Updated on 2022/07/01

写真b

 
YOSHIKAWA Atsushi
 
*Items subject to periodic update by Rikkyo University (The rest are reprinted from information registered on researchmap.)
Affiliation*
Graduate School of Artificial Intelligence and Science
Graduate School of Artificial Intelligence and Science Doctoral Program in Artificial Intelligence and Science
Title*
Specially Appointed Professor
Degree
工学博士 ( 慶應義塾大学 )
Contact information
Mail Address
Research Theme*
  • 企業と提携し、既存のデータを複数利用しながら課題を解決する方法を考え、どうしても足りない場合に新しくデータを入手する方法を考案したりしながら、現存する社会的な課題を解決することを行っている。そのときには、人の動きや、法律、特許等、課題解決に関わる周辺までのことを考慮し、総合的な解決をするのが大切だと考えている。特に、学習・人事データを扱っているが、分析に留まらず、人事制度や評価制度などにも関わりながら進めている。【略歴】1991年慶応義塾大学理工学研究科博士課程修了、工学博士。同年日本電信電話会社入社、NTT基礎研究所等の研究所所属を経て、2000年NTTデータ転籍。起業組織に所属。2006年教育測定研究所、2 0 1 6 年持ち株会社( 株)E d u L a b 。2004年から東京工業大学の連携教授、特定教授兼務。

  • Research Interests
  • マンガ教材

  • マネジメント研修

  • ナラティブアプローチ

  • 気づきのメカニズム

  • 複数シナリオ

  • 実践知教育

  • 教授法開発

  • 教材情報システム

  • 実践知の教育

  • Campus Career*
    • 4 2022 - Present 
      Graduate School of Artificial Intelligence and Science   Master's Program in Artificial Intelligence and Science   Specially Appointed Professor
    • 4 2022 - Present 
      Graduate School of Artificial Intelligence and Science   Doctoral Program in Artificial Intelligence and Science   Specially Appointed Professor
    • 4 2020 - 3 2022 
      Graduate School of Artificial Intelligence and Science   Artificial Intelligence and Science   Specially Appointed Professor
     

    Research History

    • 4 2020 - Present 
      RIKKYO UNIVERSITY   Graduate School of Artificial Intelligence and Science Artificial Intelligence and Science   Specially Appointed Professor

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    • 4 2016 - Present 
      Tokyo Institute of Technology   School of Computing

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    Committee Memberships

    • 11 2018 - Present 
      (独)情報処理推進機構   情報処理安全確保支援士カリキュラム検討委員会

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      Committee type:Government

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    • 5 2017 - Present 
      (独)情報処理推進機構   産業サイバーセキュリティセンター事業有識者委員会

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      Committee type:Government

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    • 5 2017 - Present 
      (独)情報処理推進機構   情報処理安全確保支援士講習統括委員会

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      Committee type:Government

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    • 1 2017 - Present 
      (独)情報処理推進機構   情報処理安全確保支援士講師認定委員会

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      Committee type:Government

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    • 5 2016 - Present 
      (独)情報処理推進機構   情報処理安全確保支援士 講習検討委員会 委員

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      Committee type:Other

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    • 4 2014 - Present 
      ISO   TC232 expert

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      Committee type:Other

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    • 4 2001 - Present 
      NPO法人 学校インターネット教育推進協会   全国中学高校Webコンテスト 最終審査委員

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      Committee type:Other

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    • 5 2020 - 3 2021 
      丸善雄松堂株式会社   文部科学省委託事業 「社会人の学びの情報アクセス改善に向けた実践研究」事業 運営委員会 委員

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      Committee type:Other

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    • 5 2018 - 3 2021 
      (一財)人材育成と教育サービス協議会   厚労省委託事業「公的職業訓練に関する職業訓練サービスガイドライン適合事業所認定」推進のための事業 認証委員会 主査

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      Committee type:Other

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    • 5 2018 - 3 2021 
      (一財)人材育成と教育サービス協議会   厚労省委託事業「公的職業訓練に関する職業訓練サービスガイドライン適合事業所認定」推進のための事業 運営協議会 主査

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      Committee type:Other

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    • 4 2018 - 3 2021 
      (一財)人材育成と教育サービス協議会   「公的職業訓練に関する職業訓練サービスガイドライン適合事業所認定」推進のための事業 認証委員会 主査

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      Committee type:Other

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    • 4 2018 - 3 2021 
      (一財)人材育成と教育サービス協議会   「公的職業訓練に関する職業訓練サービスガイドライン適合事業所認定」推進のための事業 運営協議会 主査

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      Committee type:Other

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    • 9 2019 - 9 2020 
      厚生労働省   今後の人材開発政策の在り方に関する研究会 委員

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      Committee type:Government

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    • 3 2019 - 3 2020 
      (独)情報処理推進機構   専門委員

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      Committee type:Government

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    • 8 2014 - 9 2018 
      ISO   PC288 国内審議委員会 委員長

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      Committee type:Other

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    • 8 2014 - 9 2018 
      ISO   PC288 expert

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      Committee type:Other

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    • 7 2014 - 6 2018 
      日本科学教育学会   代議員

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      Committee type:Academic society

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    • 5 2017 - 3 2018 
      (一財)人材育成と教育サービス協議会   厚生労働省委託事業「平成29年度民間教育訓練期間に対する質保証の取組支援の実施事業」マーク付与制度検討協議会 委員長

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      Committee type:Other

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    • 12 2016 - 3 2018 
      (独)情報処理推進機構   産業系サイバーセキュリティ推進センター有識者委員会

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      Committee type:Government

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    • 6 2016 - 8 2017 
      (独)情報処理推進機構   情報処理安全確保支援士講習検討委員会

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      Committee type:Government

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    • 9 2016 - 3 2017 
      厚生労働省   中長期的なキャリア形成に資する資格・教育訓練の評価等に関する専門検討会議(情報通信技術関係) 委員

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      Committee type:Government

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    • 4 2015 - 3 2016 
      民間教育訓練期間に対する質保証の取組支援の実施事業協議会   委員長

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      Committee type:Other

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    • 6 2014 - 3 2016 
      厚生労働省   職業能力開発の今後のあり方に関する研究会 委員

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      Committee type:Government

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    • 4 2012 - 3 2016 
      International Association of P2M   Editor

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      Committee type:Academic society

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    • 4 2012 - 3 2013 
      「民間教育訓練機関に対する質保証の取組支援の実施事業」 ガイドライン活用促進検討協議会   委員長

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      Committee type:Other

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    • 2004 - 2007 
      文部科学省   中央教育審議会 初等中等教育部会 教育課程部会 算数・数学専門部会 委員

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      Committee type:Government

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    • 11 1995 - 3 1997 
      電気学会   GA・ニューロを用いた学習法とその応用調査専門委員会 幹事

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      Committee type:Academic society

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    Papers

    • Methodology for Extracting Knowledge from a Gaming Simulation Using Data Envelopment Analysis

      Akinobu Sakata, Takamasa Kikuchi, Ryuichi Okumura, Masaaki Kunigami, Atsushi Yoshikawa, Masayuki Yamamura, Takao Terano

      International Journal on Advances in SoftwareVol. 14 ( No. 1\&2 )   2021

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    • Real Time Workers' Behavior Analyzing System for Productivity Measurement Using Wearable Sensor

      Masaki Kitazawa, Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      SICE Journal of Control, Measurement, and System Integration10 ( 6 ) 536 - 543   1 2021

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      Publishing type:Research paper (scientific journal)   Publisher:Informa {UK} Limited  

      DOI: 10.9746/jcmsi.10.536

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    • Relations between Partial Diversity and Organizational Performance in an Organization Peer-reviewed

      Satoshi Takahashi, Tomomi Kobayashi, Masaaki Kunigami, Takashi Yamada, Gaku Yamamoto, Atsushi Yoshikawa, Takao Terano

      SICE Journal of Control, Measurement, and System Integration6 ( 2 ) 147 - 156   1 2021

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      DOI: 10.9746/jcmsi.6.147

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    • Beyond Educational Policy Making: With Agent-Based Simulation Peer-reviewed

      Atsushi Yoshikawa, Satoshi Takahashi

      Communications in Computer and Information Science999   112 - 130   2019

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      Authorship:Lead author   Language:English   Publishing type:Part of collection (book)  

      © 2019, Springer Nature Singapore Pte Ltd. In recent years, formulation of educational policy has come to be based on data. That data, however, can turn out to be difficult to access, or mixed with so much noise interfering with education policy formulation, that it cannot be used directly for policy making. To address this issue, an increasing number of attempts to contribute to policy formulation have been made using agent-based simulation (ABS). In the majority of research, ABS is used in the ex post facto analysis of why educational policy has not been effective. In this paper, case studies show that by incorporating ABS into the policy formulation process, the risk of failure can be reduced. By illustrating the relationships between model level, stage of educational policy formulation and the output scenarios of ABS, it is possible to determine which types of risks can be reduced. This paper presents ABS description levels, and discusses risks that both can and cannot be expressed using ABS. We show two ways to use ABS for educational policy making by identifying risks that can be reduced and risks that cannot be dealt with by ABS.

      DOI: 10.1007/978-981-13-6936-0_12

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    • Evacuation Evaluation Using Machine Learning and Wearable Sensors Peer-reviewed

      Dongyang Huang, Susumu Aida, Masaki Kitazawa, Satoshi Takahashi, Tooru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      Proceedings - 2017 International Conference on Computational Science and Computational Intelligence, CSCI 2017   381 - 386   4 12 2018

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      Language:English   Publishing type:Research paper (international conference proceedings)  

      © 2017 IEEE. This research proposes a method of evacuation evaluation using machine learning techniques. Evacuation evaluation must identify when and where people tend to make abnormal movement in emergency evacuation situations. Conventional method asks plenty of manpower to detect abnormal movement time periods. Our method detects the time periods automatically, using classifier and heuristics about human movement.

      DOI: 10.1109/CSCI.2017.63

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    • Analysis of basic characteristics of presented instructional materials and study of factors of comprehension Peer-reviewed

      Yasuhisa Okazaki, Atsushi Yoshikawa

      ICCE 2018 - 26th International Conference on Computers in Education, Main Conference Proceedings   334 - 336   24 11 2018

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      Authorship:Last author   Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:ASIA PACIFIC SOC COMPUTERS IN EDUCATION  

      © 2018 Asia-Pacific Society for Computers in Education. All rights reserved. In this research, we investigate the impact of the timing of associated oral explanations and the volume of textual information contained within teaching materials by blackboard- and slide-based presentations. We made comparative tests under varying conditions of both (a) amount of textual information and (b) the timing oral explanation, either with visual presentation or after it. Our results suggest that synchronous explanations, characteristic of blackboard-based presentations, have a positive impact on comprehension. We also experimentally reveal that the use of highly detailed presentations and explanations to solidify some point do not necessarily aid the learners' comprehension of that point. It is our hope that these findings will provide a foundation for further study of methods of presenting instructional materials.

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    • Development of Manga Case Method for Statistics Education to promote awareness of a variety of point of view

      TAKAHASHI Satoshi, NISHINAKA Norihiro, Orita Akiko, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education42nd ( 0 ) 505 - 508   8 2018

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      Authorship:Last author   Language:Japanese   Publishing type:Research paper (conference, symposium, etc.)   Publisher:Japan Society for Science Education  

      DOI: 10.14935/jssep.42.0_505

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    • Assessment in Teacher Training Using Collaborative Statistical Problem-solving Scenario Teaching Materials

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education42nd ( 0 ) 183 - 186   8 2018

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      Authorship:Last author   Language:Japanese   Publishing type:Research paper (conference, symposium, etc.)   Publisher:Japan Society for Science Education  

      DOI: 10.14935/jssep.42.0_183

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    • Review on Educational Application of Agent Technologies Invited

      吉川厚, 吉川厚, 高橋聡

      教育システム情報学会誌35 ( 1 ) 5 - 12   2018

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      Language:Japanese   Publisher:Japanese Society for Information and Systems in Education  

      <p>This paper reviews the usage of agent technology for educational use from two perspectives. The first one is the design of educational policies and the second one is the implementation of educational systems. These two have been treated as different areas, however, the agent which is a conceptual model can cover both areas to evaluate their reliability and validity. We also point out that both the setting of the model of agents in educational policies and the meta-analysis conducted in educational systems aim the same goal by different ways.</p>

      DOI: 10.14926/jsise.35.5

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    • Educational effects of the manga case method in online and offline environments: Using a manga case related to social media literacy Peer-reviewed

      Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa

      Proceedings - Frontiers in Education Conference, FIE2017-October   1 - 8   12 12 2017

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      Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:Institute of Electrical and Electronics Engineers Inc.  

      © 2017 IEEE. This article aims to compare the educational effect of the Manga Case Method in offline and online environments. The Manga Case Method is an educational tool described by Manga. In this study, we used a manga case designed to improve learners' literacy when using social media in a company. We conducted experiments of the Manga Case Method in both offline and online environments. The results show that leaners' viewpoints become more diverse in an online environment and that leaners' feelings of immersion are increased in an offline environment.

      DOI: 10.1109/FIE.2017.8190484

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      Other Link: https://dblp.uni-trier.de/db/conf/fie/fie2017.html#TakahashiT017

    • Real Time Workers' Behavior Analyzing System for Productivity Measurement using Wearable Sensor Peer-reviewed

      Masaki Kitazawa, Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      SICE Journal of Control, Measurement, and System Integration10 ( 6 ) 536 - 543   12 2017

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      Language:English   Publishing type:Research paper (scientific journal)  

      File: MKitazawa_et_al_SICE-JCMSI_10(6)_536-543.pdf

      DOI: 10.9746/jcmsi.10.536

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    • Educational Effects of the Manga Case Method in Online and Offline Environments Using a Manga Case related to Social Media Literacy

      Satoshi Takahashi, Toru B. Takahashi, Yoshikawa Atsushi

      2017 IEEE FRONTIERS IN EDUCATION CONFERENCE (FIE)   2017

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      Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IEEE  

      This article aims to compare the educational effect of the Manga Case Method in offline and online environments. The Manga Case Method is an educational tool described by Manga. In this study, we used a manga case designed to improve learners' literacy when using social media in a company. We conducted experiments of the Manga Case Method in both offline and online environments. The results show that leaners' viewpoints become more diverse in an online environment and that leaners' feelings of immersion are increased in an offline environment.

