著者
賀沢 秀人
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.28, no.2, pp.284-291, 2021

<p>Deep Learning achieved significant progresses in building intelligent systems. Some state-of-the-art Deep Learning systems are touted as "human parity" or even "super human". At the same time, it is often criticized for the lack of understanding of internal workings especially when such systems are considered for real world applications. Cognitive Science, on the other hand, is a scientific discipline aiming to understand internal workings of human-like intelligent behaviours. Thus a question arises: Is Deep Learning a subject of Cognitive Science? This article discusses what can be a subject of Cognitive Science and whether Deep Learning qualifies as such. It is also discussed what kind of connections can be established between these two disciplines even if Deep Learning is not be a direct subject of Cognitive Science.</p>
著者
樋田 浩一 上野 佳奈子 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.20, no.4, pp.493-497, 2013-12-01 (Released:2014-12-24)
参考文献数
13

このたびは日本認知科学会大会発表賞を頂き,誠にありがとうございます.ご選考いただきました先生方および認知科学会関係者の皆様に深く感謝致します.今回の受賞を励みに,今後も研究活動に邁進してまいりたいと思います. 本研究は,2011 年度に明治大学理工学部建築学科に提出した卒業論文の内容を発展させたものです.没入型の多チャンネル音場再現システムの開発に伴い,必要性能である演奏時の遅延の許容範囲を検討しました.大変魅力的なテーマであり,この先,博士後期課程を通じて,多感覚統合プロセスの解明やよりリアルな聴覚情報を呈示するシステム開発の為の知見を深めたいと考えております. 最後に,本研究をまとめるにあたり,指導教官である上野佳奈子先生,嶋田総太郎先生には多大なご助力とご助言を頂きました.この場をお借りして厚く御礼申し上げます.
著者
大森 隆司 下斗米 貴之
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.3, pp.223-235, 2000-09-01 (Released:2008-10-03)
参考文献数
16
被引用文献数
4

The acceleration phenomenon of infant word acquisition can not be explained by simple neural learning mechanism of brain. To explain it, we have to assume some prior knowledge or structure in brain that is specific for language. However, the assumption is not plausible from evolutional view. It is natural to assume that the mechanism also exist in animal brain and is used for different purpose originally, and it is re-used for language in evolutional process. To examine possibility of the idea, we apply memory model PATON for the simulation of infant primary word acquisition process, and propose a model of its acceleration process. From the result, we discuss on how language is specific for human by examining the back grounding brain mechanism that enable the rapid word acquisition.
著者
遠藤 隆也
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.2, no.1, pp.48-57, 1995-02-25
参考文献数
10
被引用文献数
1

This paper discusses fundamental issues on representation and human interface problems, and proposes some methodologies for establishing macroscopic cognitive engineering to contribute organizational and social problem solving. Through experience of human interface evaluation and designs in information and telecommunication systems, we have been confronted with the need to develop systematic and macroscopic Cognitive Engineering (CE), understandable not only for individuals but also for organizations, for resolving representation and human interface (HI) problems, such as HM (Machine) I, HG (Graphical representation) I, HH (Human) I, HE (Environment) I, HT (Task) I, HJ (Job) I, HO (Organization) I, HS (Society) I, etc., from viewpoints of individuals and organizations or societies. It is important to research and develop for new CE methodologies to bridge between microscopic view and macroscopic view for harmonious development of cognitive artifacts and humans and organizations. As for CE methodologies, SPSC (Social Problem Solving CE), PRFC (Problem Representation Facilitating CE), MYTC (Myself-Yourself-Task Communicating CE), CMOC (Cerebellum Mode Operating CE), BECC (Behavior-Emotion-Cognition Systems CE), MMBC (Microscopic-Macroscopic Bridging CE), IECC (Internal-External Considering CE), CARC (Cognitive Artifacts Reflecting CE), and HDEC (Harmonious Development Evolving CE) are needed for solving fundamental representation and human interface problems.
著者
石井 成郎 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.4, pp.469-485, 2003

