and promotes students' spontaneous use of “schema” in their end-term reports or conversations. Detailed analyses of five students' use over one-and-a-half years showed that one's understanding differed from that of others, but was highly correlated with her or his own preceding understanding. These results imply that ample experience provides a “core” to start one's learning and collaborative reflection makes the diversity of such cores explicit, which propels further constructive interactions that promote each one's deeper understanding and cross-situational learning.
著者
本田 秀仁 岩谷 舟真 大瀧 友里奈 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.29, no.3, pp.390-403, 2022-09-01 (Released:2022-09-15)
参考文献数
70

In this article, we discuss two types of intervention for making judgments and decisions more rationally; nudge and boost. In particular, we discuss characteristics, theoretical background, and problems in the nudge and boost. We argue the importance of multiple perspectives, such as individual, group, and psychological conflict, for making judgments and decisions more rationally.
著者
菊地 浩平 七田 麻美子 須永 将史
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.29, no.2, pp.243-255, 2022-06-01 (Released:2022-06-15)
参考文献数
19
被引用文献数
1

This study aimed to clarify the changes in human life brought about by digital transformation (DX) through microscopic analysis. The data for this study were rehearsal data from a corporate training program. This program was originally conducted as a field trip to disaster-affected areas but was re-developed as an online trip due to the impact of the COVID-19 pandemic. We focused on the fact that the program provider repeatedly stated that “we want you to come to the field actually” to the program receivers in the opinion-exchange session. We could see these statements as certain procedures for providing accounts about the “lack of sufficiency” of online activity used by providers. In other words, regarding field as an idealized place, the providers dealt with the lack of sufficiency of online activity that the program receivers might feel. In this study, we call the field conceptualized by participants as “field as the home base”. Therefore, the concept emerges retrospectively against lack of sufficiency through interaction between participants. It is used in order to compensate for the lack of sufficiency of online activities. There are many benefits to the changes that DX has brought about in human life, but there are also negative reactions such as avoidance of DX and psychological barriers to it. The field as the home base can become a source of these negative reactions. If we are to further promote DX, it will be important to pay closer attention to the specifics of changes in human life.
著者
石澤 亜耶乃 島田 英昭
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.2, pp.245-253, 2014-06-01 (Released:2015-02-10)
参考文献数
20
被引用文献数
1

Empathic responding is divided into the following two types: parallel and reactive. In the framework of a dual-process theory, our hypothesis is that parallel responding depends on system 1, which operates fast, automatically, and unconsciously, and that reactive responding is controlled by system 2, which operates slowly but serves as the basis of rationality. We investigated the hypothesis by means of manipulating the load of working memory which was an essential element for system 2. Participants read a story of an unhappy person with a memory task, in which they were required to memorize underlined words and recall them after reading it, and then answered the parallel and reactive responding scales. As a result, high working memory load, in which condition participants were required to memorize more words, led to lower re-active responding than low working memory load, but the difference was not shown in parallel responding. This result affirms our hypothesis.
著者
Mike Oaksford
出版者
Japanese Cognitive Science Society
雑誌
認知科学 (ISSN:13417924)
巻号頁・発行日
vol.29, no.3, pp.327-330, 2022-09-01 (Released:2022-09-15)
参考文献数
35
著者
犬童 健良
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.153-169, 2016-06-01 (Released:2016-12-01)
参考文献数
33

This study presents a model of human reasoning as a collection of micro-level in-ternal agents, and applies it especially to two problems: the four-card selection task (selecting cards to verify a conditional sentence) and the problem of three prisoners (a problem to estimate probability when an outcome proves impossible). In both the problems real people tend to report an intuitive answer which differs from one that is considered mathematically correct. In the presented approach, game theory is used to explain human reasoning, and connected to the frame systems and the society of mind proposed by Marvin Minsky. As it is assumed in a standard non-cooperative game the-ory, the internal agents do not have a language to communicate with other than game play. Also, it is assumed that the intelligence of agents is restricted only in terms of improving one’s expected payoff. At any step of reasoning, each agent microscopically responds (i.e., collecting labels) to a given collective action of other agents. The infor-mation response model, the best responses in standard game theory, is parametrized by the payoffs of a bimatrix game, so as to predict the observed patterns typically cho-sen/answered by real people at an equilibrium point of the game. Human reasoning is modeled as a path from the first (i.e., default) equilibrium point to the final equilibrium point. Moves between the two equilibrium points are represented using Lloyd Shap-ley’s labeling system and interpreted as Minsky’s frame system (or K-lines). It can be concluded that the proposed modeling can summarize and improve previous research on both the four-card selection task and the problem of three prisoners, which seems to have been inaccurately modeled in the literature.