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    • Study on assessment of "utilization of knowledge" in statistical problem solving process Peer-reviewed

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education41st ( 0 ) 171 - 174   2017

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      Language:Japanese   Publisher:Japan Society for Science Education  

      DOI: 10.14935/jssep.41.0_171

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    • The More You Know, the Easier It Is to Learn: Requirements for a Support System to Facilitate Case Method Learning Peer-reviewed

      Satoshi Takahashi, Toru B. Takahashi, Akiko Orita, Atsushi Yoshikawa, Takao Terano

      The Journal of Information and Systems in Education15 ( 1 ) 28 - 41   2017

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      Language:English   Publishing type:Research paper (scientific journal)   Publisher:Japanese Society for Information and Systems in Education  

      DOI: 10.12937/ejsise.15.28

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    • Workshop in the 38th Congress English Education, Japanese Education and Logical Thinking: A Proposal for Practicing the New Government Course Guideline Through Comparison of English and Japanese Languages, and Analysis of the Entrance Examinations for Japanese National Universities in the Last 30 Years

      Hanazaki Miki, Kikuchi Satoru, Yoshikawa Atsushi, Ogawa Kazu, Otsuka Takashi, Kitagawa Tatsuo, Tatara Naohiro, Yagihashi Hirotoshi, Hanazaki Miki, Hanazaki Kazuo

      The Japanese Journal of Language in Society19 ( 2 ) 110 - 115   2017

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      Language:Japanese   Publisher:The Japanese Association of Sociolinguistic Sciences  

      DOI: 10.19024/jajls.19.2_110

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    • Manga Case Methods as Problem/Project Based Learning Prior Learning Materials Peer-reviewed

      TAKAHASHI Satoshi, TAKAHASHI Toru B., YOSHIKAWA Atsushi

      Journal of Science Education in Japan41 ( 2 ) 116 - 130   2017

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      Language:Japanese   Publisher:Japan Society for Science Education  

      <p>We propose new Problem/Project Based Learning (PBL) prior learning materials using Manga Case Methods. The proposed method consists of Manga Case, question sets, and a table of questions and abilities. With the table, PBL instructors can choose question sets to improve the PBL abilities that learners lack. We conducted experiments on prior learning with the proposed method with 22 first-year university students specializing in management who have never taken any PBL classes. We used two types of question sets, each designed to improve different PBL abilities. We compared questionnaire results to confirm the effect of these experiments. The results show that the proposed method improves a series of PBL abilities like "ability to identify challenges" and "ability to evaluate and utilize information." The proposed method improves PBL abilities by changing the question sets and was found to improve PBL abilities in a three-hour workshop (1.5 hours of 2 units).</p>

      DOI: 10.14935/jssej.41.116

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      Other Link: http://t2r2.star.titech.ac.jp/cgi-bin/publicationinfo.cgi?q_publication_content_number=CTT100753379

    • ファミリーネームの名乗り方が与える印象についての研究 (2016年度 研究プロジェクト報告抜粋)

      折田 明子, 吉川 厚

      関東学院大学人間環境研究所所報 ( 16 ) 93 - 95   2017

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      Language:Japanese   Publisher:関東学院大学人間環境研究所  

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    • Cognitive Analysis of Dynamic Educational Presentation with Writing Process Peer-reviewed

      岡崎泰久, 吉川厚

      教育システム情報学会誌34 ( 3 ) 218 - 226   2017

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      Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:Japanese Society for Information and Systems in Education  

      <p>This paper describes three cognitive experiments to investigate qualitative analysis of dynamic presentation with writing process like chalkboard. Characteristics, differences and impact of presented information perception in presentation with the writing process and static image are investigated. Our experiments results show that presentation with writing process can be useful presentation for difficult questions because it encourages to gaze process carefully, and that presentation with static image can be useful for easy questions because it advocates individual interpretation. We also supported the possibility that presentation speed is one of crucial factors for understanding and optimal presentation speed exists.</p>

      DOI: 10.14926/jsise.34.218

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      Other Link: http://t2r2.star.titech.ac.jp/cgi-bin/publicationinfo.cgi?q_publication_content_number=CTT100753380

    • Analysis of Effective Resource Allocation to Teachers for Educational Policy by Agent-Based Simulation

      矢野雄大, 山田隆志, 吉川厚, 吉川厚, 寺野隆雄

      教育システム情報学会誌34 ( 4 ) 302 - 313   2017

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      Language:Japanese   Publisher:Japanese Society for Information and Systems in Education  

      <p>This paper makes comparisons between two educational policies, teacher allocation and teacher retraining, to see which works better to improve academic skills of students. For this purpose, an agent-based simulation model with student agents and the teacher agents is proposed. The student agents are based on academic achievement model and learning theory whereas the teacher agents have three parameters in terms of teaching skills. The main results are as follows: First, increase in experienced teachers is helpful for the students with low academic achievement. Second, teacher retraining policy improves academic achievement of the high-leveled students.</p>

      DOI: 10.14926/jsise.34.302

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    • Discussion and Evaluation of Recommendation Method Based on Learner’s Perspective for Case Method

      高橋B.徹, 内田瑛, 甲斐康真, 高橋聡, 吉川厚, 宮部博史

      教育システム情報学会誌34 ( 2 ) 172 - 177   2017

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      DOI: 10.14926/jsise.34.172

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    • Cognitive investigation of dynamic educational presentation toward better utilization of presentation characteristics Peer-reviewed

      Yasuhisa Okazaki, Atsushi Yoshikawa

      Proceedings of the 25th International Conference on Computers in Education, ICCE 2017 - Main Conference Proceedings   355 - 360   2017

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      Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:ASIA PACIFIC SOC COMPUTERS IN EDUCATION  

      © 2017 Asia-Pacific Society for Computers in Education. All rights reserved. Through two cognitive experiments, we investigated fundamental characteristics of presentation methods for teaching materials. We conducted a subjective evaluation by questionnaire and an objective evaluation by comprehension test, as well as gaze analysis with an eye tracker to analyze differences between three cases: when learners were shown a handwriting process such as on a chalkboard, animated slides using presentation software, and only final written results. Results of the experiments confirmed the basic characteristics of each presentation as visual information and provided evidence showing advantages of showing the writing process under certain conditions. We also confirmed an induction effect by voice description as auditory information. These results contribute to the use of various presentation characteristics for maximizing the effect of teaching material presentation.

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    • Combining workers' behavior data and real time simulator for a cellular manufacturing system Peer-reviewed

      Masaki Kitazawa, Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      World Automation Congress Proceedings2016-October   4 10 2016

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      Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IEEE  

      © 2016 TSI Enterprise Inc (TSI Press). This paper presents a real time simulator using workers' behavior data to support a product manager's decision making in cellular manufacturing system. The real time simulator is a simulation using the data collected in real time, which is effective in reduce prediction error and support quick decision making. However, due to a high analytical cost in the conventional work measurement, it is difficult to continuously collect the worker's behavior data of the cellular manufacturing system in real time. For this purpose, first we built an experimental cellular manufacturing line that is able to collect the workers' behavior data in real time using the Bluetooth low energy beacons and acceleration sensors. Thereby, we constructed a real time simulation to combine the analyzed behavior data and a discrete event simulation. The result revealed that, the relative error between our method and the video observation method is small, and the prediction error of our simulation is smaller than using the standard work time.

      DOI: 10.1109/WAC.2016.7583024

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    • Improving a Cellular Manufacturing System through Real Time-Simulation and-Measurement Peer-reviewed

      Masaki Kitazawa, Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      Proceedings - International Computer Software and Applications Conference2   117 - 122   24 8 2016

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      Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IEEE  

      © 2016 IEEE. This paper presents a real time simulator using workers' position data to support a manager's decision making in cellular manufacturing system. The real time simulator is a simulation using the data collected in real time, which is effective in reduce prediction error and support quick decision making. Because of a high analytical cost in the conventional work measurement, it is difficult to continuously collect workers' position and motion data of the cellular manufacturing system in real time. For this purpose, we built an experimental cellular manufacturing line that is able to easily collect the data in real time using the Bluetooth low energy beacons. Next, we analyzed the collected data to extract production cycle time of each product. Finally, we constructed a real time simulation to combine the analyzed workers' position data and a discrete event simulation. The results of the real time measurement with BLE beacons have revealed that, the method is as good as the video camera analysis, but it has a few failures to extract the start of the production cycle time. The results of the real time simulation were able to decrease the prediction error than using the standard work time.

      DOI: 10.1109/COMPSAC.2016.135

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    • マンガケースメソッドのe-learning化に向けた検討と評価 Peer-reviewed

      高橋B.徹, 内田瑛, 甲斐康真, 高橋聡, 吉川厚, 宮部博史

      教育システム情報学会(JSiSE)2015年度特集論文研究会30 ( 7 ) 29 - 35   3 2016

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    • How Junior High School Students can Understand The Way of Thinking for Statistical Testing Peer-reviewed

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education40th ( 0 ) 145 - 148   2016

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      DOI: 10.14935/jssep.40.0_145

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    • マンガ教材による若年層に向けた実効的な情報リテラシー教育の試み Peer-reviewed

      折田明子, 吉川厚, 田代光輝, 江口清貴

      情報社会学会誌11 ( 1 ) 61 - 70   2016

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    • A Systematic Approach to Identify Ideal IT Leader Images

      SEC journal11 ( 4 ) 8 - 15   2016

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      Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:情報処理推進機構技術本部ソフトウェア・エンジニアリング・センター  

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    • A Proposal of Manga Card Sort to Achieve Learning Process Model in Manga Case Method

      TAKAHASHI Satoshi, TAKAHASHI Toru B., YOSHIKAWA Atsushi, TERANO Takao

      Journal of Science Education in Japan40 ( 2 ) 127 - 143   2016

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      We have developed a new concept representation method named Manga Card Sort to achieve learning process model in Manga Case Method. We have experimented to confirm the effectiveness of Manga Card Sort with Manga Cases dealing with business and with two types of subjects who have different degrees of achievement in business. The result shows that Manga Card Sort makes learners examine their own concepts and modify them (learning process I). This result is not depenent on degree of achievement. It also shows that Manga Card Sort makes learners find contrarieties and improvements in others' concepts and point them out (learning process II), but only if learners' degree of achievement is low, or the number of discussion group members is two. We couldn't confirm the effectiveness to achieve learning process II when learners' degree of achievement is high or the number of discussion group members is over three.

      DOI: 10.14935/jssej.40.127

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      Other Link: http://t2r2.star.titech.ac.jp/cgi-bin/publicationinfo.cgi?q_publication_content_number=CTT100747563

    • Mining Treasures from Practical Studies

      YOSHIKAWA Atsushi, Atsushi Yoshikawa

      Journal of the Japanese Society for Artificial Intelligence30 ( 4 ) 523 - 524   1 7 2015

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      DOI: 10.11517/jjsai.30.4_523

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    • Persona Design Method for Evaluating Business Skills Peer-reviewed

      Terano Takao, Kunigami Masaaki, yoshikawa atsushi

      RISUS – Journal on Innovation and Sustainability6 ( 1 ) 58 - 68   3 2015

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      Language:English   Publishing type:Research paper (scientific journal)   Publisher:PONTIFICIA UNIV CATOLICA SAO PAULO-PUC-SP  

      This paper describes a novel method to apply the persona design method in marketing science to the human resource management domain. Using the technique, employees in a business firm can identify and rank the images of the business skills the ideal leaders of an IT-oriented organization. To clarify the differences in recognition, we apply the persona technique. The persona technique was started in the user interface field of computer software development or marketing strategies, and has spread to the product development field. The proposed method uses the following procedure: 1) set persona characters with various attributes, 2) assign the attribute values by the orthogonal design technique, 3) design questionnaires, 4) get questionnaire data on the personas from subjects, 5) evaluate the data recorded on respondent questionnaires. Using the proposed method, we successfully detected the ordering of different employee images of organization leaders.

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    • A systematic approach to manga case method

      Satoshi Takahashi, Toru B. Takahashi, Akiko Orita, Atsushi Yoshikawa, Takao Terano

      Proceedings of the 23rd International Conference on Computers in Education, ICCE 2015   154 - 159   2015

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      The authors conducted an experiment regarding how best to construct and facilitate the manga case method (i.e. MCM), with the aim of demonstrating the impact various instructional factors made on student learning outcomes. MCM is a group learning method that the authors have developed. The experiment was conducted twice, with a total number of 51 test participants. In the experiment, the test participants would be asked, "Which panel you had focused on, and why," before and after the study session, from which we measured the learning outcomes. Changes were made to the experiment conditions to understand the relationship between the learning outcomes and the factors. The following results were obtained from the learning outcomes in this paper. There were two important points to note in regards to the factor the combination of participants: (a) combining participants that focused on the same panels led to the same level of understanding throughout the group, and (b) combining participants that focused on panels of a significantly different nature led to the participants coming into contact with focus points they hadn't thought of. Given that these two points contradict each other, it leads one to consider where an acceptable point of balance lies between the two.

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    • 「学習科学と学習工学のフロンティア―私の“学習”研究―(後編)」実践研究は宝の山

      吉川厚, 吉川厚, 吉川厚

      人工知能30 ( 4 ) 523 - 524   2015

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    • Does Small-Size Class Improve Academic Abilities of Students?:―An Analysis by Agent-Based Approach―

      Yano Katsuhiro, Kanazawa Atsuhiro, Yamada Takashi, Yoshikawa Atsushi, Terano Takao

      Transactions of Japanese Society for Information and Systems in Education32 ( 4 ) 236 - 245   2015

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      The aim of this study is to propose educational policies because it is ethically impossible for school education to implement empirical and experimental studies. For this purpose, we employ agent-based simulation to model academic skills of students. In the simulation model, we utilize three kinds of learning models, informational approach model, learning by teaching model and motivation for learning model, from learning theory in the literature, and then investigate how many teachers should be allocated to each school in order to improve academic abilities of students. Our main finding is twofold: First, any staffing decreases the abilities of the top 10%. Second, in contrast, the increase of those of the bottom 10% may depend on the staffing and it is in proportion to the number of teachers in elementary schools.

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    • AnalyzingIn-store Shopping Paths from Indirect Observation with RFIDTags Communication Data

      Takao Terano, Masaki Kitazawa, Takashi Yamada, Masakazu Takahashi, Gaku Yamamoto, Atsushi Yoshikawa, Toshiki Fujino

      RISUS-JOURNAL ON INNOVATION AND SUSTAINABILITY5 ( 1 ) 88 - 96   3 2014

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      This paper presents in-store customer behavioral model gathered from RFID Radio Frequency Identification) tags communication data. Although this kind of research has been made by various methods such as interviewing or tracking behind customers, Conventional research methods are made by with the existence of customer tracking research, so far. For collection of natural customer behavior, we made a customer in-store behavior research with RFID tags in a real retail store. In a conventional store design theory, it has been thought that increasing the length of staying time can raise the amount of money per person. Therefore, the store has been designed in the form that goes inside of a shop around. The experimental results suggest that there is a correlation between the spent of time and the length of customer walking path.