We investigated, through a cognitive psychological experiment and its protocol analysis, experts' and novices' interactive process between the mental operation by which participants considered their ideas and the external operations by which they actually produced physical objects in creative activity. In our experiment, the participants were required to build toy robots with creative features with LEGO Mindstorms. The experimental results showed that the experts could create work that fulfilled both high originality and practicality simultaneously. Moreover, the following four points were confirmed as characteristics of the experts' creative process: (1) the experts globally considered their initial ideas, (2) the experts predicted and considered their ideas by focusing on various aspects of important viewpoints, (3) the experts reconstructed their ideas more actively, and (4) the experts reconstructed their ideas by considering comprehensively the relationship among the elements constructing their plans.
著者
竹村 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.5, no.4, pp.4_17-4_34, 1998-12-01 (Released:2008-10-03)
参考文献数
23

This article presents a new model of contingent decision making in which utility theories (including nonlinear utility theories such as the rank-dependent utility theory) are often violated. In this model, called “Mental Ruler” theory, it is assumed that people construct a mental ruler to evaluate options for judgment and decision. A mental ruler is assumed to have two endpoints(reference points) like an ordinal physical ruler. It is assumed that a mental ruler is constructed on the support for a subjectively framed situation which is dependent on the focused situation. Contrary to the most of the utility theories and prospect theory, evaluation function is inverse S-shaped function, which is concave below and convex above a certain point between the endpoints of the support for the mental ruler. Firstly, In this article, a critique of the previous theories is presented, and secondly, the qualitative model of the mental ruler is proposed. Thirdly, a set-theoretic foundation and the mathematical representation of the model is presented. Lastly, experimental findings on contingent decision making are interpreted by the mental ruler theory, and the theoretical implication of the model is discussed.
著者
安西 祐一郎
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.26, no.3, pp.314-321, 2019-09-01 (Released:2020-03-01)
参考文献数
24

Cognitive research essentially requires the introduction of models, and methodologies for empirically verifying those models. This is principally because this academic field intrinsically involves the issue of how to understand entities that are unobservable, or difficult to observe. Particularly for higher-order cognitive processes, many different factors must be related, and thus understanding those processes are virtually not possible without introducing models whose complexities match the complexity caused by those factors. This article argues, while summarizing previous efforts of forerunners in exploring cognitive research, that explorations of new methodologies that combine adequate models and advanced technologies for instrumentation and analysis will be required for making breakthroughs in higher-level cognitive research. The article also points out that important long-term actions for such breakthroughs must include the rescue of the current education from the large gap between humanities/social sciences and natural sciences/engineering, and the strong promotion of governmental policies for supporting the creation of new academic fields. Science takes a long time. Herbert A. Simon
著者
大住 倫弘 信迫 悟志 嶋田 総太郎 森岡 周
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.1, pp.30-39, 2019-03-01 (Released:2019-09-01)
参考文献数
31

Severe pain/pain-related fear prevent improvement of motor function, hence rehabilitation for pain is one of most important matter in clinical practice. Recent studies revealed that pain perception was modulated with multi-modality (e.g. visual information, auditory information). Seeing own body which projected on the mirror or virtual space reportedly attenuate pain perception, such attenuate effect was called “Visually induced analgesia”. Additionally, seeing size/color manipulated own body reportedly attenuated pain perception much further. However, we reported seeing rubber hand which appearance was manipulated to elicit participants negative emotion. We conducted such rubber hand illusion paradigm using “injured rubber hand” to evoke unpleasantness associated with pain, a “hairy rubber hand” to evoke unpleasantness associated with embarrassment, and a “twisted rubber hand” to evoke unpleasantness associated with deviation from the concept of normality. The pain threshold was lower under the “injured rubber hand” condition than with the other condition. Such modulation of pain perception could not be adequately interpreted as cross-modal shaping pain. Therefore, we thought again about “cross-modal shaping pain” in the perspective from projection science, hence then proposed new pain rehabilitation model in the review article. We particularly focused on the process of back-projection which has potential to improve pain-related negative emotion and distorted body image. The proposed rehabilitation model would be an opportunity for future interdisciplinary approaches.
著者
山田 憲政
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.2, pp.107-112, 2005-06-01

