著者
田中 章浩
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.18, no.3, pp.416-427, 2011 (Released:2012-03-09)
参考文献数
56
被引用文献数
3

Information from face and voice plays an important role in social communication. As shown in the study of speech perception, facial and vocal signals are integrated even in the perception of emotion. This paper reviews the studies on multisensory perception of emotion by faces and voices. This paper then introduces recent studies on the cultural differences in the multisensory perception of emotion. It is emphasized that the combination of faces and voices can yield the richness in the expressions of emotions.
著者
寺井 仁 三輪 和久 古賀 一男
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.74-88, 2005 (Released:2009-10-16)
参考文献数
23
被引用文献数
9

Research on insight problem solving has mainly been treated within the scope of Gestalt psychology in the past. And now, insight problems are being investigated in cognitive psychology. However, little is known about how the process develops. In this study, we investigated the process of insight problem solving using a discovery task. The purpose of this research is to answer the following two points: First, how do constraint relaxation and the swith of a problem space search progress in insight problem solving? Second, what differences lie between successful subjects who reached the solution and unsuccessful subjects who did not? In this research, we analyzed the process of subjects searching their hypothesis space based on hypotheses that the subjects verbally reported. Additionally, we also measured the subjects' eye movement when they solved the problem. The following results were obtained. First, insight was not suddenly obtained in an instant, but rather gained through a relatively gradual mental relaxation process. Second, we found that the subjects who found the correct target reacted more sensitively to the irregular experimental results, as negative feedback caused rejection of the subjects' hypotheses. Our study detected insight problem solving processes in more detail by using not only subjects' verbal reports, but also psychological data obtained through eye movement measurements.
著者
横澤 一彦 熊田 孝恒
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.4, pp.4_119-4_138, 1996 (Released:2008-10-03)
参考文献数
72

This paper describes current work in visual search within a framework derived from the feature integration theory (FIT) of attention proposed by Treisman and her colleagues. Following topics are reviewed; parallel processing for feature conjunction, distractor homogeneity, display element similarity, multiple conjunction, multiple targets, task-dependent search, eye movements and learning effect. Such work is central to the study of attention and currently among the most active areas. These studies raise some critical questions about FIT; the nature of a feature map and the dichotomy of parallel and serial processing. Three models of visual search, that is, SERR, guided search and multiresolutional models, are compared each other. Their capabilities are evaluated with critical phenomena of search asymmetry, negative search functions, and so on. Finally, we discuss how these models can be linked.
著者
渡辺 謙仁 田邉 鉄
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.3, pp.255-269, 2016-09

The purpose of this paper is explorning potential for new learning through an ethnographic study in a nanosatellite-developing project generated from among "Nico-TECH:." "Nico-TECH:" is a makers' community spreading like wildfire mainly mediated by NiconicoVideos. "Nico-TECH:" has no institutional organizasion. It is "Social Media Satellite Development Project" (SOMESAT) which is the project for developing a nanosatellite on which "Hachune Miku" (Hatsune Miku) does performance in the space. From the result of the ethnographic study, SOMESAT was able to be taken as a goal-oriented project, and also a zone of human development such as a distributed, mobile and multidirectional pulsation. Activities which realized such a human development were partially mediated by architecture of NiconicoVideos to stimulate emergence of contents and ideas, and by a boundary crossing body of Hatsune Miku's character. This paper must show potential for new learning and give some kind of suggestions about school education in the future.
著者
高野 陽太郎
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.15, no.3, pp.496, 2008 (Released:2010-02-15)
参考文献数
4
著者
畑 美緒 加藤 麻樹 三嶋 博之
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.30, no.3, pp.370-376, 2023-09-01 (Released:2023-09-15)
参考文献数
11

Optic flow is important perceptual information for regulating behavior in humans and other organisms (observers) with visual organs. This study investigated the effects of global optic flow (GOF) caused by observer movement and local optic flow (LOF) resulting from object movement on visual search. In this experiment, GOF consisted of a group of dots diffusing from the center of the screen to the outside of the screen with constant acceleration; the LOF was a single ring of dots expanding with constant acceleration. LOF was randomly generated from one of the eight placeholders equidistant from the center of the screen and equally spaced from each other. The objective was to visually locate and distinguish the numbers (targets) that appeared after LOF vanished, both with and without GOF. The interaction between “the positional relationship between LOF and the target” and “the time interval between the disappearance of LOF and the presentation of the target” was significant in the reaction time. Therefore, the expanding ring may have served as a cue to focus on the diagonal target within the screen. Additionally, an analysis of the distribution of gaze data showed that when GOF was presented, the gaze was drawn more frequently through its central region. According to these results, the gaze was directed toward the area where the GOF and LOF were parallel.
著者
古屋 由美
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.30, no.3, pp.232-244, 2023-09-01 (Released:2023-09-15)
参考文献数
27