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    • Uncovering Hidden Characteristics of Your Business Leaders: Measuring the Difference between the Ideal the Real Through Persona Design Method

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      Springer Proceedings in Complexity   499 - 511   2014

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      Publishing type:Part of collection (book)   Publisher:Springer  

      © 2014, Springer Science+Business Media Dordrecht. We propose a novel method of through which employees can identify and rank the images of the ideal leaders of an organization. In many companies, despite discussion of the images of leaders, it is difficult to hide differences in how different individuals recognize those images. Past research on leaders has not answered these questions. To clarify differences in recognition, we apply the persona technique. The persona technique was started in the user interface field of computer software development, and has spread to the product development field. The proposed method uses the following procedure: (1) set persona characters with various attributes, (2) assign the attribute values by the orthogonal design technique, (3) design questionnaires, (4) get questionnaire data on the personas from subjects, (5) evaluate the data recorded on respondent questionnaires. Using the proposed method, we successfully detected the ordering of different employee images of organization leaders.

      DOI: 10.1007/978-94-007-7287-8_40

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      Other Link: https://dblp.uni-trier.de/db/conf/kmo/kmo2013.html#SasakiKYT13

    • Gaze analysis and subjective assessment of learners observing the writing process

      Yasuhisa Okazaki, Senju Noguchi, Atsushi Yoshikawa

      Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014   83 - 88   2014

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      We used subjective assessments from learners as well as eye trackers for gaze analysis to investigate and analyze differences between two cases: when learners were presented with a writing process, such as on a chalkboard, and when only the final results of writing were presented. The results indicate a relation between subjective learner assessment and gaze. More specifically, there were differences in gaze between learners who reported that watching the writing process was beneficial to learning and those who reported otherwise. We discuss the influences on understanding that result from showing the writing process and propose new ideas for presentation named "information push" and "information pull".

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    • Identifying the Images of Desirable Middle Managers: Persona Design Method for Evaluating Business Competencies

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      Lecture Notes in Business Information Processing185 LNBIP   288 - 299   2014

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      We propose an improved method for employees to identify and rank images of desirable middle managers at an organization. In many companies, despite many discussions of leader images, it is difficult to find differences between the images of each individual. So far, the literature on leaders has not answered these questions. Here we apply the persona technique to clarify these recognition differences. The persona technique came from the computer software user-interface design field and then spread to the product-development field. The proposed method works by (1) setting persona characters with various attributes, (2) assigning the attribute values with the orthogonal design technique, (3) designing questionnaires, (4) obtaining questionnaire results about personas from the subjects, and (5) evaluating the data recorded on respondent questionnaires. Using a large-scale Web survey, we found that the persona technique is superior to conventional questionnaires. © Springer International Publishing Switzerland 2014.

      DOI: 10.1007/978-3-319-08618-7_28

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    • PERSONA-CONJOINT METHOD TO MEASURE LEARNERS' CHANGES OF IMPLICIT UNDERSTANDING IN BUSINESS SITUATION Peer-reviewed

      Hikaru Uchida, Masaaki Kunigami, Takao Terano, Atsushi Yoshikawa

      EDULEARN14: 6TH INTERNATIONAL CONFERENCE ON EDUCATION AND NEW LEARNING TECHNOLOGIES   6942 - 6949   2014

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      Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IATED-INT ASSOC TECHNOLOGY EDUCATION A& DEVELOPMENT  

      The objective of Persona-Conjoint Method (PCM) is to detect the change of the learner awareness. We are developing PCM as an educational aid for business people. In our method, first, learners read a case materials about realistic business situations, then, they discuss their implicit hidden problems. Usually, it is difficult for the learners to indicate how they find the problems. Therefore, we must implement a novel method to uncover such implicit understandings. In this paper, we describe unique features and procedures of PCM. As experimental studies, we have applied PCM to our educational aid: the case learning method with the Case Method using MANGA Case materials. We have compared the results for undergraduate students and the ones for business people. From the experiments, we have validated the effectiveness of the proposed method.

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    • Eye tracker gaze analysis of learners watching the writing process

      Yasuhisa Okazaki, Senju Noguchi, Hisaharu Tanaka, Kenzi Watanabe, Atsushi Yoshikawa

      Proceedings of the 21st International Conference on Computers in Education, ICCE 2013   379 - 384   2013

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      We used an eye tracker to record and analyze the gaze of learners watching text and drawings being written, as in the case of a teacher writing on a blackboard. Many teachers and learners understand the benefit of using blackboards, but there remains insufficient scientific evaluation of their use. Course content presentation that includes in-process writing of text is highly characterized by the sequential presentation of the writing processes. We believe that this presents a visualization of the thought process, and is thus far richer in educational information than simple presentation of completed forms. We focus on gaze during the presentation of graphs and equations as fundamental research to elucidate the benefit of presenting the writing process.

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    • Analyzing In-Store Shopping Paths from Indirect Observation with RFID Tags Communication Data Peer-reviewed

      Toshiki Fujino, Masaki Kitazawa, Takashi Yamada, Masakazu Takahashi, Gaku Yamamoto, Atsushi Yoshikawa, Takao Terano

      PROCEEDINGS OF THE 10TH INTERNATIONAL CONFERENCE ON INNOVATION AND MANAGEMENT5 ( 1 ) 448 - +   2013

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      This paper presents in-store customer behavioral model gathered from RFID (Radio Frequency Identification) tags communication data. Although this kind of research has been made by various methods such as interviewing or tracking behind customers, Conventional research methods are made by with the existence of customer tracking research, so far. For collection of natural customer behavior, we made a customer in-store behavior research with RFID tags in a real retail store. In a conventional store design theory, it has been thought that increasing the length of staying time can raise the amount of money per person. Therefore, the store has been designed in the form that goes inside of a shop around. The experimental results suggest that there is a correlation between the spent of time and the length of customer walking path.

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    • 学会誌のいままでとこれから

      吉川 厚

      科学教育研究37 ( 3 ) 199 - 199   2013

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      Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:一般社団法人 日本科学教育学会  

      DOI: 10.14935/jssej.37.199

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    • Practical Study on Success Factors of IT Projects through Social Network Theory Peer-reviewed

      小西憲治, 山田隆志, 吉川厚, 寺野隆雄

      経営情報学会誌22 ( 3 ) 159 - 182   2013

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    • Points or discount for better retailer services: Agent-based simulation analysis Peer-reviewed

      Yuji Tanaka, Takashi Yamada, Gaku Yamamoto, Atsushi Yoshikawa, Takao Terano

      Advances in Intelligent Systems and Computing172 AISC   481 - 491   2013

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      Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:SPRINGER-VERLAG BERLIN  

      Service management at commodity goods retailers requires various kinds of strategic knowledge. This paper focuses on the (dis)advantages of mileage point and discount services. To uncover the characteristics of the two strategies, we are developing an agent-based simulator to analyze the behaviors of competing retailing stores and their customers. The retailer agents adaptively increase or decrease sales promotion of mileage point service and discounting based on their experiences and strategies to acquire customers. Customer agents, on the other hand, make a decision to choose one of the two retailers to repeatedly purchase daily commodities based on customer types and utilities. To explore the better strategies of retailers, we have conducted intensive simulation experiments. Our computational results have shown that the emergence of retailors' cooperative behaviors and their stable relations strongly depends on to what extent the retailers decide the discounting rather than mileage point strategy at the very first stages. © 2013 Springer-Verlag.

      DOI: 10.1007/978-3-642-30867-3_43

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    • Analyzing In-Store Shopping Paths from Indirect Observation with RFID Tags Communication Data Peer-reviewed

      Toshiki Fujino, Masaki Kitazawa, Takashi Yamada, Masakazu Takahashi, Gaku Yamamoto, Atsushi Yoshikawa, Takao Terano

      PROCEEDINGS OF THE 10TH INTERNATIONAL CONFERENCE ON INNOVATION AND MANAGEMENT   448 - +   2013

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      This paper presents in-store customer behavioral model gathered from RFID (Radio Frequency Identification) tags communication data. Although this kind of research has been made by various methods such as interviewing or tracking behind customers, Conventional research methods are made by with the existence of customer tracking research, so far. For collection of natural customer behavior, we made a customer in-store behavior research with RFID tags in a real retail store. In a conventional store design theory, it has been thought that increasing the length of staying time can raise the amount of money per person. Therefore, the store has been designed in the form that goes inside of a shop around. The experimental results suggest that there is a correlation between the spent of time and the length of customer walking path.

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    • SUPPORTING PEER REVIEW PROCESSES IN EFL COMPOSITION THROUGH PICTOGRAMS Peer-reviewed

      Sayuri Yoshizawa-Watanabe, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      7TH INTERNATIONAL TECHNOLOGY, EDUCATION AND DEVELOPMENT CONFERENCE (INTED2013)   2013

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      A pictogram is a symbol that represents a word, object, activity, idea, or concept by illustration. We have introduced a method for composition education to present the idea of writing by the use of pictograms interconnected with arrows. Drawing a pictogram network can become a helping guide to the understanding of others' intention. We applied this method to the peer review method in foreign language composition classes and named it a pict-net abstraction. In this research, we revised our previous method to better represent knowledge and concepts. The revised procedure turned out more effective than the original one.

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    • 研究実践のための観点を獲得する学習―研究初心者に向けたマンガ教材学習への発展可能性― Peer-reviewed

      内田瑛, 高橋 徹, 寺野隆雄, 吉川厚

      Post Proc. General conference on Emerging Arts of Research on management and administration(GEAR) ( 1 ) 62 - 64   8 2012

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    • Assessing the Impact of Student Peer Review in Writing Instruction by Using the Normalized Compression Distance Peer-reviewed

      Sayuri Yoshizawa, Takao Terano, Atsushi Yoshikawa

      IEEE Transactions on Professional Communication55 ( 1 ) 85 - 96   3 2012

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      Research Problem: Studies identify peer review as an effective instructional method to improve student writing. Some teachers, however, avoid peer review, perhaps due to the workload required for assessing and correcting peer reviews. Previous studies have not proposed any method to reduce teacher workload by using an objective means to analyze the effects of peer review. Research Questions: This study assesses the degree of similarity between student essay drafts using normalized compression distance (NCD), a compression-based classification algorithm. How does peer review affect student essays, as measured by the NCD? What were the changes in essay length and holistic scores? How did students respond to peer essays? How did peer review affect students during revision? What were the NCD results? How did holistic scoring correspond to NCD results? Literature Review: Studies of pharmacists and engineers indicate that English language technical communication skills are important. Studies of peer review in language education indicate that peer comments are valuable but cultural differences and lack of confidence may impede making or using comments. Studies of NCD applied to web data, figures, and images indicate useful results. Methodology: This quantitative study used anonymous peer review and compared the results of traditional holistic scoring against a novel NCD measure. The researchers conducted the study with 35 student volunteers at a pharmaceutical university in Tokyo, Japan. The students had at least nine years of previous English instruction and previous peer-review experience. In class, students wrote an essay, anonymously reviewed a peer's essay according to instructions, then revised their own essays based on peer comments. An assessor graded the two drafts using a holistic scoring rubric. The researchers used NCD to quantify the change between drafts. Results and Discussion: Sixty percent of revisions contained more words than the originals. 51% percent of revisions received higher scores, 40% had no change, and 8.5% percent had reduced scores. Eleven percent of reviewers with low English proficiency did not identify obvious errors. Three revised essays had lower grades because the writers did not know how to incorporate peer comments. Anonymous peer review could lead to poor results where students had poor reviewing skills or did not know how to use peer comments. NCD helps teachers identify which revised essays to re-evaluate after peer review by indicating those with large quantities of changes. The study was limited by its small group of participants. Future research will examine longer essays, more participants, varied backgrounds, web delivery of NCD, and finding more factors to indicate the quality of written work to reduce teacher workload. © 2011 IEEE.

      DOI: 10.1109/tpc.2011.2172833

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    • Pictogram Network to Support English Composition Instructors.

      Sayuri Yoshizawa-Watanabe, Masaaki Kunigami, Satoshi Takahashi, Atsushi Yoshikawa 0002, Takao Terano

      Proceedings of the 34th Annual Meeting of the Cognitive Science Society(CogSci)   2012

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    • Measuring Learners' Awareness through Persona-Conjoint Method.

      Hikaru Uchida, Akiko Orita, Masaaki Kunigami, Takao Terano, Atsushi Yoshikawa 0002

      Proceedings of the 34th Annual Meeting of the Cognitive Science Society(CogSci)   2012

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    • A unified agent-based model to analyze organizational deviation and kaizen activities Peer-reviewed

      Tomomi Kobayashi, Satoshi Takahashi, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)7068 LNAI   384 - 395   2012

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      This paper presents a new agent based model for unifying organizational deviation and Kaizen activities. Deviation and Kaizen are both activities in business firms to break standards in operations. In the model, we have assumed that the former and the latter are only different in terms of external utilities, but both are agents' behavioral rules. Under the assumptions, we have developed a unified model and conducted simulations. The results show organizational deviation, Kaizen, and stagnation phenomena that are caused by the change of utility landscapes, diversity of agents, and reward distribution system. We have suggested the harnessing mechanism of deviation and Kaizen based on the experiment results. The experiment results have presented that Kaizen phenomena tend to emerge on the consistent utility landscape and diversified organization. They have also suggested that the excessive result-based reward could be a cause of prompting organizational deviation. © 2012 Springer-Verlag Berlin Heidelberg.

      DOI: 10.1007/978-3-642-27216-5_29

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    • Analyzing Organisational Innovation and Deviation Phenomena by Agent Based Simulation and Case Design Peer-reviewed

      Tomomi Kobayashi, Satoshi Takahashi, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      PROCEEDINGS OF THE 9TH INTERNATIONAL CONFERENCE ON INNOVATION AND MANAGEMENT   778 - 791   2012

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      This paper describes a new methodology for analyzing organisational innovation and deviation phenomena by combination of agent based simulation and case design. Organisational deviation is inextricably linked to innovation, because they are activities in business firms to break standards in operations. However, it is assumed that the former and the latter are different in terms of external utilities. Under the assumptions, we have developed a unified agent based model and have made simulation for analyzing the emergence process of innovation and deviation. The simulation results are confirmed through manual simulation and case analysis in order to obtain an in-depth understanding of inextricably linked organisational phenomena, and to distinguish the similarities and differences between innovation and deviation.

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    • Pictogram network: Evaluating english composition skills Peer-reviewed

      Sayuri Yoshizawa-Watanabe, Masaaki Kunigami, Satoshi Takahashi, Takao Terano, Atsushi Yoshikawa

      IEEE International Professional Communication Conference   1 - 6   2012

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      Pictograms are pictorial drawings or representational signs and instructions that can be used irrespective of age, sex, and nationality. Using pictograms, we develop pictogram networks interconnected by arrows to represent knowledge and concepts. Since each pictogram represents a word or idea, drawing a pictogram network can become a guide to understanding others' intentions. Based on our research, we propose a novel method called Pict-net Abstraction which could be very useful in foreign language composition education. This collaborative approach makes the participants realize the discrepancies between the writer's intention and the readers' understanding by comparing their pictogram networks and detecting the ambiguity as well as the polysemy of an argument. Pict-net Abstraction could be applied in multiple environments and could be useful in the establishment of a future peer review system. © 2012 IEEE.

