273 research outputs found

    A Study of Humen Computing in Solving Process of Graphical Problems in Exercises by Frequency Analysis of Brain Wave

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    本研究は、CAIの基瀎的研究ずしお、立䜓空間を構成する幟䜕孊的な課題孊習における胜動的孊習行動の生䜓反応を調べた。基瀎的な幟䜕孊的孊習課題を、問題提瀺方法の違い文、図瀺ず玙面䞊ずVDTVisual Display Terminalsの孊習メディア提瀺圢態の違いず「曞く」、「折る」の衚珟の違いを基準に8぀の孊習方法にわけ被隓者に孊習させお、脳波の呚波数分析を甚いお、孊習者の孊習心理にどの様な圱響を及がすかを脳波性状から比范した。アヌチファクトの混入による実隓の信頌性䜎䞋ずいう課題を残すものの、開県安静時ず孊習時のαブロッキングを基準ずした脳波の呚波数解析から、孊習課題解決時の孊習者の心的状態を考察した結果、図提瀺より文読解での孊習の方が䞀般的に粟神負担が倧きく、静止画より動画像の方が孊習での脳波成分の粟神負荷の圱響が倧きい等の知芋を埗た。In this paper, we describes the comparative experiments to the students on solving process of graphical problems in exercises in both in VDT writing works and on desktop folding works by Frequency Analysis of brain wave. The difficulties of VDT writing works and desktop folding works are various. And α reduction rates in brain wave in each brain work (8 types of VDT writing works and desktop folding works) were comparatively analyzed. As the results, it was elucidated that VDT works are more impressive to the brain work than desktop folding works, etc. And, by frequency Analysis of Brain Wave, the defferences of α reduction rate between individuals are recognized to be so high

    A Study of Screen Constitution and proper Character Size on VDT Text Reading According to the Developmental Grade

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    本研究は、人間の芖芚認知特性のための基瀎的研究ずしお、VDT䜜業においお重芁な意味を持぀人間が芋やすい画面構成、適正な文字の倧きさが孊霢によっお違うこずを怜蚌し、䜵せお孊校などにおける情報教育のための基瀎的な研究ずしお、孊霢発達段階ごずの芋やすいず感じる画面条件の違いを比范する実隓を行った。すなわち小孊生・䞭孊生・高校生・倧孊生を被隓者ずしお、画面構成条件の違いに応じた、VDTに適した文字サむズず画面構成条件を調べた。その結果を統蚈分析した結果、小孊生から倧孊生たで倚孊幎にわたる、孊霢別の至適文字サむズの特性曲線を導出した。そしお子䟛が芋やすいず感じる文字ず画面の条件を求める孊幎別比范を通しお、孊霢別のVDT芖認特性に぀いお考察した。The primary objective of the study was to determine the optical screen configuration for the first-year junior high school students studying the fundamentals of information science and technology. A study of easy-to-write screen configurations to be used when reading Japanese text in VDT was one of the most important factors for the fundamentals of information science and technology class. I studied the reading performance of first-year junior high school students as they write textbooks while VDT conditions such as font size, screen brightness, text and background color were altered. I also compared the performance of first-year junior high school students with the results of university students. The results were as follows: 1) the opitical screen configuration for first-year junior high school students were somewhat different than that for university students'. 2) the optical letter size for first-year junior high school students was determined to be 18points which was larger than that what was required for the adults to be 14points, 3) ideally each students should be able to adjust his or her own screen configuration in order to meet their individual needs. However, if default screen conditions for writing were to be used in first-year junior high school classrooms, the optical background color was white, the text black, the brightness-contrast high, the letter style Minchotai, with continuous sentences in a 18 font

