The Japanese Journal of Psychonomic Science
Online ISSN : 2188-7977
Print ISSN : 0287-7651
ISSN-L : 0287-7651
Volume 40, Issue 1
Displaying 1-16 of 16 articles from this issue
Lectures
The 39th Annual Meeting
Symposium: Brief introduction for online experiments (lab.js and Gorilla)
Special Forum 1: Jizai body and mind
  • [in Japanese]
    2021 Volume 40 Issue 1 Pages 17
    Published: September 30, 2021
    Released on J-STAGE: December 14, 2021
    JOURNAL FREE ACCESS
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  • Tomoya Sasaki
    2021 Volume 40 Issue 1 Pages 18-22
    Published: September 30, 2021
    Released on J-STAGE: December 14, 2021
    JOURNAL FREE ACCESS

    A being with multiple arms has been a fascinating motif that stimulates people’s imagination and has been expressed in myths, fiction, and creations from all over the world for a long time. On the other hand, it has only been in the last decade that attempts to engineer multiple arms attaching to the human bodies have been made in earnest in academics. In this paper, three studies are introduced that we have conducted so far on human augmentation using robotic arms, aiming to freely control the third and fourth arms. Based on the findings obtained through each research, we discuss the possible approaches to increase the number of arms by engineering and the issues involved.

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  • Azumi Maekawa
    2021 Volume 40 Issue 1 Pages 23-26
    Published: September 30, 2021
    Released on J-STAGE: December 14, 2021
    JOURNAL FREE ACCESS

    Since ancient times, humans have used technology to extend their abilities. The author has been conducting research to establish design guidelines of technology that allows users to feel it as an extension of their own abilities while appropriately extending their motor actions. In this paper, we present a prototype system developed focusing on three abilities: throwing, balancing and power.

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  • Masaaki Fukuoka
    2021 Volume 40 Issue 1 Pages 27-31
    Published: September 30, 2021
    Released on J-STAGE: December 14, 2021
    JOURNAL FREE ACCESS

    In robotics, developments are in progress to enhance the physical and cognitive capabilities of humans by technologically extending the human body. The method of mapping the degrees of freedom of the operator’s arms and legs to the operating commands has been developed to control an extended body such as a wearable robot arm. On the other hand, the method has the limitation that the freedom of the operator’s limbs is constricted. Because the movements of the limbs are mapped to the actions of the wearable robot arm. In this article, a research project is introduced that uses virtual reality, wearable sensing technology, and machine learning to map human head movements and facial expressions to control an extended body that can be independent of the actions of human limbs.

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Special Forum 2: Quantification and Modeling of Behavior Today
  • [in Japanese]
    2021 Volume 40 Issue 1 Pages 32-33
    Published: September 30, 2021
    Released on J-STAGE: December 14, 2021
    JOURNAL FREE ACCESS
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  • Toshikazu Kuroda
    2021 Volume 40 Issue 1 Pages 34-42
    Published: September 30, 2021
    Released on J-STAGE: December 14, 2021
    JOURNAL FREE ACCESS

    Operant conditioning has not been well adapted to social behavior despite a growing interest among behavior analysts. This is due in part to technological limitations in measuring social behavior, especially in real time. This paper presents a summary of three of the present author’s attempts to adapt computer vision technologies to the study of social operant behavior of zebrafish (Danio rerio). Experiment 1 examined whether the location of a single zebrafish in a three-dimensional (3D) space could be tracked in real time. In Experiment 2, locations of two zebrafish were tracked simultaneously. A transparent partition was placed between the two fish to aid in their identification. A food reinforcer was delivered when the two fish approached one another across the partition. Experiment 3 examined whether it is possible to track multiple fish without such a partition. Results of these three experiments were promising, suggesting that computer vision can be useful in the study of social operant behavior.

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  • Hiroshi Matsui
    2021 Volume 40 Issue 1 Pages 43-49
    Published: September 30, 2021
    Released on J-STAGE: December 14, 2021
    JOURNAL FREE ACCESS

    Streams of operant behaviors emit not in a temporally homogeneous manner, but are arranged in bouts separated by pauses of responses between them. The temporal organization of these patterns, however, had been not successfully described. The present article introduces time-series modeling attempt for bout-pause pattern, which was presented in Matsui, Yamada, Sakagami, & Tanno (2018). Furthermore, the author argued that unsolved problems concerning bout-pause literatures, concerning quantification and modeling of bout-pause patterns. As remedies for these issues, the author discusses the utilities of reinforcement learning model and computational ethology for operant studies.

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  • Yoshihiko Kunisato
    2021 Volume 40 Issue 1 Pages 50-53
    Published: September 30, 2021
    Released on J-STAGE: December 14, 2021
    JOURNAL FREE ACCESS

    Computational psychiatry is an interdisciplinary field that applies computational approaches to the research of mental disorders. The four types of generative models used in computational psychiatry and the benefits of using generative models were explained. As an example of computational psychiatry research, a latent cause model in the return of fear was explained. Latent causal models are generative models of the process by which organisms infer latent causes from observed data, and can explain fear conditioning. As the future challenges in computational psychiatry, the making open of data, analysis codes, and materials and methods for accumulating knowledge about computational psychiatry were discussed.

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Book Review
Tutorial
  • Noriaki Kanayama
    2021 Volume 40 Issue 1 Pages 56-64
    Published: September 30, 2021
    Released on J-STAGE: December 14, 2021
    JOURNAL FREE ACCESS

    In recent years, the importance of tactile stimulation/haptics has increased in various research fields. Psychologists and cognitive neuroscientists have great difficulty controlling tactile stimulation in experiments, in contrast to visual and auditory stimulation. Unlike studies involving audiovisual stimulation, there is no standardized tactile stimulation device, such as a computer display or speaker, which can be purchased anywhere and then controlled easily by any personal computer. In this article, methods of controlling tactile stimulation using vibration, electrical stimulation, and touch on the various materials are introduced. The methods introduced do not completely overcome the difficulty of controlling tactile stimulation in experiments; therefore, psychologists must expend further effort to develop a standardized method. More active collaboration with engineering/robotics researchers and commercial companies will play an important role in this standardization.

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