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

Focusing on the process of a dancer's acquisition of a new technique in breakdance,<br>,"Inside Ninety", this longitudinal case study aims to disclose the process of skill acqui-<br>sition through practice. We conducted a fieldwork study (participant observation and<br>interviews) to analyze the dancer's endeavours to acquire and improve skills. By avoid-<br>ing the specification of goals and movements by the researchers, as is often the case<br>in experimental settings, we observed the development of movements in each practice<br>session. The results indicate that the process of acquisition of a new dance technique<br>consists not only of the refinement of a particular skill, but also of two other activities<br>;the exploration of new and original skill utilizing the characters of a particular skill, <br>and the arrangement of that skill so that it should fit into his full performance. The<br>process of an expert's acquisition of a particular technique is a complicated and creative<br>one, integrating each skill into a full performance.
著者
西村 律子 岡ノ谷 一夫 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.17, no.4, pp.750-760, 2010-12-01
参考文献数
12
被引用文献数
2

A Noh mask carved of wood is known to express various emotions as a result of slight changes in the vertical inclination of the mask during traditional Japanese Noh performances. In Noh, a face that looks up expresses happiness, whereas a face that looks down expresses sadness. We investigated whether pictures of a downward tilted Noh mask and body postures in various inclinations could be recognized as expressing sadness. Picture-frames were extracted every two seconds from a movie playing the stylized sad act of Noh drama, known as <I>Shiori</I>. Results indicated that the participants recognized pictures of masks with small inclinations (i.e., the initial movements in the action) as being sad, whereas the evaluation of sadness diminished in response to pictures with larger inclinations. These results were similar to those obtained for pictures of the complete body posture with small inclinations, which were recognized as being sad, whereas those with larger inclinations were recognized as being happy. The evaluation was significantly altered between two successive postures in which the actor's hand made a large movement. In Experiment 2, the actor's hand was concealed by an object used on the Noh stage, but the results were similar to Experiment 1. As expected, participants identified the emotions expressed by identical pictures showing just the Noh mask that was used in Experiment 1, as expressing emotions similar to those identified in Experiment 1. Pictures of the complete body posture were recognized as sad when they had a small inclination, whereas those with a larger inclination were recognized as being happy. These results suggest that emotions expressed by complete body postures during Noh dramas produce larger effects than those expressed by the Noh mask alone. Moreover, the initial movements of a stylized action determine the emotional label of the action.
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

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 &ldquo;content delivery&rdquo;. 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 &ldquo;bonding&rdquo; 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, &ldquo;spatio-motoric thinking&rdquo;, which is based on our ability to maneuver the body in the environment. This is qualitatively different from the &ldquo;analytic thinking&rdquo;, the manipulation of abstract propositional representation. In the course of speech production, these two kinds of thinking collaboratively seek the &ldquo;package&rdquo; 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
坂本 勉
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.142-147, 2009

Although &ldquo;symmetry in language&rdquo; may be related to the origin of the language, many linguists do not seem to show interest in this problem. Why do linguists not show interest in symmetry? There seem to be at least three reasons. (1) Concerning &ldquo;reference&rdquo;, there have been many disputes in the philosophy of language. Nowadays, more complex problems than symmetry attract researchers in the field of semantics. (2) Saussure pointed out that the system of language does not concern the symmetry between &ldquo;thing and name&rdquo;. (3) For linguists, a more important research theme is the elucidation of the relationships between the elements inside the language structure.
著者
野村 亮太 丸野 俊一
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.15, no.1, pp.188-201, 2007 (Released:2009-10-30)
参考文献数
35

The purposes of the present study were to construct a humor elicitation model based on Comprehension-Elaboration Theory (Wyer & Collins, 1992), and to investigate the effects of Narrative Strategies on humor elicitation processes. 159 (79 male and 80 female) undergraduate and graduate students (18--25 yrs old) rated the model relevant variables after watching a videotaped RAKUGO performance. With structural equation modeling (SEM), it was confirmed that the model had generalizability and high intra-model consistency. The further results demonstrated that the performance with Narrative Strategies, compared to the one without the strategies, increased both comprehension and elaboration, which led to increase of humor.
著者
コックス リチャード ステニング キース オーバーランダー ジョン
出版者
日本認知科学会
雑誌
認知科学
巻号頁・発行日
vol.2, no.4, pp.4_56-4_75, 1995