"Moving pictures on sliding doors" date back to the Edo Era in Japan. These pictures were called moving pictures because they seem to move when they are viewed while moving. The aim of this study was to determine the mechanism underlying this illusionary phenomenon. For that purpose, photographs of a "moving picture" on sliding doors were taken using a digital camera, and the characteristic points on each image were digitized and stored in a computer. Then changes in perception of the picture with movement of the viewpoint of the observer were computed by using a coordination transformation technique. The results of calculation revealed that the picture had been painted from a bird's-eye view and that the illusionary motion is seen when the observer views the picture from an oblique angle while moving along the length of the sliding doors. When viewing the picture from an oblique angle while moving, distances from points on the picture to the observer's viewpoint change, and these changes in distances give rise to the illusionary motion of the picture. Thus, the mechanism by which the picture is perceived as moving is motion parallax.
著者
山本 吉伸 松井 孝雄 開 一夫 梅田 聡 安西 祐一郎
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.1, no.1, pp.1_107-1_120, 1994 (Released:2008-10-03)
参考文献数
9

What makes it a pleasure to interact with a computer system? In this paper,we discuss some possible factors contributing to a pleasant interaction. We study the pleasure of interaction under the domain of a two-player game called word tennis, Shiritori in Japanese, conducted through a computer network. Two sets of experiments were carried out. The first set consisted of game sessions between a subject and a computer player. Half of the subjects were informed (correctly) that their opponents were computer players, while the other half were informed (incorrectly) that their opponents were human players. All subjects could quit the game session whenever they chose to do so. The second set was the same as the first one except that the computer player was replaced by a human player. From the results of both sets of experiments, we reveal that, regardless of whether the actual identity of the opponent is a computer or a human player, subjects who were told to be facing with a human player gave significantly higher pleasure-ratings than those who were told to be facing with a computer player. Furthermore, subjects who found the game pleasant kept playing the game until the end of the pre-determined time limit (one hour). As the word tennis game is dry and monotonous in essence, the exceptionally long game session suggests that the subjects must have had an intrinsic motivation for the game. However, previously recognized intrinsic motivation for games in general fails to explain our observed phenomenon satisfactorily. Hence, we make an attempt to characterize a novel intrinsic motivation, and postulate that the cognition of being involved communication with a human mind is indeed a valid intrinsic motivation in interacting with a computer system.
著者
Peter Pirolli
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.3, pp.197-213, 2004 (Released:2007-04-13)
参考文献数
27
被引用文献数
1

Previous work on information foraging theory has addressed how people navigate through information systems to find information. This paper presents a new information foraging model called InfoCLASS that models the conceptual categories that people learn while interacting with information systems. InfoCLASS is based on previous work on the rational analysis of human category formation. InfoCLASS simulations can be used to make qualitative predictions about the richness of conceptual categories that will be learned from different experiential histories, and from different kinds of user interfaces. InfoCLASS simulations can also be used to predict the conceptual consensus among a group of users of information systems. It is argued that the degree of conceptual coherence among a group of users is an important determinant of the efficiency and effectiveness of a social organization engaged in making discoveries, such as scientific communities.
著者
山崎 治 三輪 和久
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.8, no.1, pp.103-116, 2001-03-01
参考文献数
16
被引用文献数
4

