JSAI Technical Report, SIG-ALST
Online ISSN : 2436-4606
Print ISSN : 1349-4104
73rd (Mar, 2015)
Displaying 1-19 of 19 articles from this issue
  • Hikaru IGARASHI, Eiji KAMIOKA
    Article type: SIG paper
    Pages 01-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    Sometimes it is difficult to comprehend a scene in a novel because the expression is difficult or complicated. In such a case, illustrations as seen in juvenile novels help the readers to understand the scene. This study pays attention to the background image of an illustration since it directly shows the novel scene to the readers. To determine the appropriate background image, the most significant location of the scene in the context must be selected from tons of location information in the novel. Therefore, a technique to automatically select the location suitable for the scene is required. In this paper, assuming that illustrations should be inserted in the important pages in the novel, how to estimate the pages using TF-IDF will be stated. In addition, a method to determine the most appropriate background image based on the location information existing in the vicinity of the estimated pages will be discussed.

    Download PDF (793K)
  • Akihiro MAEHIGASHI, Kazuhisa MIWA, Hitoshi TERAI, Tsuyoshi IGAMI, Yosh ...
    Article type: SIG paper
    Pages 02-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this study based on ethnographic methods, we investigated how using a three-dimensional (3D) printed liver influenced doctors during liver resection surgery. Results of the analyses implied that using the 3D printed liver enhanced the construction of elaborate mental models of patients' livers, the mental simulation of liver resections, and the construction of shared mental models of patients' livers among doctors.

    Download PDF (528K)
  • Toshinobu KASAI, Hiroyuki MASUKAWA, Kazuo NAGANO, Riichiro MIZOGUCHI
    Article type: SIG paper
    Pages 03-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this study, we have built a system called ``FIMA-Light'' which uncovers knowledge that teachers must have applied in their lesson plans from global to local viewpoints. FIMA-Light makes use of the OMNIBUS ontology which describes various instructional knowledge for attaining educational goals extracted from instructional/learning theories and practices. And, FIMA-Light automatically generates what we call I_L event decomposition trees by interpreting a given lesson plan based on the OMNIBUS ontology. In this paper, we report on practical use of FIMA-Light in a lecture in Teaching Profession Graduate School in order to investigate changes in teachers' awareness of teaching strategies brought about by providing them with I_L event decomposition trees.

    Download PDF (1042K)
  • Takahito TOMOTO, Naka GOTODA, Yuki HAYASHI, Makiko OYAMA, [in Japanese ...
    Article type: SIG paper
    Pages 04-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    This paper reports on the design, implementation and results of the Young Researcher Workshop on Educational Systems in 2014. We held the workshop under the theme: ``Bonds of Young Researchers on Education System through Dialogue Interaction'' in Maishima, Osaka. The workshop design consisted of poster and group discussion session. Thirty-five faculty members and students from 20 universities/institutes contributed to the poster presentation, review and discussion on their own research topics as well as new research conjunction possibilities. The design of the workshop was favorably evaluated by the participants.

    Download PDF (1198K)
  • Yutaro NAGATA, Masayuki MURAKAMI, Yoshitaka MORIMURA, Masayuki MUKUNOK ...
    Article type: SIG paper
    Pages 05-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this paper, we consider a method for acquiring learning style of MOOC learners. Learning style is a pattern on how learners learn. It is useful for helping the learners in both not to dropout from the course and improving the learning materials. When a learner learns on a MOOC system, the log-data are recorded on the system, such as the learner's operations and system's responses. We focus on transition events that occur when the learner moves from a page to another page. MOOC learning materials consist of two types of pages, that is video-pages and problem-pages. Each of transition events is described by ``transition-feature'' which consists of a 3-tuple; ``quantity'', ``from page-type'' and ``to page-type''. We clustered the MOOC learners with transition-feature vector and compared the generated clusters based on the pass rate of the course. In the process we extracted the clusters of learners which a previous research had been suggested to be exist. The results of our analyses indicated: 1) there was a correlation between the pass rate and the number of transition from a video-page to the next video-page. 2) There also was a correlation between the pass rate and the number of transition from a video-page to the previous video-page, then we obtained the hypothesis that the learners who watch video-pages more were less likely to dropout.

    Download PDF (937K)
  • Satoru KIKUCHI, Kazuhiko HAMAMOTO
    Article type: SIG paper
    Pages 06-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    To understand basic elements in programming is nessesary to develop a system. But ``just an understanding'' is not enough to develop a system by oneself and there are researches that emphasize an actual experience to write a code by hands-on training to get a deep understanding. To think about the fewness of basic elements in programming there is a possibility of changing quality of comprehensions by a repeating experience of using basic elements. In this research we did a experiment to research a connection between programming experience and a development skill. The results of the experiment are following 3 points: (1) A person who programs often have a high development skill; (2) A person who dose not programs often can understand a certain algorhythm but can't implement it, even if the one had understand basic element of programming (pass a introductory and advanced class); (3) One of the difficult line for novice programmers to write a code by oneself is nesting structure with a variable operating process.