      DOI: 10.1109/IPCC.2012.6408644

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    • Identifying and Evaluating Next ICT Leaders of a Company - A Competency Oriented Approach - Peer-reviewed

      Yasuhiro Sasaki, Atsushi Yoshikawa, Takao Terano

      EDUCATION AND EDUCATION MANAGEMENT3   282 - 288   2012

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      Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:INFORMATION ENGINEERING RESEARCH INST, USA  

      This paper proposes a novel method to identify and evaluate the characteristics of new generation ICT leaders of a company. Although the importance of ICTs in a company has been increasing, however, there are few companies which have succeeded in the personnel training committed in ICT related sections. As the members work for ICT sections are trained through their business, the ICT leaders are responsible for educating their members. On the other hand, however, the research in the literature on the methodologies of ICT leader's training method has not been progressing, yet. Not only skills but competencies, or behavioral traits, are important for leaders in order to improve their performance and business results. This paper describes the principles and procedures to draw the ideal ICT leader image from members' behavioral traits.

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    • Narrative Approach Education using MANGA for Management Peer-reviewed

      Hideo Yamamoto, Atsushi Yoshikawa, Mikako Ogawa, Akiko Orita, Takao Terano

      Journal of Strategic Management Studies2 ( 2 ) 31 - 42   4 2011

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    • 中学校教育における統計的思考力を育む授業実践

      西仲則博, 吉川厚

      科学教育研究35 ( 2 ) 153-166   2011

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      DOI: 10.14935/jssej.35.153

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    • オンラインコミュニティにおける効用相反とそのハーネシングに関するエージェントシミュレーション

      小林知巳, 高橋聡, 國上真章, 吉川厚, 寺野隆雄

      情報社会学会誌5 ( 3 ) 31-40   2011

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    • Harnessing Organizational Deviation and Kaizen Activities through Agent-Based Modeling

      KOBAYASHI Tomomi, TAKAHASHI Satoshi, KUNIGAMI Masaaki, YOSHIKAWA Atsushi, TERANO Takao

      The IEICE transactions on information and systems (Japanese edetion)J94-D ( 11 ) 1825 - 1835   2011

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    • 複数評価者によるピアリビュー学習効果に関する一考察

      吉澤小百合, 吉澤小百合, 吉川厚, 吉川厚, 寺野隆雄

      日本認知科学会大会発表論文集(CD-ROM)28th   2011

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    • Class practice for developing statistical thinking in junior high school education

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Journal of Science Education in Japan35 ( 2 ) 153 - 166   2011

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      The purpose of this study is to develop statistics lessons in junior high school into a more effective practice. However, it is difficult to develop junior high school students who can use statistical data sufficiently. Therefore we propose a new design for developing statistical thinking in the junior high school classroom. This involves the following: 1) We prepared statistical materials that can be interpreted variously, 2) we administered questions to extract naive concepts concerning statistical data, and 3) we presented several tasks which had embedded students' statistical criteria. As a result, students were able to judge different result using different statistical values, although they used the same statistical materials. This study shows that the new design can develop junior high school students' statistical thinking.

      DOI: 10.14935/jssej.35.153

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    • Development of Advanced Case Textbook for Program Managers

      YAMAMOTO Hideo, YOSHIKAWA Atsushi, ORITA Akiko, OGAWA Mikako

      Journal of International Association of Project & Program Management5 ( 2 ) 89 - 101   2011

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      Manager of an innovative program which includes several complex projects has to be sensitive to business contexts and should integrate both the body of knowledge learned at school and practical experience gained in the field. Practical knowledge for managers can be obtained only by on-the-job training. We are developing MANGA-style business case textbook for practical education of program managers. This paper discusses potentiality for developing management skill by means of the advanced case method in a school situation.

      DOI: 10.20702/iappmjourante.5.2_89

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    • Analyzing Behaviors of Business Game Learners Using a Modified Performance Sheet

      KOSHIYAMA Osamu, KUNIGAMI Masaaki, YOSHIKAWA Atsushi, TERANO Takao

      STUDIES IN SIMULATION AND GAMING21 ( 2 ) 86 - 95   2011

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      <p>Business game practice is considered to be effective to learn various dynamic situations of business. However, there have been little research on how effective they learn from business gaming. This paper describes a novel method to analyze the performance of business game learners. In this paper,we design gaming performance sheet to easily analyze the effects of business games. Comparative gaming experiments show our contribution as follows: The performance sheet enables us to detect the players' intentions and awareness hard to be measured. The performance sheet is advantageous in visualizing and awareness over the protocol analysis via video–recording or game–logging.</p>

      DOI: 10.32165/jasag.21.2_86

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    • Identification of Voting with Individual's Feet Through Agent-Based Modeling Peer-reviewed

      Rio Nishida, Takashi Yamada, Atsushi Yoshikawa, Takao Terano

      AGENT-BASED APPROACHES IN ECONOMIC AND SOCIAL COMPLEX SYSTEMS VI8   119 - 132   2011

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      This paper describes an agent-based simulation model to analyze migration behaviors of individual in several political regions. The model was originally discussed by Tiebout in 1956 as "Voting with Feet," however, the validity of the model has not been examined very carefully. In the proposed agent simulation model, plural political decisions in each region are made by the corresponding regional government, and the inhabitants will vote the decisions based on their preferences. Both governments and individuals are modeled as decision making agents. The intensive simulation studies have revealed the emergence of decision groups and how the decisions have been made.

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    • Stimulating college students to consider sustainability issues through the peer review method Peer-reviewed

      Sayuri Yoshizawa, Atsushi Yoshikawa, Takao Terano

      IEEE International Professional Communication Conference   2011

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      It is important for people in technical fields to be familiar with sustainability issues because public awareness of environmental and social concerns related to technologies has been growing. Also in pharmacy education, a deep understanding of sustainability issues is required so that the future pharmacists will make a positive impact on the environment. This study examines whether Japanese university students can identify problems in an illogical essay and it evaluates the effectiveness of the problem checklist when revising the text on the sustainability of drugs. We also investigate how much knowledge the participants have about the term "sustainability". The results of the present experiment suggest that the prior peer review training is beneficial in highlighting the problems in the essay and making revisions. The results also reveal that the problem checklist is very effective. Furthermore, the activity of reading and revising the text on "sustainability" using the peer review method as well as answering the questions about the knowledge of the term stimulate them to consider the sustainability issues. In order to spread the concept of sustainability in Japan, the topic of sustainability should be widely covered in college education. © 2011 IEEE.

      DOI: 10.1109/IPCC.2011.6087215

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    • Recommendation Method to Give Other Learner's Viewpoints in a Manga Textbook

      HOTTA Daisuke, KOSHIYAMA Osamu, YAMADA Takashi, YOSHIKAWA Atsuhi, YAMAMOTO Hideo, TERANO Takao

      Journal of science education in Japan34 ( 2 ) 154 - 166   10 6 2010

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    • Design of Learning Assessments(<Special Issue>Systematic Design of Intelligent Learning Environment: Toward Engineering of Learning)

      Yoshikawa Atsushi, Ueno Maomi

      Journal of Japanese Society for Artificial Intelligence25 ( 2 ) 283 - 290   1 3 2010

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    • 「学習支援環境のシステマティックなデザイン:学習の工学を目指して」学習評価のデザイン Invited

      吉川厚, 吉川厚, 植野真臣

      人工知能学会誌25 ( 2 ) 283-290   2010

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    • Recommendation Method to Give Other Learner's Viewpoints in a Manga Textbook

      HOTTA Daisuke, KOSHIYAMA Osamu, YAMADA Takashi, YOSHIKAWA Atsuhi, YAMAMOTO Hideo, TERANO Takao

      Journal of Science Education in Japan34 ( 2 ) 154 - 166   2010

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      A manga textbook with a narrative approach is a new tool for learners use of their knowledge. One of its unique points is that it enables learners to acquire knowledge from other learners' viewpoints. This paper proposes a recommendation method for presenting other learners' viewpoints in individual learning. The proposed framework consists of the following two phases; 1) by questionnaire, we extract scenes and their interpretations which learners pay attention to, 2) learners are given other learners' viewpoints and their interpretations through collaborative filtering. Intensive experiments using a manga textbook on the theme of business tie-up, involving a business scene, revealed that the proposed method gives learners an opportunity to obtain other learners' knowledge.

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    • Analyzing the effects of peer review activities in the EFL writings

      Sayuri Yoshizawa, Takao Terano, Atsushi Yoshikawa

      Proceedings of the 18th International Conference on Computers in Education: Enhancing and Sustaining New Knowledge Through the Use of Digital Technology in Education, ICCE 2010   738 - 742   2010

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      In this paper, we propose a new method to analyze the effect of peer review activities in the English-as-a-Foreign-Language (EFL) writing classes. Although a number of studies on peer review activities have been conducted in the last two decades, no method that can objectively analyze the effects of the approach has been proposed thus far. We surmised the degree of difference of the essays by focusing on the estimation of similarity of the documents using the normalized compression distance (NCD), a compression-based classification algorithm. We have applied the NCD measures to the student reports in the college EFL writing courses. The proposed method was found to be beneficial in evaluating the writings of the pre and post peer review activities.

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    • Blog information considered useful for book sales prediction Peer-reviewed

      Geun Chol Moon, Go Kikuta, Takashi Yamada, Atsushi Yoshikawa, Takao Terano

      2010 7th International Conference on Service Systems and Service Management, Proceedings of ICSSSM' 10   18 - 22   2010

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      This paper presents a new method to find leading indicators of domestic book sales from conventional Blog information. Although Blog information is different from actual purchases, it will influence customer behaviors. They consider it would be useful for decision making of businesses and organizations. Main contributions of the paper are three fold: 1) As well as study on the US of an Internet bookstore, there is a correlation between book sales data and Blog information in Japan by discriminating judge of book with reference rate; 2) Some of the Blog information are effective to predict the lead-time between publishers and bookstores; and 3) Process is proposed to judge whether the information is valid as leading indicators. ©2010 IEEE.

      DOI: 10.1109/ICSSSM.2010.5530276

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    • 第二言語習得におけるピアリビュー効果の分析

      吉澤小百合, 吉澤小百合, 吉川厚, 吉川厚, 寺野隆雄

      日本認知科学会大会発表論文集(CD-ROM)27th   457 - 462   2010

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    • Categorization of sales patterns to use blog information as book sales prediction Peer-reviewed

      Geun Chol Moon, Go Kikuta, Takashi Yamada, Atsushi Yoshikawa, Takao Terano

      ACM International Conference Proceeding Series   1 - 7   2010

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      This paper analyzes four bestselling books in series to find leading indicators of domestic book sales from conventional Blog information. Although Blog information is different from actual purchases, it will influence customer behaviors. They consider it would be useful for decision making of businesses and organizations. Main contributions of the paper are three fold: 1) confirms relationships between on-line information of the number of Blog reference and off-line information of book sales data; 2) observes different sales patterns by analyzing series books and identify factors and classify books into category; and 3) attempts to predict sales pattern based on sales data of three books. Copyright 2012 ACM.

      DOI: 10.1145/2389376.2389378

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    • Improving Business Game Development Process -New Framework and Evaluation Method-

      KOSHIYAMA Osamu, SUZUKI Hisatoshi, YOSHIKAWA Atsushi, TERANO Takao

      STUDIES IN SIMULATION AND GAMING19 ( 2 ) 145 - 156   2009

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      <p>This research proposes both a new development framework and a game evaluation method for business game developers. The objectives for proposing a new development framework are two-fold: first, so that developers can create a business game which captures the features of the envisioned business accurately, and second, so that game players can easily understand the business's features. Meanwhile, the latter aspect of this study aims to measure players' understanding about the factors and structures of business games by employing a newly developed "business game understanding sheet," and to clarify what sort of business games maximize educational effects.</p><p>In order to measure the effects of the proposed framework, we performed laboratory experiments on the "business modeling" lecture at GSSM over a two-year period. Similarly, in order to test the validity of the evaluation method, we conducted experiments on the "business game" lecture at the same university for MBA students already in the work force. From these experiments, our main conclusions are as follows: First, games developed using the framework can tell players the features of the business. Second, the proposed framework can prevent creators from failing to convey their ideas effectively. Also, our results imply that the framework is useful for presenting the development procedure and sharing knowledge among game developers.</p>

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    • Study on Learners' Understanding in a Business Gaming Practice through their Behavior Analysis

      Koshiyama Osamu, Yoshikawa Atsushi, Terano Takao

      Transactions of Japanese Society for Information and Systems in Education26 ( 3 ) 252 - 263   2009

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      <p>This paper describes the experimental analysis to evaluate business game learners' understandings. For the purpose, we have carried out intensive experiments to record and analyze what learners have understood from business gaming practice. We utilize (1) the methods of recording decisions of each round and visual screens referred during the games, (2) protocol analysis of the utterance of players, and (3) performance sheet, or paper testing, to extract learners' understanding levels. The main results are that for players, player teams, and a game designer, the proposed method is applicable to business training games with computer-support.</p>

      DOI: 10.14926/jsise.26.252

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    • A Framework for Advanced Case-Method Training using Manga Textbook

      YAMAMOTO Hideo, YOSHIKAWA Atsushi, OGAWA Mikako, ORITA Akiko

      Journal of International Association of Project & Program Management3 ( 2 ) 87 - 95   2009

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      Strategic planning, marketing, project management, human resource management, and others fields have been taught individually at universities and business schools, but an integrated understanding of all these areas is needed when making decision in real business situations. The IAP2M has undertaken extensive research on practical methods for setting business goals in uncertain environments. This paper summarizes the results of trial training sessions using the manga textbooks with narrative approach which we developed, and proposes a framework for advanced case-method training, which utilizes the advantages of the narrative approach, for teaching practical know-how. It describes procedures for improving training programs, considers the business PDCA cycle, and shows how to plan a program, how to identify problems in various fields, how to solve these problems, and how to provide feedback to field management.

