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
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.
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
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.