    The Contribution Constructs to the VDT Sight Watching Evaluation

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    本研究は、人間の芖芚認知特性評䟡及びその教育効果評䟡ぞの利甚のための基瀎研究ずしお、VDT画像を評䟡する堎合に意味を持぀画像評䟡芁玠の構成が、画像評䟡党䜓に及がす圱響の倧きさず特質を、被隓者を甚いた芖認実隓ず統蚈的分析方法の比范を論じたものである。人間の認知評䟡の構成をより正確に評䟡するための独立倉数ずなる画像評䟡芁玠のあり方を調べ、総合評䟡ずいう埓属倉数に至るたでの画像評䟡芁玠遞定の公正化ず客芳化を行い感芚量の同定方法ずその粟床を䞊げるための方法を実隓ずしお客芳化する基瀎的な研究を目指しおいる。これらの研究の目的はVDT画像評䟡に実隓ず統蚈を倚甚する埓来の芖認評䟡の粟床ず信頌性向䞊のために、基瀎的な条件の厳密化ず評䟡方法そのものぞのフレヌムワヌクを再構成するこずを求め、より基瀎的な芖点から評䟡構造の粟密化を目指すものである。The objective of this study is to determine the contribution of constructs to streetscape evaluation. At first, we tried to find the correlations between constructs and streetscape rating by correlation coefficient or multi-regression equation technique, using the scores on semantic differential scales. Sometimes we found very slight correlation. This means that the first approach failed to measure the contribution. Considering the cause of this failure, we made two modifications to gain more valid results: 1. because the same construct mat or may not be contributing to the rating of a streetscape, its scores should be used only when it is proved to be contributing, and 2. because there are opposite feelings towards the same construct, scores of such a construct should be divided and counted as positive and negative contributions to streetscape value. Modified calculation of the contribution of constructs from the experiment data that take the above two points into account has proved successful

    A Basic Study of 3-Dimensional Sense by Colors on VDT Working

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    本研究は、VDT(Visual Display Terminals)における人間の孊習メディア提瀺圢態に関する基瀎的研究ずしおディスプレヌ䞊に描かれた図圢を立䜓ずしお認識する立䜓感効果に関しお、空間構成ず色圩調和効果をパラメヌタずしお芖認実隓を被隓者に行わせた。そしお、人間の距離感認知に察しお立䜓面ず色圩提瀺方法の違いが孊習者の距離認知心理にどの様な圱響を及がすかを比范分析した。簡単な立䜓感を構成する図圢の壁面色を基準ずした察人実隓の結果から、距離感、立䜓感の認識には個人差が倧きいこず、それらはいく぀かにグルヌピングされるこずなどを統蚈分析し、実隓空間における距離感に関する実隓匏を導出した。In this paper, we describes the cognitive experiments to the students on acknuwledgment of 3-dimensional materials in 2-dimensional sights in VDT working. A model cube whose wall was constructed on the 4 primary colors under various combination was shown to the subjects and the distance from the front wall to the back wall were measured by appearance. And, some human acknowledgmental tendency of 3-dimensional materials on 2-dimensional sights in VDT working was classified into 4-types by the statistical analysis. And experimental expression on the distance from the front wall to the back wall of the model cube was formularized

    A Comparison of Solving Process of Problems in Exercises by Frequency of Brain Wave

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    本研究は、基瀎的な孊習課題宣䌝的知識挢字の曞き取りず手続き的知識䞀次方皋匏を玙面䞊ずVDT(Visual Display Terminals)の二぀の孊習メディア提瀺圢態で被隓者に行わせ、脳波の呚波数分析を甚いお、教育メディアの提瀺方法の違いが孊習者の孊習心理にどの様な圱響を及がすかを脳波性状から比范分析した。開県安静時ず孊習時αブロッキングを基準ずした脳波の呚波数解析の結果から、孊習課題解決時の孊習者の心的状態を考察した結果、VDTでの䜜業の方が䞀般的に緊匵状態になりβ波が倧きく䜜業胜率がよいずは限らない、孊習での脳波成分の個人差が倧きい等の知芋を埗た。In this paper, we describes the comparative experiments to the students on solving process of Problems on declarative knowledge (Kanji dictations) and procedure knowledge (ichiji equation) in Exercises in both in VDT works and on desktop works by Frequency Analysis of Brain Wave. The difficulties of Kanji dictations are various. And α reduction rate in brain wave in each brain work (Kanji dictation and ichiji equations) were comparatively analysed. As the results, it was elucidated that VDT works are more impressive to the brain work than desktop works. And, by frequency Analysis of Brain Wave, the defferences of αreduction rate between individuals are recognized to be so high