      DOI: 10.20702/iappmjourante.3.2_87

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    • Recommendation Method to Give "KIZUKI" from Other Learners' Viewpoints : Narrative Approach with Manga Textbooks

      HOTTA Daisuke, KOSHIYAMA Osamu, YAMADA Takashi, YOSHIKAWA Atsushi, YAMAMOTO Hideo, TERANO Takao

      Journal of International Association of Project & Program Management3 ( 2 ) 77 - 85   2009

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      A manga textbook with narrative approach is a new tool for those to learn business practice. One of the unique points is that it is possible that learners acquire knowledge from other learners' various viewpoints. This paper proposes a recommendation method to present other learners' viewpoints in individual learning. The proposed framework consists of the following two phase; 1) by a questionary survey, we extract scenes and their interpretations, which learners pay attention to, 2) learners are given other learners' viewpoints and their interpretations. Intensive experiments using a manga textbook whose theme is business tie-up have revealed that the proposed method is useful for a learner to give an opportunity to obtain other learners' knowledge.

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    • 特集「科学的リテラシー」

      吉川 厚

      科学教育研究32 ( 4 ) 243 - 244   2008

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      DOI: 10.14935/jssej.32.243

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    • Evaluation of Training using Manga Textbook with Narrative Approach

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

      Journal of International Association of Project & Program Management3 ( 1 ) 73 - 81   2008

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      The trial training using a manga textbook with a narrative approach involving members of IAP2M, both businesspeople and academics, was well received by participants. According to the observation of group discussions held at the training sessions, communication leaders take turns leading the discussion depending on the discussion topics. While businesspeople lead the discussion on such topics as human relationships and social responsibilities, academics lead conceptual and theoretical framework discussions. The research suggests that the main information which readers can find from just looking at the pictures in the textbook used to make a decision in a serious situation tends to be affected by their experience in the job. In order to induce readers to imagine the actual world and motivate them to undertake "creative consideration", the stories in the textbook have realistic scenarios based on common occurrences found in real business situations. Collaborative discussions between readers and teacher are also essential.

      DOI: 10.20702/iappmjourante.3.1_73

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    • Analyzing learners' behaviors in a business gaming practice

      Osamu Koshiyama, Atsushi Yoshikawa, Takao Terano

      Proceedings - ICCE 2008: 16th International Conference on Computers in Education   381 - 385   2008

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      This paper describes the experimental analysis to evaluate business game learners' understandings. For the purpose, we have carried out intensive experiments to record and analyze what learners have understood from business gaming practice. We utilize (1) the methods of recording decisions of each round and visual screens referred during the games, (2) protocol analysis of the utterance of players, and (3) understanding degree sheet, or paper testing, to extract learners' understanding levels. The main results are that for players, player teams, and a game designer, the proposed method is applicable to business training games with computer-support.

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    • Knowledge Circulation by Training using Manga Textbook with Narrative Approach

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

      Journal of International Association of P2M2 ( 2 ) 39 - 48   2008

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      In order for a project aimed at enhancing corporate value to succeed, it is essential to circulate and share knowledge about corporate value creation among members of the project. Each member needs to carry out his job and fulfill his role with high quality, as well as share abstract knowledge by means such as written statements in the project documents. In general, for a project member to provide a good and sophisticated performance, a great deal of practical project experience and training in realistic situations is required. This paper proposes that training using a Manga-style textbook using a narrative approach which includes several complex business scenarios, can be an efficient and effective method for a project member to gain imaginary business experience and practical knowledge, which can be difficult to obtain without actual on-the-job training. A trial was undertaken using a Manga textbook which included a narrative about corporate business collaboration in complex circumstances. Consideration of the results of lectures and discussions with students of an MBA class at Hitotsubashi University using the experimental Manga textbook suggests that a Manga narrative including a number of complex business scenarios can provide good training and be an effective tool for teaching practical knowledge.

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    • 「ポジション・ペーパー」について

      清水 誠, 吉川 厚

      科学教育研究31 ( 1 ) 32 - 33   10 3 2007

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    • 獲得した知識を活用するトレーニング—Situated Intelligence Training

      吉川厚, 吉川厚

      システム/制御/情報51 ( 2 ) 102-108   2007

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    • Training Method to Utilize the Knowledge : Situated Intelligence Training Invited

      YOSHIKAWA Atsushi

      SYSTEMS, CONTROL AND INFORMATION51 ( 2 ) 102 - 108   2007

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      Language:Japanese   Publisher:THE INSTITUTE OF SYSTEMS, CONTROL AND INFORMATION ENGINEERS  

      DOI: 10.11509/isciesci.51.2_102

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    • 教育の回廊 企業における研修の動き

      吉川 厚

      初等教育資料Vol. 813 ( 813 ) 42 - 45   10 2006

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    • 科学教育で扱ってほしいこと

      吉川 厚

      科学教育研究29 ( 1 ) 1 - 2   2005

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      DOI: 10.14935/jssej.29.1

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    • A system for supporting collaborative learning with networked sensing boards Peer-reviewed

      Masanori Sugimoto, Fusako Kusunoki, Shigenori Inagaki, Kuniyoshi Takatoki, Atsushi Yoshikawa

      Systems and Computers in Japan35 ( 9 ) 39 - 50   2004

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      The authors have used sensing boards based on RFID technology to construct a face-to-face group learning support system integrating the physical world and the virtual world. The system is shown to be useful through performance in that a learner without sufficient skill in using a computer can easily participate in learning, and knowledge acquired through textbooks and the like can be tested in the physical world. On the other hand, some problems have been pointed out: the utterances depend more strongly on the leader, and learning support with a higher degree of realism is desired. Consequently, in the system proposed in this paper, multiple sensing boards are placed at different sites so that the learner groups can communicate face-to-face. The sensing boards are connected through a network so that the operations on the board can influence each other. The learners in the group gather around the board and try to solve the problem face-to-face. They also interact with the learners in another group through a chat system. The learners in a primary school classroom used the system to study city design and environmental problems, and the effectiveness of the proposed system was demonstrated. © 2004 Wiley Periodicals, Inc.

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    • Just Look at Two Points : A Gaze Tracking System with Easy Calibration

      OHNO TAKEHIKO, MUKAWA NAOKI, YOSHIKAWA ATSUSHI

      IPSJ Journal44 ( 4 ) 1136 - 1149   15 5 2003

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      We describe a real-time gaze tracking system for use in controlling a computer by gaze. This system is particularly concerned with reducing the effort of personal calibration necessary at the beginning of gaze direction detection. Existing systems require that the user gazes at five to twenty points on the screen for personal calibration. This burdensome and should be omitted, especially for computer control by gaze. Our system requires only two points on the screen for personal calibration. To achieve this, we developed a new gaze detection method that consists of two sub-procedures for co...

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    • Epro2: Design of a System and a Curriculum to Support Group Learning for School Children.

      Masanori Sugimoto, Fusako Kusunoki, Shigenori Inagaki, Kuniyoshi Takatoki, Atsushi Yoshikawa 0002

      Designing for Change in Networked Learning Environments(CSCL)   303 - 312   2003

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      Publishing type:Research paper (international conference proceedings)   Publisher:Springer  

      DOI: 10.1007/978-94-017-0195-2_38

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    • Just Look at Two Points: A Gaze Tracking System with Easy Calibration

      大野健彦, 武川直樹, 吉川厚

      情報処理学会論文誌44 ( 4 ) 1136 - 1149   2003

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    • A System for Supporting Collaborative Learning with Networked Sensing Boards

      SUGIMOTO Masanori, KUSUNOKI Fusako, INAGAKI Shigenori, TAKATOKI Kuniyoshi, YOSHIKAWA Atsushi

      The Transactions of the Institute of Electronics,Information and Communication Engineers.85 ( 12 ) 1152 - 1163   1 12 2002

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    • 目で操作するコンピュータのための視線測定システム (特集 人間情報科学が切り拓くコミュニケーションの未来)

      大野 健彦, 武川 直樹, 吉川 厚

      NTT技術ジャ-ナル14 ( 8 ) 56 - 58   8 2002

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    • FreeGaze: A gaze tracking system for everyday gaze interaction

      Takehiko Ohno, Naoki Mukawa, Atsushi Yoshikawa

      Eye Tracking Research and Applications Symposium (ETRA)   125 - 132   2002

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      In this paper we introduce a novel gaze tracking system called FreeGaze, which is designed for the use of everyday gaze interaction. Among various possible applications of gaze tracking system, Human-Computer Interaction (HCI) is one of the most promising fields. However, existing systems require complicated and burdensome calibration and are not robust to the measurement variations. To solve these problems, we introduce a geometric eyeball model and sophisticated image processing. Unlike existing systems, our system needs only two points for each individual calibration. When the personalization finishes, our system needs no more calibration before each measurement session. Evaluation tests show that the system is accurate and applicable to everyday use for the applications.

      DOI: 10.1145/507072.507098

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      Other Link: https://dblp.uni-trier.de/db/conf/etra/etra2002.html#OhnoMY02

    • A system for supporting group learning in face-to-face and networked environments. Peer-reviewed

      Masanori Sugimoto, Fusako Kusunoki, Shigenori Inagaki, Kuniyoshi Takatoki, Atsushi Yoshikawa 0002

      ACM 2002 Conference on Computer Supported Cooperative Work,   4 - 4   2002

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      DOI: 10.1145/616706.616711

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    • 人間情報科学が切り拓くコミュニケーションの未来 目で操作するコンピュータのための視線測定システム

      大野健彦, 武川直樹, 吉川厚

      NTT技術ジャーナル14 ( 8 ) 56 - 58   2002

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    • A System for Supporting Collaborative Learning with Networked Sensing Boards.

      杉本雅則, 楠房子, 稲垣成哲, 高時邦宜, 吉川厚

      電子情報通信学会論文誌 D-1J85-D-1 ( 12 ) 1152 - 1163   2002

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    • CSCL特集にあたって

      吉川 厚

      科学教育研究26 ( 1 ) 33 - 33   2002

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      DOI: 10.14935/jssej.26.33

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    • A two-step model of acquisition of go patterns

      Takuya Kojima, Atsushi Yoshikawa

      NTT Review13 ( 2 ) 48 - 55   3 2001

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      In this article, we deal with "Thinking" in the Humanoid project. Chess has been used as a test bed for "Thinking," but recently Go is considered as the next target. Computer chess systems, which search all possible moves, have become as good as human top players. On the other hand, knowledge is thought to be essential in computer Go systems, since the search space of Go is much larger than that of chess. In this article, based on our cognitive experiments using our eye-mark recorder we propose a two-step model of acquisition of Go patterns, which are often used in the current Go systems. The first step acquires patterns and the second step acquires the priorities to resolve conflicts between patterns. We propose Shodan (1st dan) level algorithms for the first step and the second step based on our cognitive experiments, and the result shows the performance as good as human Shodan players. The result shows the effectiveness of the algorithms.

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    • Computer as a Learning Tool for Science Education

      Proceedings of the Annual Meeting of Japan Society for Science Education25 ( 0 ) 127 - 128   2001

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      DOI: 10.14935/jssep.25.0_127

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    • 囲碁における2段階パタン獲得 (特集論文 ヒューマノイド・テクノロジー&サイエンス研究)

      小島 琢矢, 吉川 厚

      NTT R & D49 ( 10 ) 590 - 597   10 2000

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    • 次のDeep Blueはいつできるか : 2匹目のDeep Blueはいるか? : コンピュータはいつ将棋・囲碁・サッカーで人間を超えられるか

      松原 仁, 飯田 弘之, 小谷 善行, 野田 五十樹, 吉川 厚, 小林 孝嗣, 竹内 郁雄

      情報処理41 ( 9 ) 付録28 - 付録29   15 9 2000

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    • A Two-step Model of the Acquisition of Go Patterns.

      小島琢矢, 吉川厚

      NTT R & D49 ( 10 ) 590 - 597   2000

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      In this paper, we deal with 'Thinking' in the Humanoid project. Chess has long been used as a testbed for 'Thinking', but recently Go has been considered as the next target. Computer chess systems, which search all possible moves, have become as good as top human players. On the other hand, knowledge is thought to be essential in computer Go systems, since the search space is much larger. In this paper, based on our cognitive experiments using our eye-mark recorder we propose a two-step model of the acquisition of Go patterns, which are often used in the current Go systems. The first step acquires patterns and the second step acquires the priorities to resolve conflicts between them. We propose Shodan (1st dan) level algorithms for the first and second steps based on our cognitive experiments, and the results show performance as good as human Shodan players.

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    • 視線を読む--ユーザにやさしい視線測定環境

      吉川 厚, 大野 健彦

      NTT R & D48 ( 4 ) 399 - 408   4 1999

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    • Knowledge Acquisition from Game Records Peer-reviewed

      Takuya Kojima, Atsushi Yoshikawa

      International Conference on Machine Learning   1999

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      A large amount of knowledge is considered very useful for systems playing such games as Go and Shogi (Japanese chess) which has a much larger search space than chess. Knowledge acquisition is therefore necessary for systems playing these games. This paper explains two approaches to acquire Go knowledge from game records: a deductive approach and an evolutionary one. The former is taken to acquire strict knowledge; several rules are acquired from a single training example. The latter is taken to acquire a large amount of heuristic knowledge from a large amount of training examples. TsumeGo p...

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    • 視線を読む:ユーザにやさしい視線測定環境

      吉川厚

      NTT R&D48   399 - 408   1999

    • 視線を読むユーザにやさしい視線測定環境

      吉川厚

      NTT R & D48 ( 4 ) 399 - 408   1999

    • 視線を読むた-ユーザにやさしい視線測定環境-

      吉川厚

      NTT R & D48 ( 4 ) 399 - 408   1999

    • 視線を読む-ユーザにやさしい視線測定環境-

      吉川厚

      NTT R&D   1999

    • 視線を読む-ユーザにやさしい視線測定環境

      吉川厚

      NTT R&D48 ( 4 ) 399 - 408   1999

    • Reading the Eye Mark. A Contact-Free Eye Mark Recorder.

      吉川厚, 大野健彦

      NTT R & D48 ( 4 ) 399 - 408   1999

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      An eye mark recorder, EMR-NC, and support tools have been developed for analyzing eye gaze data and incorporating it into the user interface. Unlike conventional eye mark recorders, which substantially limit a user's operations. EMR-NC allows users to move their heads and bodies while they are wearing it without restricting their computer operating actions. It is currently being used to study human behavior and develop the new human-computer interaction techniques.

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    • 視線を読む-ユーザにやさしい視線測定環境-

      吉川厚

      NTT R & D48 ( 4 ) 399 - 408   1999

    • Report on the First Meeting of the Special Issue Group on Games Informatics (IPSJ-SIG-GI).