Speech-language pathologists (STs) are professionals who support people with communication disabilities. This study focuses on a clinical, educational situation between a patient with a severe communication disability involving a grasp reflex and the author, who is a supervisor and a student. Analysis was based on Goodwin’s concept of co-operative action. How the tactile sensation of touching training materials becomes a resource for interactions and how communication is achieved was analyzed. As a result, STs produced semiotic fields showing the position of an object in space where the sense of touch by the manipulation of tools was organized with multiple resources, such as language, body movements, and gaze. In this study, such clinical skills were given the term “therapy’s environmentally coupled tools.” The patient deconstructed and reused the tools to construct actions, whereby the patient achieved perceptual design communication as a co-operative action. Furthermore, by obtaining knowledge unique to speech-language pathology in clinical practice as situated learning, it is possible to create an appropriate cognitive structure for ST students.
著者
小田切 史士 鈴木 宏昭
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.30, no.3, pp.352-357, 2023-09-01 (Released:2023-09-15)
参考文献数
13

Previous studies have suggested that implicit information processing plays an important role in insight problem solving. However, some studies reported that when subliminal hint information was presented in sequential order, performance did not improve. On the other hand, recent research has found that sequential presentation of subliminal cues and motor information induced by illusory line motion improved performance. However, the improvement might not be due to the motion information but to the mere presentation of the cues. In order to test this possibility, we conducted an experiment that consisted of three conditions (dynamic, static, and control). The results showed that the dynamic condition outperformed the other conditions, which suggested the crucial role of motion information, at least in insight problems requiring sequential operations.
著者
勝 将也 中島 綾乃 菊池 華世 中島 亮一 大澤 正彦
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.30, no.3, pp.314-326, 2023-09-01 (Released:2023-09-15)
参考文献数
36

It is important to maintain the communication with an agent (e.g., a robot), when people enjoy the human-agent communication. Recent studies reported that using shiritori, a game where players say a word starting with the last letter of the previous word, may be effective to verbally communicate with an agent speaking semi-natural language (i.e., words expressed by the combination of sounds of “do” and “ra”). This study examined what factors influence the communication with the agent using such language. Experiment 1 investigated the effect of the timing of providing information on the guessing of the word expressed by semi-natural language. Participants watched a video clip of the agent using such language, guessed the meaning of the word it spoke, and reported their confidence in their guess. They were provided information about the initial letter and the number of characters before or after watching the video clips. The results suggest that the timing of the information is not important to guess the semi-natural language word. Experiment 2 investigated the effect of shiritori with the agent on the guessing of semi-natural language. Participants were assigned to one of three groups: assuming shiritori, informed of the initial letter, and non-informed groups. The confidence rating was higher in the shiritori group than in the other groups. Therefore, the information provided by shiritori should be important to guess the semi-natural language words. We also discussed the possibility that the typical word pairs in shiritori can influence the guessing of such language.
著者
児玉 謙太郎 岡﨑 俊太郎 藤原 健 清水 大地
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.4, pp.593-608, 2021-12-01 (Released:2021-12-15)
参考文献数
119

This review article addresses behavioral synchronization between people, which is widely observed in daily communication. In particular, researchers have investigated the social function, cognitive processes, and mechanisms of behavioral synchronization from various perspectives. It is suggested that behavioral synchronization is one of the bases of human communication. However, researchers face difficulties in providing an overview of research on synchronization because previous studies have covered a broad range of topics. Furthermore, these studies have been subdivided and often include their own individually developed theories and methodologies. We categorized a vast range of existing literature into three research approaches to review synchronization studies and related research topics: 1) the social psychology approach, focusing on social factors and effects, 2) the cognitive approach, based on shared representation and predictive mechanisms, and 3) the dynamical systems approach, derived from the self-organization theory. We discuss their commonalities, differences, and mutual connectivity while considering the future direction of synchronization studies.
著者
石田 喜美 名城 邦孝 関 敦央 宮崎 雅幸 寺島 哲平
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.25, no.4, pp.375-391, 2018-12