The purpose of this study is to explore changes of problem solving processes by diagrammatic externalizations. Eighteen undergraduate and graduate students attempted to solve a complicated arithmetic word problem (the 100 yen problem). Fourteen subjects were allowed to write down their own ideas, while other four subjects were prohibited from writing any idea. We stated the differences of their performance and the problem solving processes, comparing both experimental results of the two groups. The results indicated that (1) the subjects improved their performance for solving the 100 yen problem by externalizations, (2) integrating multiple propositions was facilitated by externalizations, (3) externalizing diagrams made the subjects effectively construct propositional networks that were relatively free from specific structures of the given problem.
著者
田中 孝治 梅野 光平 池田 満 堀 雅洋
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.3, pp.356-367, 2015-09-01 (Released:2016-03-01)
参考文献数
29
被引用文献数
8

It is not difficult for residents, for the most cases, to know the knowledge of disasterprevention, while it is quite difficult for them to take appropriate evacuation behavior.For example, it is easy to know why flooded underpasses should not be gone through bycars. It is just because cars would be submerged and got stuck on the way. However,people sometimes fail to apply such knowledge to take an appropriate action, due tothe so-called knowledge-to-action gap. In the present study, a preliminary investiga-tion and two experiments were conducted. The purpose of the investigation is to clarifythe kinds of unsafe evacuation behavior with reference to newspaper articles on flooddisaster over the past 15 years. The two experiments are to examine if the knowledge-to-action gap can be confirmed by means of paper-and-pencil tests consisting of knowledgeand intention tasks. Preliminary investigation revealed ten kinds of unsafe evacuationbehaviors in flood disaster. Experiments 1 and 2 indicated that participants take unsafeevacuation behaviors even though they have appropriate knowledge. In addition, theexperiment 2 indicated that they perceived danger in unsafe evacuation behaviors andflood disaster situation.These results demonstrate an aspect of unsafe evacuation be-havior, and the importance of disaster prevention education, which has to be carefullydesigned to bridge the gap between knowledge and action for disaster prevention.
著者
前山 祥一 大矢 晃久 油田 信一
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.5, no.3, pp.3_69-3_76, 1998-09-01 (Released:2008-10-03)
参考文献数
11

We introduce our researches about mobile robot navigation in real world. We have about 30 self-contained and autonomous mobile robots as experimental research platforms who are named “Yamabico”. The objective of our research is to realize a mobile robot, which can robustly navigate itself a long distance autonomously in a real environment. For navigation, a robot must recognize work space and have enough knowledge about environment. Since the information processing, sensors and actuators of the robot are very different from ones of human, the suitable representation of knowledge or the recognition of environment for the robot are also quite different. In this paper, we report some experiments on the navigation of autonomous robot being done in Intelligent Robot Laboratory of University of Tsukuba.
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.19, no.2, pp.240-243, 2012 (Released:2014-07-22)
参考文献数
5
著者
川合 伸幸 久保(川合) 南海子
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.15, no.3, pp.378-391, 2008

It has been demonstrated that there are many similarities between Pavlovian conditioning in nonhuman animals and causal judgment by humans, such as conditioned inhibition, overshadowing, and blocking. However, there was a notable difference in empirical studies between animal Pavlovian conditioning and human causal judgment: lack of retrospective inference (i.e., backward blocking) in animals. Although human participants showed symmetrical results for forward and backward blocking procedure in causal judgment, researchers failed to obtain backward blocking in animal conditioning. In the case of forward blocking, a cue is first paired with an unconditioned stimulus (US) (e.g., A+), and the first cue is then presented together with a target cue and the US (e.g., AX+). In the case of backward blocking, the compound cue is learned first (AX+), and then the competing cue alone is paired with the US (A+). In subsequent tests, human participants inferred in both cases that X is not a cause of the outcome, whereas the response of animals to X alone was &ldquo;blocked&rdquo; only in the forward blocking procedure but not in the backward one. In this article, we review the existence studies on retrospective inference in humans and animals including our ongoing primate study and explore a possible role of retrieval deficits in memory for retrospective inference in animals.