A study of two logic courses employing different modalities of information presentation (Stenning, Cox, & Oberlander, 1995) demonstrated improvements of general reasoning ability as measured by Graduate Record Exam (GRE) type analytical ability reasoning pre- and post-course tests, as well as interactions between students' pre-course aptitudes and modality of teaching. This paper investigates the reasoning processes involved in the students' solutions of one sub-scale of the GRE problems from that study by analysing their &lsquo;work-scratchings&rsquo; on analytical reasoning (AR) items. These data are used to examine changes in what representations students select; their association with correct and incorrect solutions; the changes in selection brought about by teaching different kinds of students in different kinds of courses; the association between these changes and improvements in solution performance; and the relation between intuitive teaching recommendations and a theoretically motivated taxonomy of representations.<br>Stenning & Oberlander (1995) present a theory of the cognitive differences between graphical and sentential representations which ascribes major cognitive properties of graphics to <i>weakness of expressiveness</i>. We apply this theory to the GRE AR problems and derive principled predictions of some constraints on the appropriateness of representations for problems. Analysis of the students' spontaneous representation selections shows that representational strategies do change differentially as a result of different teaching methods; the kinds of representation proposed by intuitive teaching recommendations as embodied in &lsquo;crammers&rsquo; are globally correlated with success at solution; the theoretically based predictions of appropriate representations based on weakness of expression make rather better predictions that can be related to individual differences between students known to be important predictors of performance. These results are argued to have important practical pedagogical implications.
著者
秋元 泰介 小方 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.20, no.4, pp.396-420, 2013-12-01 (Released:2014-12-24)
参考文献数
58

This paper proposes an integrated framework of narrative discourse system that trans-forms a story text to a variety of discourse texts. This mechanism is one of the major parts of the architecture of our narrative generation system. A “story” means the content of a narrative and is described with the conceptual representation of temporal ordered events in the narrative generation system. On the other hand, a “discourse”means how to form a story and is described with the conceptual representation that is corresponded to a real text structure. In the research of narrative generation system,few approaches deal with the aspect of narrative discourse. A distinguished characteris-tic in this system is to use two literary theories for developing its important mechanisms. First, narrative discourse techniques for manipulating narrative discourse structures are defined according to the narrative discourse theory by Genette. Second, the circula-tive generation process for these narrative discourse techniques is controlled using the repetitive interaction between a narrator and a narratee based on a computational in-terpretation of the reception theory by Jauss. In the first part, this paper explains the overview of the above literary theories. And in the next parts, we describe the pro-posed system's mechanism and implementation, and several experiments of discourse generation by the system.
著者
岡田 猛 横地 早和子 難波 久美子 石橋 健太郎 植田 一博
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.14, no.3, pp.303-321, 2007-09-01
参考文献数
46
被引用文献数
10

The goal of this case study was to describe creation processes of contemporary artists from the perspective of Cognitive Science. We focused on the interaction among activities that affect long term processes of expertise and those that affect shorter term processes as the artist creates a series of work. We conducted retrospective interviews with two contemporary artists in their 40's using the portfolios of their past works so that they could recall their creation processes in detail. We found that the artists used an analogical modification process to produce a new series of artwork. Analogical modification is a cognitive process similar to analogical mapping, but modifies major features of the source structure while mapping it to the target. Artistic vision, which is formed through many years of creative activities and consists of main themes and goals for creation, plays an important role in guiding the usage of analogical modification. Analogical modification correspondingly appeared to deepen artistic vision.
著者
泰地 真弘人 池上 高志
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.6, no.1, pp.21-30, 1999-03-01 (Released:2008-10-03)
参考文献数
9
被引用文献数
3

Behavior of cognitive game players who build the opponent's internal model is studied. Internal models are constructed by the recurrent neural network, and the iterated prisoner's dilemma game is performed. The complicated transients of actions are observed before the stable mutually defecting equilibrium is reached. These chaotic dynamics reflect the dynamical and high-dimensional rugged landscape of the internal model space. A possible world analysis reveals the other deep problem in the game thoery, i.e. uncertainty of games. Differences in a payoff matrix show that different matrix gives different possible worlds in behind. Some possible worlds can sustain a mutually cooperative state with mutually believing that the other player is playing Tit for Tat.
著者
高橋 英之
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.21, no.4, pp.431-432, 2014-12-01 (Released:2015-06-09)
参考文献数
1
著者
高野 陽太郎 大久保 街亜 石川 淳 藤井 大毅
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.287-300, 2001-09-01 (Released:2008-10-03)
参考文献数
20
被引用文献数
2

This study compared Cosmides's (1989) social contract theory with Cheng & Holyoak's (1985) pragmatic reasoning schema theory as accounts of the thematic content effect in the Wason selection task. The former explains the effect in terms of an innate algorithm, whereas the latter explains it in terms of learned schemata. Cosmides prepared a “switched rule,” in which an antecedent and a consequent in the original conditional rule were interchanged so that the innate algorithm could not be applied while the pragmatic reasoning schema could. She found that the effect disappeared, and concluded that the effect is not produced by the pragmatic reasoning schema. However, the context attached to the switched rule revealed that this rule could hardly be interpreted as a permission rule, which could invoke a pragmatic reasoning schema. We made small modifications in Cosmides's switched rule and its context so that this rule could be interpreted as an obligation rule, which could also invoke a pragmatic reasoning schema. The cost-benefit relation in the context was held essentially unchanged so that the innate algorithm could not be applied. As a result, the thematic content effect appeared for the switched rule as well. This finding favors the pragmatic reasoning schema theory over the social contract theory, and thus largely reduces the plausibility of the hereditary account of reasoning ability. It was stressed that especially strong evidence is needed for hereditary accounts because they might well be utilized to justify social prejudice and discrimination.
著者
野島 久雄 新垣 紀子
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.3, pp.275-286, 2001-09-01
参考文献数
60
被引用文献数
2