In recent years, we have witnessed cases of “gamification” in various social fields,such as education, social welfare, and even ecological problem solving. Within the background of such cases, there seems to be a need for change in the reality of our daily lives. In fact, we can see some cases of gamification occurring in our actual lives. According to Suits (2005), to play game is to engage in “the voluntary attempt to overcome unnecessary obstacles.” In daily life, obstacles exist as things to avoid, but in a game context, such obstacles are necessary for our pleasure. Thus, using the method of gamification and introducing the game context, we can change the meaning of various obstacles, and construct alternative meaning to our reality. In this article, we focus on the process in which our reality is reconstructed through the conversation after playing a game-based educational program. Describing how they design their interactions and construct their realities, we aim at finding how games affect our realities. This field of research is RPG-based, and focuses on a user-education program implemented in an academic library, called “Libardry,” which is a combination of the word “library” and the title of a popular game, “Wizardry.” The program consists of two parts: an RPG-based education program and a group discussion (Flick,2002). The participants were six university students, two females and four males. We focused on conversations in a group discussion and analyzed them to determine how the participants, staff members, and students, elicit meaning from difficulties when accessing library resources as artifacts. As a result, we determined how participants change their meaning collaboratively. In their conversations, they stated that difficulties are “unnecessary obstacles to overcome”for pleasure. Game context not only visualizes the existence of artifacts from the viewpoint of “pleasure,” it also opens up the field of meaning negotiation for people in various fields.
著者
有元 典文
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.20, no.3, pp.281-282, 2013-09-01 (Released:2014-12-05)
参考文献数
4
著者
長田 和美 三輪 智也 長 篤志 一川 誠 水上 嘉樹 多田村 克己 三池 秀敏
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.100-109, 2008 (Released:2009-10-30)
参考文献数
31

Psychological researchers have pointed out that as the distance between a viewer and an object increases, the perceived size of the object becomes larger than the size predicted using the linear perspective. This phenomenon is called “size constancy”. The purposes of this study are to determine a magnification-rate function for rendering a graphic image to fit it with size and distance impressions obtained in real space observation at a given distance, and to assess the validity of the magnification-rate function for computer graphic images. In the first experiment, we investigated the perceived size of an object placed at different distances, ranging from 1 to 10 m (short distance conditions), and from 4 to 120 m (long distance conditions). We found that the Z-ratio function (Thouless, 1931) can predict the perceived size for an object under the short distance conditions; however, it failed to predict the perceived size under the long distance conditions. Therefore, we applied a logistic function to predict the perceived size of an object under both the short and long distance conditions. In the second experiment, we asked observers to rate the fit of the size and distance of a computer graphic image with the perceived size and distance of objects in a real space. The size and distance of objects in the graphic images were determined using the magnification-rate function in terms of the logistic function, or the conventional linear perspective. We found that the observers gave higher scores for the images generated using the magnification-rate function than those generated using the conventional linear perspective. These results indicate that the magnification-rate function obtained in this study is more useful than the linear perspective in rendering computer graphic images to fit the size and distance of objects in the images with the real space observation.
著者
四辻 嵩直 赤間 啓之
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.30, no.4, pp.465-478, 2023-12-01 (Released:2023-12-15)
参考文献数
69

The neural basis of our language comprehension system has been explored using neuroimaging techniques, such as functional magnetic resonance imaging. Despite having identified brain regions and systems related to various linguistic information aspects, the entire image of a neurocomputational model of language comprehension remains unsolved. Contrastingly, in machine learning, the rapid development of natural language models using deep learning allowed sentence generation models to generate high-accuracy sentences. Mainly, this study aimed to build a method that reconstructs stimulus sentences directly only from neural representations to evaluate a neurocomputational model for understanding linguistic information using these text generation models. Consequently, the variational autoencoder model combined with pre-trained deep neural network models showed the highest decoding accuracy, and we succeeded in reconstructing stimulus sentences directly only from neural representations using this model. Although we only achieved topic-level sentence generation, we still exploratorily analyzed the characteristics of neural representations in language comprehension, considering this model as a neurocomputational model.
著者
安陪 梨沙 服部 雅史
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.30, no.3, pp.365-369, 2023-09-01 (Released:2023-09-15)
参考文献数
12

In this study, we examined the effect of the categorization in concept combination. For this purpose, we used the alternative categories task (ACT), which is training to generate ad hoc categories. A comparison of high and low concept relevance indicated that lower relevance improved each production’ s creativity, originality, validity, and interestingness scores. The results also showed that the ACT group’ s creativity and originality scores improved. More analyses to examine the effects of ACT suggested that it may have the effect of promoting a different perspective on a concept. Alternatively, it may create a unique category that helps to overcome resistance to submitting original work to others.
著者
黒星 きらら マナロ エマニュエル 高橋 哲也 佐藤 鮎美
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.30, no.3, pp.327-339, 2023-09-01 (Released:2023-09-15)
参考文献数
31