    A Modeling of Cognitive Interpretation for Streetscape Images on VDT works

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    本研究は、感性情報凊理の研究ずしおVDTでのCG颚景画印象評䟡で画像特城量ずその評䟡圢容詞ずの察応関係を統蚈的に分析し認知構造を解析した。人間の経隓的知識の違いにより、同じ刺激が違う認知効果を生む堎合があるため、感性情報凊理分野では個人の孊習・認知経隓により、同じ刺激が違う心理効果をうむ珟象ず画像特城量ずの関係を分析しおいる。その関係をモデル化するこずにより、画像特城量をもずに、CGの評䟡を䞀般化するこずが可胜になる。本研究では、街路の景芳画像における怍栜や面積芖野角ず「嗜奜性」奜き、快いなどの圢容詞に盞関関係があるこずを前提に分析・モデル化を行った。CGで䜜成した街路の景芳画像をVDTで被隓者に芋せる心理実隓の結果、いく぀かの因子を抜出した。その分析から䟋えば、「広々感」ずいう心理的効果には、空ず道路の郚分画像のみに関連しおおり、建物は埓属的な芁玠ずなるずいう知芋を埗た。぀たり、景象画像むメヌゞは、必ずしも党䜓の画像は必芁ないずいえる。Our hypothesis is that the mode of subjective interpretation is based on abstract information process. In order to model the subjective interpretation for streetscape we analyze a relationship between adjectives and three graphical attributes color, derection, and position. We focus especially on the graphical descriptors such as Lab color system, its auto-correlation and rough image segmentation, which correspond to the graphical attributes. Our psychological experiment indicates that the subjective interpretation consists of "general evaluation","spatial", and "textual" factors. By analyzing the relationships between these three factors and the graphical descriptors, we find that each factor requires different graphical descriptors

    A Study of Human Computing on Solving Process of Basic Problems in Exercises for learning by Brain Wave

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    本研究は、基瀎的な孊習課題蚈算、幟䜕蚌明、挢字の曞き取り、ワヌプロ入力䜜業、マりスによる描画䜜業を玙䞊、VDTVisual Display Terminalsの孊習メディア提瀺圢態で被隓者に行わせ、脳波の呚波数分析を甚いお、人間の孊習認知状態における心理負荷量を教材認識、教授メディアの質の違いから比范分析した。被隓者を甚い、αブロッキングを基準ずした脳波の呚波数解析実隓を行った。その結果、開県安静時を基準ずしお各孊習時の孊習課題解決における孊習者の心理負荷量を考察したずころ、各孊習䜜業においおα波出珟量比はワヌプロ入力、挢字緎習、蚈算問題、マりスによる描画問題、幟䜕の順に䜎くなる、たた孊習の過皋で脳波性状が倧きく倉化する、孊習での脳波成分の個人差が倧きい、等の知芋を埗た。In this paper, we describe the comparative experiments to the students on solving process of problems on typical school teaching material knowledge (caluculation, geometry, Kanji dictations, typewriting, drawing ) in exercises in both in VDT works and on desktop works by frequency analysis of Brain Wave. The cognitive states of each mental working were compared on brain waves. And α reduction rate in brain waves in each mental work (calculation, geometry, Kanji dictations, typewriting, drawing ) were comparatively analysed. As the results, it was elucidated that, on VDT works, the α reduction rate in brain waves was put in order, typewriting, Kanji dictations, calculation, drawing, geometry, And VDT works are more impressive to the brain work than desktop works. And, by frequency analysis of brain waves,α reduction rate of brain waves in the studying process changes so quickly and the differences of α reduction rate between individuals are recognized to be so high

    A Modeling of the factors composing the elements of entertainingness in learning.

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    本研究は、授業における゚ンタテむンメント性「楜しさ」「没入感」を生み出す芁玠の総䜓を導入するために基瀎的段階ずしお「遊び」に関する先行研究の分析・怜蚎ず倧孊生察象アンケヌトの調査・分析をおこない、孊生における゚ンタテむンメント性を構成する芁因をモデル化したものである。゚ンタテむンメント性を生み出す粟神的芁因に぀いお怜蚎した結果、孊習者が授業を楜しみ、熱䞭するための基本的な芖点ずしお「没入感」に着目した。「没入感」を生み出す芁因に぀いおの先行研究及びアンケヌト調査を分析した結果、「ストリヌト性」「連垯意識」「創意工倫する気持ち」「自己効力感」「緊迫感」の5぀の因子が抜出された。そしお、これらをもずに、授業においお孊習者が没入する芁因をモデル化した。In this paper, we had a review on the former articles on "playing", and had a survey and an analysis from the questionnaire to college students, as the fundamental step to introducing "the entertainingness" in lesson (a whole elements producing "pleasure", "the feeling of absorbedness" into modeling of factors composing entertainingness in learning.) As a consequence of discussing the spiritual elements that produce entertainingness, we had a direct attention to "the feeling of devotion" as a viewpoint for learners to enjoy and have themselves absorbed in lessons. Moreover, we had a factor analysis on the questionnaire for the factors to produce "the feeling of absorbedness" with the result 5 factors "story", "the sense of common bonds" "the feeling which carries out originality and creativity", "the feeling of self-effect", and "the feeling of tension" were extracted. Based on these results, we had a modeling of the factors for the learners to be absorbed in lessons
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