Donald A. Norman has been a prominent figure in the history of Cognitive Science in the latter half of the twentieth century. In this paper, we discussed how he influenced and formed major research trends in Cognitive Science and the related area by reviewing his works so far, and tried to considered the possible future development in his works and Cognitive Science research.
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.20, no.4, pp.488-492, 2013-12-01 (Released:2014-12-24)
参考文献数
7

このたびは大会発表賞という栄誉ある賞をいただき,大変光栄に存じます.ご選考下さいました先生方,会場での発表に耳を傾けて下さった皆様にはこの場をお借りして厚く御礼申し上げたいと思います. この研究は,ダンサーの方達との交流を深める中で感じていた「こういった複雑で魅力的な身体表現を,ダンサーはいかなる工夫を経て生み出したのか」という問いを起点として検討したものです.ある身体表現が生成され発展するプロセスを検討する,という分析の困難さに頭を抱えることも多々ありましたが,研究会での議論やダンサーの方達との話し合いを通じて「身体行為を行った際に生じた変化に着目する」という本研究の観点は徐々に導かれていきました.まだ不十分な点も多くありますが,こうした新たな試みを評価していただけたことを大変うれしく感じます.指導教員の岡田猛先生,研究室の皆様,ダンサーの皆様,そしてご協力頂いた全ての方々に感謝を申し上げます.
著者
中村 友昭 長井 隆行
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.23-32, 2016-12-30 (Released:2017-09-01)
参考文献数
17

In this study, we define concepts as categories into which a robot classifies perceptual information obtained through interaction with others and the environment, and the inference of unobserved information through the concepts is defined as understanding. Furthermore, a robot can infer unobserved perceptual information from words by con-necting concepts and words. This inference is the understanding of word meanings. We propose probabilistic models that enable robots to learn concepts and language. In this paper, we present an overview of the proposed models.
著者
日髙 昇平
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.67-78, 2017-03-01 (Released:2017-09-01)
参考文献数
45

One of major paradigms in cognitive science is to model cognitive process as an in-formation processing in the digital computer. Marr (1982) has proposed to capture the cognitive process by the three levels of information processing, known as the levels of hardware implementation, algorithm and representation, and computational theory. In particular, the “computational theory” level is supposed most important among the three, as it captures the goal of the information process and explains why the process is organized so. It is, however, often controversial what to count as the computational theory, and there are several variations in its interpretation. In this article, we review these views on the computational theory, and overview the potential problems of the computational theory in a narrow sense which have been pointed out in past literature. By doing so, we discuss the aspects of the current paradigm to be extended toward a new alternative paradigm beyond the formulation of cognition as optimization.
著者
山本 寿子 針生 悦子
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.23, no.1, pp.22-36, 2016-03-01 (Released:2016-09-01)
参考文献数
33

In Japanese, some homophones can be distinguished by their lexical pitch accentual patterns. When and how do Japanese children start using pitch accent information as a cue to lexical distinction? In this research, we taught children two novel labels as names for two different objects. One label was a novel homophone whose accentual pattern was different from a familiar word, and the other, a novel non-homophone of a familiar word. The children ’s learning of these two labels was tested by a picture fixation task and an object choice task. The two-year-old children learned the novel non-homophone; however, they failed to learn the novel homophone (Experiment 1). On the other hand, three- to five-year-old children succeeded in learning both the la-bels, and their performance improved with age (Experiment 2). These results suggest that Japanese children gradually develop the ability to use pitch accent information as a cue to lexical distinction in words throughout their childhood. The findings are discussed in terms of how Japanese children pay attention to pitch information in the learning of words.
著者
プファイファー ロルフ
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.2, pp.2_42-2_57, 1994-11-30 (Released:2008-10-03)
参考文献数
37

The study of emotion has always been a difficult and controversial subject. The main reason seems to be that in spite of the many years of investigation and the abundance of studies aiming at understanding human emotions, virtually no consensus could be reached. In this paper we argue that there are fundamental underlying problems and that a radically different approach is needed. We propose a new one, called the “New Fungus Eater Approach”. It is illustrated by experiments with autonomous robots, the “New Fungus Eaters”, which are named after their predecessor, the “Solitary Fungus Eater” invented by Masanao Toda in 1961. This approach is outlined and it is demonstrated how it can contribute to understanding the foundations of what one might want to call emotional processes. It is also discussed how some of the basic controversies “disappear” in this way.