This study examined how cultural self-construal and others’ facial expressions affect shifting in decision-making due to conformity during discussion by using a stimulus video, which presented a discussion scene in online communication. Eye gaze during the stimulus presentation was measured to understand the allocation of attention during the opinion evaluation. The video included one speaker expressing an opinion and five audience members using facial expressions to reflect their opinion toward the speaker. After watching the video, participants responded to a questionnaire asking to what extent they agreed or disagreed with the speaker’ s opinion and an independent-interdependent self-construal scale. The results indicated that others’ facial expressions influence decision-making during discussions and that people with higher interdependent self-construal tend to be influenced by others’ facial expressions. Gaze measurements did not show that people with higher interdependent self-construal pay more attention to surrounding others. However, it suggested that people who tend to pay more attention to surrounding others are more likely to shift in decision-making due to conformity.
著者
山本 佑実 菅村 玄二
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.24, no.3, pp.457-466, 2017-09-01 (Released:2018-03-01)
参考文献数
35

Focusing on the semantic similarity between physical and psychological pain, we tested whether people who are sensitive to their own bodily pain are also sensitive to the psychological distress of others. Forty-three undergraduates evaluated the subjective physical pain induced by a tactile stimulus. Then, they rated the negative emotions of the characters depicted in the Thematic Apperception Test (TAT) and the pro- and anti-social attitudes toward others. Also, we measured how fast they can detect negative facial expressions and negative emotional words. Result indicated that the high pain-sensitivity group (n = 23) projected more avoidant emotion to the TAT pictures (p = .07, d =0.67), and detected negative faces more fast (D =0.37, p = .07) than the low-sensitivity group (n = 20). The high group also felt more prosocial emotions (p = .02, d =0.76), and showed more critical attitudes toward bullying (p = .07,d =0.56). It seems unlikely that the relationship between the sensitivity of physical pain and the prosocial responses can be mediated by the judgment of psychological distress of others. Rather, it is more likely that physical pain can directly enhance the awareness of psychological distress of others and prosocial reactions to them.
著者
布山 美慕 日高 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.23, no.2, pp.135-152, 2016-06-01 (Released:2016-12-01)
参考文献数
25
被引用文献数
2

In reading, we are often engaged to the book, lose our self-awareness, transport our-selves into the narrative world, and have deep empathy for the characters in the books. These “absorption” phenomena have been characterized and classified based on reader’s introspective report using the questionnaires. However this methodology relying on in-trospective reports alone may not be accurately enough to study the absorption: the readers in the absorption cannot reliably report their experiences, as they lose their self-awareness to some degree by definition. This motivates this study to build an al-ternative measures of absorption, which we can evaluate its reliability by its consistency across multiple subjective and objective measures of reader’s states. We conducted two experiments by employing the first author as a subject in a natural and reader friendly situation. In the first experiment, we analyzed the cross correlation between reader’s absorption ratings and statistics, CVR-R and fractal dimension, esti-mated from reader’s heart rates. In the second experiment, we analyzed the relation-ship between reader’s absorption ratings and bodily movements using the classification tree technique. The results of these two experiments suggest that the CVR-R and the fractal dimension estimated from heart rates, and the bodily movement can be used as alternative measures indicating the level of reader’s absorption.
著者
河瀬 諭
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.4, pp.638-648, 2015-12-01 (Released:2016-06-01)
参考文献数
67

The aim of this study was to review the roles of visual cues in communication between performers and audience members during a music performance. Although numerous studies have elucidated that visual cues convey such elements as performance manners,emotional expressions, musical structure, or sound expressions, little has been done to provide a holistic perspective of these findings. Thus, we scrutinized how visual cues af-fect the encoding of performers’ intentions or the decoding of a performance by audience members. With respect to each cue, the existing literature has revealed that body move-ment directs the manner of performance, emotional expression, and musical structures toward the audience members. Specific parts of the body, particularly, demonstrate this tendency. Facial expressions serve to convey emotional expressions and features of sound. Gaze is regarded as an important cue for communication, although its role remains unclear. Physical attractiveness and attire also influence performance evalua-tions. Overall, visual cues dominate over auditory cues and have a powerful impact on performer-audience interaction in many studies. These results contribute to a deeper understanding of music performance and music appreciation in concert or under mul-timodal conditions.