      Hiroyuki Iida, Hitoshi Matsubara, Atsushi Yoshikawa 0002

      J. Int. Comput. Games Assoc.22 ( 4 ) 255 - 257   1999

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      DOI: 10.3233/ICG-1999-22412

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    • Relations between skill and the use of terms an analysis of protocols of the game of go

      Atsushi Yoshikawa, Takuya Kojima, Yasuki Saito

      Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)1558   282 - 299   1999

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      © 1999 Springer-Verlag Berlin Heidelberg. The use of Go terms while playing Go differs according to the player’s skill. We conduct three experiments to examine this in detail. In the first experiment, players’ spontaneous utterances (called protocols) were collected. We analyze these protocols in two ways. One is the number of Go terms used, and the other is the contents of the terms, such as strategic or tactical. The second experiment examines how well the players knew the configurations of the stones. From the two experiments, we find that even if the subjects know of many Go terms, their use depends on the subject’s skill. The third experiment considers “Soudan- Go,” where two players form a team. They are in the same room and can freely talk to each other; their spontaneous utterances (protocols) were collected. We also analyze reports of “Houchi Soudan-Go,” which is a Soudan-Go match between professional players. We find that expert players often use Go terms and they understood their partner’s intentions without needing a full explanation. Intermediate level players often talked over their plan and their opponent’s plan using many Go terms. From our analyses we developed a hypothesis which we call the iceberg model. The purpose of the model is to explain the structure of a term in the human brain from the viewpoint of the role of the term. Although this is still a hypothesis, it will become an important guide when carrying out protocol analyses and modeling the thought processes of Go players.

      DOI: 10.1007/3-540-48957-6_19

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      Other Link: https://dblp.uni-trier.de/db/conf/cg/cg1998.html#YoshikawaKS98

    • A two-step model of pattern acquisition: Application to tsume-go

      Takuya Kojima, Atsushi Yoshikawa

      Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)1558   146 - 166   1999

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      © 1999 Springer-Verlag Berlin Heidelberg. It has been said to be very useful for Go playing systems to have knowledge. We focus on pattern level knowledge and propose a new model of pattern acquisition based on our cognitive experiments. The model consists of two steps: pattern acquisition step, using only positive examples, and pattern refinement step, using both positive and negative examples. The latter step acquires precise conditions to apply and/or the way of conflict resolution. This model has advantages in computational time and precise control for conflict resolution. One algorithm is given for each step, and each algorithm can change independently, it is possible to compare algorithms with this model. Three algorithms are introduced for the first step and two for the second step. Patterns acquired by this model are applied to Tsume-Go problems (life and death problems) and the performance between six conditions are compared. In the best condition, the percentage of correct answers is about 31%. This result equals the achievement of one dan human players. It is also shown that the patterns enhance search techniques when the search space is very large.

      DOI: 10.1007/3-540-48957-6_9

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      Other Link: https://dblp.uni-trier.de/db/conf/cg/cg1998.html#KojimaY98

    • Invitation to Computer Go: A Short Review of Computer Go Studies

      YOSHIKAWA Atsushi, KOJIMA Takuya

      IPSJ Magazine39 ( 8 ) 825 - 830   15 8 1998

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      Other Link: http://id.nii.ac.jp/1001/00003143/

    • A Report on the 4th Fost-Cup World-Open Computer-Go Championships.

      Atsushi Yoshikawa 0002, Hiroyuki Iida

      J. Int. Comput. Games Assoc.21 ( 3 ) 203 - 206   1998

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      DOI: 10.3233/ICG-1998-21312

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    • ゲームプログラミングと認知科学

      吉川厚

      ゲームプログラミング   1998

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    • チェスの次をねらう囲碁--コンピュ-タ囲碁ソフト大会から

      吉川 厚

      Bit29 ( 12 ) 12 - 18   12 1997

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    • ゲ-ムプログラミングと認知科学 (ゲ-ムプログラミング) -- (第4章 展望)

      吉川 厚

      ゲームプログラミング29 ( 0 ) 207 - 219   8 1997

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    • Memory Performance of Master Go Players Peer-reviewed

      Jay Burmeister, Yasuki Saito, Atsushi Yoshikawa, Janet Wiles

      IJCAI Workshop 1997   1997

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      Our overall goal is to study the use of information by Go players and the structure of their Go knowledge. In particular, in this paper we focus on human memory, and conclude with a discussion of the bene ts of modelling human memory to AI and Go programs. We report on two memory experiments. The rst experiment used Japanese Go players to replicate earlier studies on Australian Go players. The second experiment consists of three case studies of master Go players (6 to 8 dan amateurs). The general task in the experiments was to reconstruct Go positions stone by stone in correct game order. T...

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    • The 3rd Fost-Cup World-Open Computer-Go Championship.

      David Fotland, Atsushi Yoshikawa 0002

      J. Int. Comput. Games Assoc.20 ( 4 ) 276 - 278   1997

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      DOI: 10.3233/ICG-1997-20414

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    • H. Matsubara (ed.): Proceedings of Game Programming Workshop in Japan '97.

      Atsushi Yoshikawa 0002, Hiroyuki Iida

      J. Int. Comput. Games Assoc.20 ( 4 ) 249 - 252   1997

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      DOI: 10.3233/ICG-1997-20406

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    • ゲームプログラミングと認知科学

      吉川厚

      bit別冊ゲームプログラミング   207 - 219   1997

    • Game of go follows the game of chess. Convention of computer software for the game of go.

      吉川厚

      BIT (Tokyo)29 ( 12 ) 12-18   1997

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    • Realization of Procedures Permuting Traveling Routes like the K-Opt by the Linked State Transition Neural Networks for the Traveling Salesman Problems

      AIYOSHI Eitaro, YOSHIKAWA Atsushi, WAKUTSU Takuya

      The Transactions of the Institute of Electrical Engineers of Japan. C116 ( 7 ) 809 - 818   20 6 1996

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    • Neural Networks and their Application. Realization of Procedures Permuting Traveling Routes like the K-Opt by the Linked State Transition Neural Networks for the Traveling Salesman Problems.

      相吉英太郎, 吉川厚, 和久津拓也

      電気学会論文誌 C116 ( 7 ) 809 - 818   1996

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      Language:Japanese   Publisher:The Institute of Electrical Engineers of Japan  

      The Hopfield neural networks with continuous state transition have inefficient convergence in the neighborhoods of 0 or 1 as well as local convergence in their applications to the continuous versinos of 0-1 combinatorial optimization problems. Meanwhile, in the penalty approach to the constrained problems, it is feared that a lot of feasible combinatorial states satisfying the constraints corrupt into the local minima unconstrained problems. In order to settle these questions, &ldquo;linked state transition neural networks with constraint satisfaction&rdquo;, in which plural neurons transit simultaneously between discrete states so as to satisfy the constraints, are proposed from the standpoint of &ldquo;discrete solutions to discrete problems by discrete neural networks&rdquo;. In this paper, the linked state transitions in their applications to the traveling salesman problems realize automatical permuting procedures in a traveling route in the k-Opt method which is one of useful local search methods to combinatorial problems, and their numerical performance in experimental results are mentioned for relatively large-scale bench mark problems. These findings enhance practical values of the neural networks, and mediates between the fields of combinatorics and the neural networks closely.

      DOI: 10.1541/ieejeiss1987.116.7_809

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    • ニューラルネットワークによる最適化 : その疑問と課題 -もう1つの接近法-

      相吉 英太郎, 吉川 厚

      計測と制御 = Journal of the Society of Instrument and Control Engineers34 ( 5 ) 358 - 366   10 5 1995

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      Language:Japanese   Publisher:計測自動制御学会  

      DOI: 10.11499/sicejl1962.34.5_358

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    • New Approaches to Combinatorial Problems and Scheduling Problems. Optimization by Neural Networks: Their Questions and Subjects. Another Approach.

      相吉英太郎, 吉川厚

      計測と制御34 ( 5 ) 358 - 366   1995

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      Language:Japanese   Publisher:The Society of Instrument and Control Engineers  

      DOI: 10.11499/sicejl1962.34.5_358

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    • 場からみた協調学習

      吉川 厚

      CAI学会誌 = Journal of the Society of CAI in Japan11 ( 4 ) 223 - 224   1 1 1995

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    • 大域的最適化のための進化と遺伝アルゴリズム--ニュ-ラルネットワ-クの初期状態進化 (遺伝的アルゴリズムと免疫システム論<特集>)

      相吉 英太郎, 吉川 厚

      数理科学30 ( 11 ) p38 - 44   11 1992

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    • New perspective on optimization-Combinatorial by neural networks

      AIYOSHI E

      The Transactions of the Institute of Electrical Engineers of Japan. C112 ( 9 ) p533 - 540   9 1992

    • Intelligent Tutoring System for Electric Circuit Exercising

      Atsushi Yoshikawa, Masafumi Shintani, Yujiro Ohba

      IEEE Transactions on Education35 ( 3 ) 222 - 225   8 1992

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      An intelligent tutoring system called Circuit Ex- erciser is proposed. This system is designed to help university students learn more about electric circuits. It can formulate drill problems, solve them, and infer mistakes in a student’s answer. It can also provide helpful comments to the student on how the mistake was made. The system shows the circuit of the presented problem on graphic displays and is student-friendly. © 1992 IEEE

      DOI: 10.1109/13.144648

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    • New Perspective on Optimization. II. Combinatorial Optimization by Neural Networks.

      相吉英太郎, 吉川厚

      電気学会論文誌 C112 ( 9 ) 533-540   1992

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    • II. Combinatorial Optimization by Neural Networks

      Aiyoshi Eitaro, Yoshikawa Atsushi

      IEEJ Transactions on Electronics, Information and Systems112 ( 9 ) 533 - 540   1992

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      Publisher:The Institute of Electrical Engineers of Japan  

      DOI: 10.1541/ieejeiss1987.112.9_533

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    • Automatic composition of a musical piece with a fuzzy theory.

      吉川厚

      BIT (Tokyo)24 ( 3 ) 272-279   1992

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    • 特集/遺伝的アルゴリズムと免疫システム論 大域的最適化のための進化と遺伝アルゴリズム ニューラルネットワークの初期状態進化

      相吉英太郎, 吉川厚

      数理科学30 ( 11 ) 38-44   1992

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    • ファジ-演算を使った作曲支援システム

      吉川 厚, 京野 勉, 大場 勇治郎

      電子情報通信学会論文誌 A 基礎・境界74 ( 5 ) p735 - 742   5 1991

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    • Composition support system using fuzzy operation.

      吉川厚, 京野勉, 大場勇治郎

      電子情報通信学会論文誌 A74 ( 5 ) 735-742   1991

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    • Pedagogical Strategy on University Electromagnetics Learning : (1) Evaluation of Understanding Level based on Analysis of Questionnarie Conducted on Students

      YOSHIKAWA Atushi, OHBA Yujiro

      Journal of Science Education in Japan15 ( 2 ) 75 - 88   1991

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      Language:Japanese   Publisher:Japan Society for Science Education  

      A questionnaire is conducted on 1st year students, who have almost finished the electromagnetics class. Contents of the questionnaire are composed from 122 items of quantities and laws appeared in electromagnetics. Each student judges, by himself, where is located his understanding degree on each item. The understanding degree is specified by 6 stages with practical examples. Data of questionnaire are analyzed using methods of factor analysis, cluster analysis and dual scaling. As results, it is found that items are classified into 10 factors according to easiness of understanding and familiarity of names of quantities. Also, students are classified into 6 clusters according to their carriers, records and personalities. We suggest how to raise up the understanding levels which are depending on factors and clusters. Next interviews are conducted on 4 groups consisted of few students. We asked them what teaching manners and/or methods are better for understanding lecture, and we got various answers from students who carries good records and an enthusiastic character. Considering students' answers, we suggest better lecturing styles.

      DOI: 10.14935/jssej.15.75

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    • Students' Concept Structures Brought by Differences of Teaching Materials and Teaching Method on University Electromagnetics Learning : (2) Grasp of Concept Structure Based on Analysis of Questionnaire Conducted on Students

      YOSHIKAWA Atushi, OHBA Yujiro

      Journal of Science Education in Japan15 ( 2 ) 89 - 99   1991

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      Language:Japanese   Publisher:Japan Society for Science Education  

      A questionnaire was conducted on the 1st- and the 2nd-year students and 2 teachers in science and technology course, at nearly the end of term. The 1st-year students have almost completed the electromagnetics class. The questionnaire is composed of 171 pairs of 19 quantity terms which apperas in the electromdgnetics. Each student judges a degree of similarity between two quantities of pairs by him/herself. The similarity degree is specified by 11 stages. The closer a relationship between two quantities is, the higher number of stage is specified. Using the type IV quantification method, data obtained from the questionnaire are analyzed. It is found that student's concept structures may be classified roughly into 4 groups according to his and her learning experiences, learning records and lecture given to him and her. Also, it is found that there is a difference between male and female students, in grasping physical concepts. On the basis of this classification, we discuss how to teach students.

      DOI: 10.14935/jssej.15.89

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    • 大学電磁気学学習における知的CAIシステム

      吉川 厚, 関口 和洋, 大場 勇治郎

      電子情報通信学会論文誌 A 基礎・境界73 ( 10 ) p1688 - 1701   10 1990

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    • Intelligent CAI system for learning of electromagnetics in university.

      吉川厚, 関口和洋, 大場勇治郎

      電子情報通信学会論文誌 A73 ( 10 ) 1688-1701   1990

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    • 数式処理を使ったベクトル解析知的CAIシステム

      吉川 厚, 大場 勇治郎

      応用物理58 ( 7 ) p1117 - 1124   7 1989

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      Language:Japanese   Publisher:応用物理学会  

      DOI: 10.11470/oubutsu1932.58.1117

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    • Intelligent CAI system for vector analysis exercise using computer algebra.

      吉川厚, 大場勇治郎

      応用物理58 ( 7 ) 1117 - 1124   1989

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      Publisher:The Japan Society of Applied Physics  

      We suggest an intelligent computer assisted instruction (ICAI) system for learning the principle and use of vector analysis. The ICAI system has to carry following functions : a generation of problems, a matcher with a student's response, presentation of contents to be learned and student model classified by knowledge acquisition level of student. We present how to realize these functions using a computer algebra. The system is programmed, considering the exercise to lower year university students.

      DOI: 10.11470/oubutsu1932.58.1117

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    • 特集「プログラムマネジメント教育の現状と展開」にあたって

      吉川厚

      P2Mマガジン   26 3 2021

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      Authorship:Lead author   Language:Japanese   Publishing type:Article, review, commentary, editorial, etc. (scientific journal)   Publisher:国際P2M学会  

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    • Extracting candidate factors affecting long-term trends of student abilities across subjects

      Satoshi Takahashi, Hiroki Kuno, Atsushi Yoshikawa

          11 3 2021

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      Long-term student achievement data provide useful information to formulate
      the research question of what types of student skills would impact future
      trends across subjects. However, few studies have focused on long-term data.
      This is because the criteria of examinations vary depending on their designers;
      additionally, it is difficult for the same designer to maintain the coherence
      of the criteria of examinations beyond grades. To solve this inconsistency
      issue, we propose a novel approach to extract candidate factors affecting
      long-term trends across subjects from long-term data. Our approach is composed
      of three steps: Data screening, time series clustering, and causal inference.
      The first step extracts coherence data from long-term data. The second step
      groups the long-term data by shape and value. The third step extracts factors
      affecting the long-term trends and validates the extracted variation factors
      using two or more different data sets. We then conducted evaluation experiments
      with student achievement data from five public elementary schools and four
      public junior high schools in Japan. The results demonstrate that our approach
      extracts coherence data, clusters long-term data into interpretable groups, and
      extracts candidate factors affecting academic ability across subjects.
      Subsequently, our approach formulates a hypothesis and turns archived
      achievement data into useful information.

