認知科学
検索
OR
閲覧
検索
23 巻 , 2 号
認知科学
選択された号の論文の10件中1~10を表示しています
    • |<
    • <
    • 1
    • >
    • >|
巻頭言
研究論文
  • 池田 華子, 田中 智明, 日高 聡太, 石山 智弘 , 宮崎 弦太
    23 巻 (2016) 2 号 p. 101-117
    公開日: 2016/12/01
    ジャーナル フリー
    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.
    抄録全体を表示
  • 宮代 こずゑ, 原田 悦子
    23 巻 (2016) 2 号 p. 118-134
    公開日: 2016/12/01
    ジャーナル フリー
    To demonstrate the effects of harmonization between a word’s semantics and its
    typographies on human language word processing, we conducted a series of priming ex-
    periments using a word-fragment completion task. In the learning phase of experiment
    1, words were presented visually as typography was manipulated to be either har-
    monized or anti-harmonized with a word’s semantics. The results indicated that the
    visual processing of a word was facilitated when the semantics of the word were harmo-
    nized with its typographies, compared with instances where they were anti-harmonized,
    which was observed as a result of decreased phonetic priming. In experiment 2, it was
    demonstrated that priming was decreased by harmonized typographies, but this decline
    was canceled by presented speech sounds compared with the results of experiment 1
    although neutral speech sound recordings of words were presented with letters visually
    presented as words. In experiment 3, the harmonization was manipulated using not
    only letters but also speech sounds that were manipulated to be harmonized or anti-
    harmonized. The results showed that the processing of letters was interfered with by
    those harmonized speech sounds. These results imply that greater processing resources
    were used for the sensory modality that was manipulated its harmonization.
    抄録全体を表示
  • 布山 美慕, 日高 昇平
    23 巻 (2016) 2 号 p. 135-152
    公開日: 2016/12/01
    ジャーナル フリー
    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.
    抄録全体を表示
  • 犬童 健良
    23 巻 (2016) 2 号 p. 153-169
    公開日: 2016/12/01
    ジャーナル フリー
    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.
    抄録全体を表示
文献紹介
書評
    • |<
    • <
    • 1
    • >
    • >|
feedback
Top