    Download PDF (423K)
  • Tsukasa ISHIMURA, Masaru OKAMOTO, Yukihiro MATSUBARA
    Article type: SIG paper
    Pages 07-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    In this paper, AR-based inorganic chemistry learning support environment is proposed. For the proposed environment, wireless HMD and some markers are used as interface. The virtual environment is constructed from recorded image and CGs. When some markers are recognized in the recorded image, corresponding CGs (instruments, water solutions, flame and so on) are displayed. User can perform virtual experiment by moving the markers. Constructed virtual environment if given to user through a HMD. By using a smartphone as a part for HMD, user is given freedom of movement. Additionally, attached smartphone can conduct all processes to construct a virtual environment (recording, recognition, calculation and displaying). It is confirmed that proposed approach has some advantages compared to previous AR based inorganic chemistry learning support system.

    Download PDF (549K)
  • Aoi OKEHARA, Yoshimasa TAWATSUJI, Tatsunori MATSUI
    Article type: SIG paper
    Pages 08-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    In the age of digital technology, it would be preferable for an agent to possess the capability to induce empathy from human, for it to be used effectively and efficiently. We tried to identify the empathy inducing non-verbal languages from human through the experiment to introduce them to an agent. We built the environment to measure the extent of empathy and observe expression from groups of subjects, using questionnaire, eye tracker and video camera. Two subjects were installed at once, one named observee and the other observer. One with eye tracker was observer and asked to infer the result of impression evaluation made by observee on meaningless stimuli shown on a display. Inference of observee's impression evaluation made by observer and observee's real result are compared and used as an index to see the extent of empathy. Utilizing this index, we specified the moment/stimuli in which observer empathized with obsevee. As a result of this experiment, we found several non-verbal languages, from the groups of stimuli in which observer empathized, through analysis on video record of subjects. They, however, failed to be supported by recorded data of eye tracker.

    Download PDF (637K)
  • Misaki KURITA, Miki MATSUMURO, Kazuhisa MIWA, Hitoshi TERAI
    Article type: SIG paper
    Pages 09-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    We investigated how participants searched information in onboard information system. In this study, we addressed the following three questions: (1) Whether participants find the information more quickly and efficiently after the training than before? (2) Would they acquire knowledge of information structure? (3) Which factors in uence their evaluation of system? The results of experiment showed that the participants improved their information search very quickly. However, searches for untrained information were not so quick and effective as searches for trained information. The participants acquired little knowledge of an information structure. From the results of experiment, there was a possibility that difficulties that the participants faced in the first part of training in uenced an evaluation of the system.

    Download PDF (1096K)
  • Yousuke MIZUNO, Kazuhisa MIWA, Hitoshi TERAI
    Article type: SIG paper
    Pages 10-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    In the current study, we investigated the assistance dilemma issue, which suggests that a high level of support do not necessarily help learners obtain higher learning effects even though higher problem-solving in the learning phase is performed. We tested this issue with Reversi game as an experimental task, and developed a learning environment in which participants were given the best moves as help information. Experimental results revealed that a very high level of support decreased the time for deciding moves and increased the performance scores in the learning phase, but brought about negative impacts on learning effects measured in the post-test after the learning phase.

    Download PDF (553K)
  • Shinya YOSHIOKA, Kenji MATSUURA
    Article type: SIG paper
    Pages 11-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    Double-unders is a performance consisting of coordinating efforts on body parts. We focus on the significant movement as one of the primitive actions. This paper describes our preliminary study on hand movements during the jumping exercise and tries to summarize the ongoing analysis. We also tackle to design a learning environment for improving the movement based on the result in this study. Concretely, we measure movement velocity and spatial position of learner's hands by image processing technique and make visual feedback to a player by the system.

    Download PDF (779K)
  • Tomoya SHINOHARA, Isao IMAI, Takahito TOMOTO, Tomoya HORIGUCHI, Atsush ...
    Article type: SIG paper
    Pages 12-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    In our research, we developed the learning system with Error-based Simulation for correction of MIF misconception which about moving objects. Also, we held the practical use of this learning system at junior high school, and verified the effects. In this paper, we report about this use.

    Download PDF (941K)
  • Kazuma TAKEHANA, Yoshimasa TAWATSUJI, Tatsunori MATSUI
    Article type: SIG paper
    Pages 13-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    Estimation of learners' mental states during the interaction between teacher and learners is very important issues for teacher from quality of learning environment point of view. In this experimental study, relationship between teacher's utterances, behaviors, learner's physiological indexes and mental states were tried to be detected by the association rule detection method. As a result, some meaningful rules have been detected.