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      Other Link: http://arxiv.org/pdf/2103.06446v1

    • PEAK SHIFT ESTIMATION A novel method to estimate ranking of selectively omitted examination data

      Satoshi Takahashi, Masaki Kitazawa, Ryoma Aoki, Atsushi Yoshikawa

          9 3 2021

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      In this paper, we focus on examination results when examinees selectively
      skip examinations, to compare the difficulty levels of these examinations. We
      call the resultant data 'selectively omitted examination data' Examples of this
      type of examination are university entrance examinations, certification
      examinations, and the outcome of students' job-hunting activities. We can learn
      the number of students accepted for each examination and organization but not
      the examinees' identity. No research has focused on this type of data. When we
      know the difficulty level of these examinations, we can obtain a new index to
      assess organization ability, how many students pass, and the difficulty of the
      examinations. This index would reflect the outcomes of their education
      corresponding to perspectives on examinations. Therefore, we propose a novel
      method, Peak Shift Estimation, to estimate the difficulty level of an
      examination based on selectively omitted examination data. First, we apply Peak
      Shift Estimation to the simulation data and demonstrate that Peak Shift
      Estimation estimates the rank order of the difficulty level of university
      entrance examinations very robustly. Peak Shift Estimation is also suitable for
      estimating a multi-level scale for universities, that is, A, B, C, and D rank
      university entrance examinations. We apply Peak Shift Estimation to real data
      of the Tokyo metropolitan area and demonstrate that the rank correlation
      coefficient between difficulty level ranking and true ranking is 0.844 and that
      the difference between 80 percent of universities is within 25 ranks. The
      accuracy of Peak Shift Estimation is thus low and must be improved; however,
      this is the first study to focus on ranking selectively omitted examination
      data, and therefore, one of our contributions is to shed light on this method.

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      Other Link: http://arxiv.org/pdf/2103.05479v1

    • 教育としてみた国際 P2M 学会に対する期待

      吉川厚

      P2M マガジン   28 12 2020

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    • Teachers' Assessment of Non-Cognitive Skills Specific to Contents and Activities in Mathematics Education : An analysis of the Survey Results on "Explorative Proving" in Junior High School Mathematics

        8   271 - 276   7 6 2020

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    • Sense of Agency during Playing Video Game-A Relationship between Attention and Sense of Agency

      坂田顕庸, 國上真章, 吉川厚, 山村雅幸, 寺野隆雄

      情報処理学会研究報告(Web)2020 ( GI-43 )   2020

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    • Exploring contextual concept formation using Bongard problems

      藤堂健世, 吉川厚, 山村雅幸

      日本認知科学会大会発表論文集(CD-ROM)37th   2020

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    • Comparison Experiments of Teaching Materials Presentation Between by Slide and by Chalkboard Focusing on Learners’ Visual Imagery Style

      岡崎泰久, 山下千紗, 吉川厚

      電子情報通信学会技術研究報告(Web)120 ( 192(ET2020 22-27) )   2020

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    • Teachers’ Assessment of Non-Cognitive Skills Specific to Contents and Processes: Proposing a Method to Subdivide Teachers’ Assessment

      宮崎樹夫, 吉川厚, 中川裕之, 藤田太郎, 清水静海, 岩永恭雄

      日本科学教育学会年会論文集(Web)44th   2020

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    • A Study on Presenting Issues in Result of a Survey in “Data Handling” of Elementary School-Th e results of the training usingthemanga teaching materials-

      西仲則博, 吉川厚, 高橋聡

      日本科学教育学会年会論文集(Web)44th   2020

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    • 小学校のデータ活用領域における課題提示についての一考察: マンガ教師用教材を用いた研修の結果から

      西仲 則博, 吉川 厚, 高橋 聡

      日本科学教育学会年会論文集44 ( 0 ) 69 - 72   2020

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      <p>本研究の目的は,小学校のデータ活用領域における,教師からの課題提示についての特徴を明らかにするところにある.研究対象としたのは,算数の研修において,協働的な問題解決型マンガ教師用教材を用いた時のワークシートの結果である.ワークシートは,マンガ教材に掲載している若手教師が行った課題提示に対して,生徒が反応した場面にフォーカスし.そのような行動が起こった原因と自分なりの解決法を聞いた.その結果,知識活用や生徒の活動を誘導する指導についての評価が多く,知識活用や生徒の活動を誘導することで,1つの解答に導こうとする傾向が強く,児童の円滑な問題解決に重きを置いている傾向があることを得た.</p>

      DOI: 10.14935/jssep.44.0_69

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    • Teachers' Assessment of Non-Cognitive Skills Specific to Contents and Processes: Proposing a Method to Subdivide Teachers' Assessment

      Miyazaki Mikio, Yoshikawa Atsuhi, Nakagawa Hiroyuki, FUJITA Taro, SHIMIZU Shizumi, IWANAGA Yasuo

      Proceedings of the Annual Meeting of Japan Society for Science Education44 ( 0 ) 537 - 538   2020

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      DOI: 10.14935/jssep.44.0_537

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    • コミュニティ・プラザ 研究プロジェクト紹介 教育データの利活用

      吉川 厚

      教育システム情報学会誌 = Transactions of Japanese Society for Information and Systems in Education37 ( 3 ) 226 - 228   2020

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    • 学習サービス規格関連動向説明会ーISO29993:2017の解説及びISO21001:2018の概要を中心に

      吉川厚

          4 7 2019

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    • Evaluation of Problem Solving Game for Learning Effectiveness of Finding Problem

        19 ( 1 ) 171 - 178   9 3 2019

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    • 二重課題法による課題解決時のひらめきの計測方法の提案

      坂田顕庸, 坂平文博, 國上真章, 吉川厚, 山村雅幸, 寺野隆雄

      日本認知科学会大会発表論文集(CD-ROM)36th   2019

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    • ICTとマンガケースを利用した統計教育

      高橋聡, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)44th   2019

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    • 問題解決ゲームによる問題解決能力への影響の分析

      高橋B.徹, 高橋聡, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)44th   2019

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    • Teachers’ Assessment of Non-Cognitive Skills Specific to Contents and Processes: Proposing an Framework and Methods for Comparative Analysis

      宮崎樹夫, 吉川厚, 中川裕之, 藤田太郎, 清水静海, 岩永恭雄

      日本科学教育学会年会論文集(Web)43rd   2019

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    • Development of Methods for Assessment of Non-Cognitive Skills Specific to Contents and Activities: Analysis on a Result of a Survey in “Data Handling” of Mathematics Education

      辻山洋介, 青山和裕, 小松孝太郎, 永田潤一郎, 吉川厚

      日本科学教育学会年会論文集(Web)43rd   2019

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    • Relationship of evaluation among multiple subjects focusing on time series change of evaluation in learning

      戸田綾佳, 久野弘暉, 高橋聡, 山村雅幸, 吉川厚

      日本科学教育学会年会論文集(Web)43rd   2019

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    • Research for training using collaborative statistical problem solving type manga teaching material

      西仲則博, 吉川厚, 高橋聡

      日本科学教育学会年会論文集(Web)43rd   2019

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    • 板書形式とスライド形式の教材提示比較実験

      岡崎泰久, 吉川厚

      電子情報通信学会大会講演論文集(CD-ROM)2019   2019

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    • Non-Cognitive Skills Specific to Contents and Activities in Mathematics Education : Focusing on Teachers'Assessments against Students

        ( 7 ) 167 - 170   2019

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    • Proposal of a method to determine the difficulty level of university entrance examinations when there are systematic defects in the results of university entrance examinations

      AOKI Ryoma, KITAZAWA Masaki, TAKAHASHI Satoshi, YOSHIKAWA Atsushi, YAMAMURA Masayuki

      JSSE Research Report34 ( 3 ) 159 - 164   2019

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      DOI: 10.14935/jsser.34.3_159

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    • 協働的な統計的問題解決型マンガ教師用教材を用いた研修に向けた基礎的研究

      西仲 則博, 吉川 厚, 高橋 聡

      日本科学教育学会年会論文集43 ( 0 ) 143 - 146   2019

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      <p>本研究は,開発した協働的な統計的問題解決型マンガ教師用教材を用いて,効果的な研修を行うための基礎的な研究である高橋他2018で指摘された「生徒の統計的問題解決過程については反応が多くなかった」事に対して教材の問いを変更することにより,学生の気づきの数に差があるかどうかを調べたものであるその結果,班学習での反応において統計的に有意な結果を得られた</p>

      DOI: 10.14935/jssep.43.0_143

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    • 科学教育の内容・活動に固有な非認知的スキルの評価法の開発:領域「データの活用」における調査結果の考察

      辻山 洋介, 青山 和裕, 小松 孝太郎, 永田 潤一郎, 吉川 厚

      日本科学教育学会年会論文集43 ( 0 ) 61 - 64   2019

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      <p>非認知的スキルの評価法を開発するための一つの取り組みとして,本稿では,中学校第1学年における領域「データの活用」の内容・活動に焦点を当て,中学校数学科の現職教師を対象とした質問紙調査を実施し,その結果を分析するとともにその意味や限界について考察した.探索的因子分析の結果,「現実事象の問題解決に対する探究心」,「解決の不確かさに対する情緒安定性や粘り強さ」,「他者の解決に対する興味・関心」という三つの因子を特定した.また,重回帰分析を行い,12個の質問項目による決定係数0.74のモデルを作成した.これらの分析の結果から,教科の内容・活動に固有な非認知的スキルを教師が認知し,価値づけられるようにする必要性とともに,その視点を身に付けることによってより多面的な評価が可能となることが示唆される.</p>

      DOI: 10.14935/jssep.43.0_61

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    • 科学教育の内容・プロセスに固有な非認知的スキルの教師による評価:横断的な比較分析枠組みと方法の提案

      宮崎 樹夫, 吉川 厚, 中川 裕之, 藤田 太郎, 清水 静海, 岩永 恭雄

      日本科学教育学会年会論文集43 ( 0 ) 57 - 60   2019

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      <p>非認知的スキルの教師による評価は国際的に高い関心を集め,国内では喫緊の課題である。本研究では,科学教育の内容・プロセスに固有な非認知的スキルの教師による評価について,内容・プロセス横断的に比較・分析するために枠組みと,それに基づく方法を提案した。</p>

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    • Relationship of evaluation among multiple subjects focusing on time series change of evaluation in learning

      Toda Ayaka, Kuno Hiroki, Takahashi Satoshi, YAMAMURA Masayuki, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education43 ( 0 ) 421 - 424   2019

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      DOI: 10.14935/jssep.43.0_421

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    • Development of Manga Case Method for Athlete Media Training

      Takahashi Satoshi, KATAKAMI Chie, Yoshikawa Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education43 ( 0 ) 532 - 535   2019

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      DOI: 10.14935/jssep.43.0_532

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    • Preface

      Fernando Koch, Atsushi Yoshikawa, Shihan Wang, Takao Terano

      Communications in Computer and Information Science999   vii - xii   2019

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    • Evaluating Subject Specific Non-Cognitive Skills : "Attitudes Towards Learning Actively" in Proof Learning

        6   89 - 94   10 6 2018

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    • 教材提示比較実験による学習者の理解に影響を与える要因の検討

      岡崎泰久, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)43rd   2018

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    • PBLを支援するICTの整理

      高橋聡, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)43rd   2018

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    • 中学校統計教育におけるICTを活用したPBLの実践

      西仲則博, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)43rd   2018

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    • VRを用いた企業研修向け教材開発手法の研究

      越山修, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)43rd   2018

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    • Study on teacher education on statistical education by manga case method

      TAKAHASHI Satoshi, NISHINAKA Norihiro, Orita Akiko, YOSHIKAWA Atsushi

      JSSE Research Report33 ( 3 ) 79 - 82   2018

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      DOI: 10.14935/jsser.33.3_79

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    • Development of Methods for Evaluating Non-Cognitive Skills Specific to Contents and Activities:The Analysis on Result of the Survey in "Proving" of Mathematics Education

      Nakagawa Hiroyuki, Yoshikawa Atsushi, SHIMIZU Shizumi

      Proceedings of the Annual Meeting of Japan Society for Science Education42 ( 0 ) 163 - 164   2018

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      DOI: 10.14935/jssep.42.0_163

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    • [15-i]eテスティング「人工知能大辞典」

      吉川厚

          7 2017

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    • 20-15教育産業における応用「人工知能学大事典」

      吉川厚

          7 2017

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    • 15-33 教育の評価・分析「人工知能大辞典」

      吉川厚

          7 2017

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    • 待機児童問題解消に向けた保育需給のマルチエージェントモデルによる分析

      財津 駿平, Zaitsu Shumpei, 吉川 厚, yoshikawa atsushi, 寺野 隆雄, Terano Takao

      第17回MASコンペティション論文集   5 2017

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    • Comparative Evaluation of Presentation by Handwriting and Slide Animation with Voice Explanation

        31 ( 6 ) 83 - 88   3 2017

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    • マンガケース教材によるハイブリッド型PBL教材の開発

      高橋聡, 高橋B.徹, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)42nd   2017

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    • 問題解決工程を学ぶための問題解決シミュレーションの提案

      高橋B.徹, 高橋聡, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)42nd   2017

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    • Video Analysis of Online Lessons Focused on Presentation Pattern Difference Between Chalkboard Style and Presentation Slide

      岡崎泰久, 片渕菜美, 吉川厚

      電子情報通信学会技術研究報告117 ( 256(ET2017 40-51) ) 59 - 64   2017

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    • Agent-based Simulation and Factory Workers’ Behavior Measurement with Beacon Device and Acceleration Sensor

      北澤正樹, 高橋聡, 高橋B.徹, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)31st ( 0 ) 2N4OS31b5 - 2N4OS31b5   2017

    • Key-phrase Detection Method for the Measurement of Practical Education Effect

      TAKAHASHI Satoshi, MAKINO Emi, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education41st ( 0 ) 411 - 412   2017

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      DOI: 10.14935/jssep.41.0_411

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    • Propose of a Worksheet to Analyze a Process of Problem Solving

        31 ( 1 ) 81 - 88   5 2016

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    • MANGA-Case Training for Global Service Science

      Orita, Akiko, atsushi yoshikawa, Terano, Takao

          2016

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      DOI: 10.1007/978-1-4939-3594-9_19

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    • チーム問題解決における協調行動はMMORPGで発現するか?