    Download PDF (843K)
  • Jun ICHIKAWA, Kazuhisa MIWA, Hitoshi TERAI.
    Article type: SIG paper
    Pages 14-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    We investigated how the differences of intentional focuses of novice jugglers influence their processes of motor skill acquisition. In the experiment, novices practiced three-ball cascade juggling over a period of one week. We analyzed the stability transition of body movements and verbal reports referring to what they intentionally concerned for achieving the optimum learning in practice. The result showed a possibility implying whether novices focus on the control of timing and rhythm in practice or not greatly related to the processes of acquisition of stable body movements.

    Download PDF (1427K)
  • Akihiro ISHIKAWA, Eiji KAMIOKA
    Article type: SIG paper
    Pages 15-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    The spread of smartphone and tablet-type device has enabled the users to obtain any information. As the next stage, the users are demanded to have abilities to create new ideas with a fertile imagination. This study focuses on drawing a picture for imagination task and aims at activating human's imagination by colors. In previous study a specific color combination was selected which is related with a theme of picture on the assumption that the selected color activates imagination. In this paper the effectiveness of the selected color stimulus for activating subject's imagination by measuring EEG (Electroencephalogram) will be discussed. In addition preliminary experiment which detects the subject's state of concentration will be conducted.

    Download PDF (1366K)
  • Feifei CHEN, Hitoshi TERAI, Kazuhisa MIWA
    Article type: SIG paper
    Pages 16-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    This study discussed effects of individuals' impulsiveness and deliberation on decision-making behavior. Our research questions are as follows: (1) Does impulsiveness relate to risk-taking behavior in decision-making? (2) Do impulsiveness and deliberation affect distinctiveness in decision-making? In the experiments, participants were required to choose from two options: a gambling option with a probability of winning and a sure option. When the sure option was selected, participants obtained the presented amount of hypothetical money surely. When the gambling option was selected, the amount of hypothetical money obtained was determined by chance (the probability was presented on a pie chart). The results are as follows. First, participants with high impulsiveness tended to overestimate objective probability more than those with low impulsiveness. Second, when decision time was restricted, participants with high impulsiveness could not clearly discriminate between changes in probability. This tendency of participants with high impulsiveness when decision time was restricted improved when they were told that focusing on a series of selection results would obtain an optimum result.

    Download PDF (707K)
  • Toki NAKAJIMA, Noriyuki MATSUDA, Liang CUI, Koji TANAKA, Mitsuru IKEDA
    Article type: SIG paper
    Pages 17-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    Meta-cognitive is defined simply as cognition about cognition. Through our daily experiences, we notice that we did as higher level some activities than usual cognition. On the other hands, management of university hospital nursing pointed out difficulties of instruction for self-regulated learning in hospital. One reason is considered that teaching method for meta-cognitive skill has not yet been established enough when compared with cognitive skill. We have held workshops in university hospital nursing department since 2010. We organized a learning model which promotes reflective learning of the case-method for medical service education. As an implementation of the learning model, we established a learning environment that supports learners to reflect on their thinking process in their experiences by a learning strategy which consists of three case-writing phases: the description phase, the cognitive conflict phase, and the knowledge building phase. In this paper, we describe an analysis of learners' errors in the workshop and design of error detection system to assist a tutor's reviewing.

    Download PDF (1355K)
  • [in Japanese], [in Japanese], [in Japanese], [in Japanese]
    Article type: SIG paper
    Pages 18-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    The research field of Intelligent Tutoring System (ITS) has so far developed an approach based on cognitive modeling to trace learning process. In our study, we apply this to support the elderly. We constructed an image recommender system comprising an ACT-R model. We built the model using a private photo library, and ran a simulation manipulating the activation noise of the declarative chunks. The noise was found to strongly influence the memory retrieval. When the noise level was low, the model retrieved a few memory items that occurred recently. On the other hand, when the noise level was high, the retrieval process was like a random walk over a memory network, with frequent recalls of old photos. The results suggest a condition of an ACT-R model can facilitate mental time travel into the distant past.

    Download PDF (1780K)
  • Yusuke HAYASHI, Toshihiro NOMURA, Takuma SUZUKI, Tsukasa HIRASHIMA
    Article type: SIG paper
    Pages 19-
    Published: February 27, 2015
    Released on J-STAGE: June 28, 2021
    CONFERENCE PROCEEDINGS FREE ACCESS

    This study,with Kit-Build Concept Map method, proposes a method to analyze the three levels of activities in classroom: individual-activities, small-group work and whole-class discussion. Kit-Build Concept Map is one of concept map building methods that provides concepts and links. This method makes teachers possible to check learners' understanding in order to facilitate his or her coordination of lessons. This paper presents the result of a case study in a junior high school in Japan.

    Download PDF (2398K)
feedback
Top