      坂田顕庸, 北澤正樹, 高橋聡, 國上真章, 吉川厚, 寺野隆雄

      情報処理学会研究報告(Web)2016 ( EC-41 )   2016

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    • 学習分類子システムを用いた大規模多人数同時参加型オンラインロールプレイングゲームにおける行動ルール抽出

      末永昂平, 坂田顕庸, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)2016   2016

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    • 緊急避難状況におけるAR端末による群集誘導のシミュレーション

      坂田顕庸, 末永昂平, 高橋聡, 國上真章, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)2016   2016

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    • 手書きとアニメーションによる情報提示の違いの分析

      西村康平, 吉川厚, 岡崎泰久

      教育システム情報学会全国大会講演論文集(CD-ROM)41st   2016

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    • マンガケース教材のe-Leaning化の提案

      高橋聡, 高橋B.徹, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)41st   2016

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    • Proposition of Manga Case Method for Information Security Management

      高橋B.徹, 高橋聡, 吉川厚

      日本科学教育学会研究会研究報告(Web)31 ( 4 ) 57 - 60   2016

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      DOI: 10.14935/jsser.31.4_57

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    • An Application of Cognitive Behavior Therapy for Self-Regulated Learning Scaffolding

      高橋聡, 高橋B.徹, 吉川厚

      日本科学教育学会研究会研究報告(Web)31 ( 4 ) 25 - 30   2016

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      DOI: 10.14935/jsser.31.4_25

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    • ケース教材読解におけるコンジョイント法の適用評価

      内田瑛, 寺野隆雄, 吉川厚

      人工知能学会全国大会論文集(CD-ROM)30th ( 0 ) 1C4OS13a4 - 1C4OS13a4   2016

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      Language:Japanese   Publisher:一般社団法人 人工知能学会  

      DOI: 10.11517/pjsai.JSAI2016.0_1C4OS13a4

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    • Practice of an Active Learning for Research Method

      TAKAHASHI Toru B., TAKAHASHI Satoshi, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education40th ( 0 ) 427 - 428   2016

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      DOI: 10.14935/jssep.40.0_427

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    • A Manga Case Method as A PBL Beginner Material

      TAKAHASHI Satoshi, TAKAHASHI Toru B., YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education40th ( 0 ) 301 - 302   2016

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      DOI: 10.14935/jssep.40.0_301

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    • オリジナルマンガ教材による中学生向け情報リテラシー教育の実践

      折田明子, 田代光輝, 吉川厚, 江口清貴

      電子情報通信学会技術研究報告116 ( 71(SITE2016 1-6) ) 71 - 76   2016

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    • Comparative Evaluation Experiment of Information Presented by Handwriting and Animation

      岡崎泰久, 西村康平, 吉川厚

      電子情報通信学会技術研究報告116 ( 228(ET2016 34-40) ) 13 - 18   2016

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    • Area of Interest Analysis of Information Presented by Handwriting and Animation

      西村康平, 吉川厚, 岡崎泰久

      電子情報通信学会技術研究報告116 ( 266(ET2016 41-54) ) 21 - 26   2016

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    • Development of Manga Case Method Support System

        30 ( 1 ) 15 - 22   5 2015

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    • 日本の中高生は英語で書かれた論理的誤謬をどこまで理解できるか?

      西原 史暁, 中村 さよ, 藤田 元, 吉川 厚

      関東甲信越英語教育学会第39回山梨研究大会発表要綱   2015

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    • Evaluation and Improvement of Manga Case Method

      Takahashi Satoshi, Takahashi Toru B., yoshikawa atsushi, Terano Takao

        40th   331 - 332   2015

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    • Development of the training method for media literacy:focuse on using SNS

      Nishinaka Norihiro, Yoshikawa Atsushi, Orita Akiko

      Abstracts of Annual Conference of Japan Society for Management Information2015 ( 0 ) 439 - 442   2015

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      Many young people are going to communicate by SNS on a daily. On the other hand , teenage users , not a few also would have been involved in serious trouble , such as bullying and incident . Then teachers although prohibit using SNS and impose tough guidance on individual case . But we consider it is necessary to shift "prohibit using SNS ", to "noticed the risk , to use safely ". We propose manga and teaching methods for using SNS safely. We experiment with those for college students, As a result of experiments , they also felt the effects of this approach .

      DOI: 10.11497/jasmin.2015f.0_439

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    • MANGA textbook for junior and senior highschool students to learn about online communication literacy

      Orita Akiko, Yoshikawa Atsushi

      Abstracts of Annual Conference of Japan Society for Management Information2015 ( 0 ) 443 - 446   2015

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      LINE is one of the most popular smartphone application to enable users communicate with each other using text and stamps. The young generation, especially, are familiar with these application so that 77-87% of 15-19year-old users use LINE every day to communicate with friends, while LINE is often refered whenever troubles like bullying or luring. In this paper we introduce our trial to developed MANGA textbook for junior and senior high school students to learn about online communication and show the results of MANGA-class in junior highschool.

      DOI: 10.11497/jasmin.2015f.0_443

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    • Analysis of Difficulties on Problem Finding

      高橋B.徹, 高橋聡, 吉川厚

      日本科学教育学会研究会研究報告(Web)30 ( 3 ) 65 - 70   2015

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      DOI: 10.14935/jsser.30.3_65

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    • 複雑ネットワークを用いた学術研究の動向に関する研究

      原田泰輔, 周劼亮, CHAIWAT Thawiworadilok, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)29th ( 0 ) 2J4OS04a2 - 2J4OS04a2   2015

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      <p>本研究では、過去12年にわたって蓄積された1000万件から成る研究文献データベースならびに科研費データを利用し、研究分野の変遷と研究者の研究動向を分析する。この特長は、複雑ネットワークの方法論を適用し、主要な研究分野で第一人者や貢献者とされる研究者がどのように育ち、研究費を獲得しているかを調査したことにある。研究者が研究費を獲得するまでの過程について、パターン分析を行い、その特徴を明らかにした。</p>

      DOI: 10.11517/pjsai.JSAI2015.0_2J4OS04a2

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    • A Proposal of Manga Card Sort in Manga Case Method

      TAKAHASHI Satoshi, TAKAHASHI Toru B., YOSHIKAWA Atsushi, TERANO Takao

      Proceedings of the Annual Meeting of Japan Society for Science Education39th ( 0 ) 424 - 425   2015

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      DOI: 10.14935/jssep.39.0_424

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    • Analysis of Difficulties on Problem Solution

      TAKAHASHI Toru B., TAKAHASHI Satoshi, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education39th ( 0 ) 422 - 423   2015

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      DOI: 10.14935/jssep.39.0_422

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    • Study on Statistical Class – Based on Making Time Series Analysis Decision(2)

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education39th ( 0 ) 87 - 90   2015

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      DOI: 10.14935/jssep.39.0_87

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    • Measuring the Performance in Case Reading through Conjoint Analysis

      UCHIDA Hikaru, TAKAHASHI Toru B., TERANO Takao, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education39th ( 0 ) 346 - 347   2015

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      DOI: 10.14935/jssep.39.0_346

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    • D-15-8 Evaluation Experiment of Information Presentation Method Based on Problem Levels

      Okazaki Yasuhisa, Nishimura Kouhei, Yoshikawa Atsushi

      Proceedings of the IEICE General Conference2015 ( 1 ) 187 - 187   2015

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    • Evaluation Experiment of Information Presentation Method Based on Problem Levels and Learners’ Subjective Evaluation

      岡崎泰久, 西村康平, 吉川厚

      電子情報通信学会技術研究報告114 ( 513(ET2014 85-117) ) 71 - 76   2015

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      In this study, we investigate influences of the differences in information presentation methods by experiment. Dynamic presentation presents the writing process, such as writing on a chalkboard. Static presentation presents only the final results of the writing. We selected geometric proofs as topics for experimental problems. We analyzed the effect of speed of information presentation in dynamic presentation and the difference of presentation method itself based on problem levels, learners' subjective evaluation and gaze analysis with eye tracker. We demonstrated that dynamic presentation has possibility to be helpful for difficult problems. Meanwhile, static presentation can be helpful for easy problems. We also found that it is probable that speed of presentation is one of the important factors for understanding and appropriate speed exists.

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    • Learning Effect and Improvement of Manga Case Method

        74th   10 - 15   2015

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    • ペルソナ・コンジョイント法-ケース学習における目標と学びの違いを測る-

      内田瑛, 國上真章, 中野健次, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)2014   2014

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    • 説明パターンに着目した板書による授業とスライドによる授業の比較

      岡崎泰久, 香月なつ美, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)39th   2014

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    • K-008 Information Presentation Method Based on Learners' Understanding Level

      Okazaki Yasuhisa, Noguchi Senju, Yoshikawa Atsushi

        13th ( 3 ) 387 - 388   2014

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      Other Link: http://id.nii.ac.jp/1001/00153400/

    • 3A2-J4 Study on Statistical Class-Based on Making Time Series Analysis Decision

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education38 ( 0 ) 95 - 98   2014

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      DOI: 10.14935/jssep.38.0_95

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    • PG073 批判的思考と英語版論理的思考能力テストの関連性(教授・学習・認知,ポスター発表G)

      菊池 聡, 吉川 厚, 藤田 元

      日本教育心理学会総会発表論文集56 ( 0 ) 813 - 813   2014

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      DOI: 10.20587/pamjaep.56.0_813

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    • ペルソナ・コンジョイント法-ケース学習における組み立てによる認知の変化を測る-

      内田瑛, 國上真章, 中野健次, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)28th ( 0 ) 1B5OS12b3 - 1B5OS12b3   2014

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      <p>ペルソナ・コンジョイント法とは製品開発で用いられるペルソナ法とコンジョイント分析法を組み合わせた手法である。マンガケースメソッド学習を用いて、人物の役割認識に基づいた学習効果測定方法として提案した。ケースメソッドにゲーミングを組み合わせることにより、思考や情報構築の変化が促される。本手法を用いて経営要素を組み立て、その提示により学習者の問題認識の変化の分析を試みた。その結果を報告する。</p>

      DOI: 10.11517/pjsai.JSAI2014.0_1B5OS12b3

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    • Gage Analysis and Subjective Assessment of Learners in the Presentation of the Writing Processes

      岡崎泰久, 野口千樹, 吉川厚

      電子情報通信学会技術研究報告114 ( 82(ET2014 8-21) ) 39 - 44   2014

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      In this paper, we have investigated differences between the case where learners looked presentation of information being written as if on a blackboard and one where learners were simply presented the final form of information by subjective assessment and eye tracker gaze analysis. We have found that there are characteristic patterns between the eye movements and subjective assessment of learners. There are differences of eye movement among those who appreciate that presentation of writing process is useful and those who do not. Based on experimental results, we have discussed contribution of sequential presentation of the writing process to learners' constitutive understanding.

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    • Comparison of presentation patterns between classes with slide presentations and classes with a chalkboard

      岡崎泰久, 香月なつ美, 吉川厚

      電子情報通信学会技術研究報告114 ( 285(ET2014 52-60) ) 17 - 22   2014

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      Althouh presentation with chalkboard or slide is popular in class, analysis of differences in presented educational information is not sufficient. In this study, we defined explanation patterns to classify teacher's presentation in class. We performed comparative analysis of classes with slide and with chalkboard by the video analysis. As a result, we found that in classes with slide, the number of explanation pattern is small and the transition between them is monotonic. On the other hand, in classes with chalkboard, used explanation patterns are rich and a variety of transitions were found. We also propose an explanation pattern index (EPI) as an index representing the variety of explanation patterns.

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    • RTB における競売参加者の戦略に関する研究

      鍋田武頼, 山本学, 吉川厚, 寺野隆雄

      SIGDOCMAS ( B301 )   10 2013

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    • 展示物をハンズ・オン・ディスプレイにする拡張現実感

      高橋B.徹, 高橋聡, 楠房子, 寺野隆雄, 稲垣成哲, 吉川厚

      ヒューマンインタフェース学会論文誌,Vol.15,No.3   8 2013

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    • Relations between Partial Diversity and Organizational Performance in an Organization

      Satoshi Takahashi, unknown unknown, Masaaki Kunigami, Takashi YAMADA, Gaku Yamamoto, atsushi yoshikawa, Takao Terano

      SICE Journal of Control, Measurement, and System IntegrationVol. 6 ( No. 2 )   31 3 2013

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      This paper presents an agent-based simulation model to analyze performance of organization with heterogeneous members. A hierarchical landscapes model with organizational and personal landscapes is proposed and it puts difference of skills and values into difference of personal landscapes. The use of this model shows that an organization needs to have a certain amount of diverse members to improve the whole organizational utility under the changing environment. This is because while the uniform members stay at a state with higher individual utility even if there are diverse members in the organization, the diverse members discover a new state with higher organizational utility and then take others to that state.

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    • 学級全員で楽しめる「ゲーム,パズル,クイズ」ネタ 「論理で勝負! 計算を使わないクイズ・ゲーム」

      吉川厚

          7 3 2013

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    • エージェント・ベース・モデルによるイノベーション実現過程に関する研究

      木村幸平, 吉川厚, 山本学, 寺野隆雄

      知能システムシンポジウム資料40th   2013

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    • ABMによる子の学力と親の経済力の関係に関する研究

      増田知昭, 山田隆志, 山本学, 吉川厚, 吉川厚, 吉川厚, 寺野隆雄

      人工知能学会先進的学習科学と工学研究会資料69th   2013

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    • 実データに基づく小売店舗内における顧客行動の分析

      藤野俊樹, 北澤正樹, 山田隆志, 高橋雅和, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)2013   2013

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    • マイノリティ・ゲームにおける大規模エージェントシミュレーションの解析

      増田知昭, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)2013   2013

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    • 板書による授業とスライドによる授業の提示情報量の比較

      岡崎泰久, 田中久冶, 渡辺健次, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)38th   2013

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    • Study for Assessment in Statistical Class

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education37 ( 0 ) 120 - 123   2013

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      DOI: 10.14935/jssep.37.0_120

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    • Key-Phrase Finding Method for measuring and evaluating the training outcome

      Yoshikawa Atsushi, Orita Akiko

      Abstracts of Annual Conference of Japan Society for Management Information2013 ( 0 ) 193 - 196   2013

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      As there are various factors influences on a training course, such as purposes, materials, teaching method and so on, it has been difficult to measure and evaluate the outcome of training courses. In this paper, we try to examine the results of former courses by using our "Key-Phrase Finding Method" to classify which factors can be measured.

      DOI: 10.11497/jasmin.2013f.0.193.0

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    • マイノリティ・ゲームを用いた大規模シミュレーションにおけるエージェント挙動の解析

      増田知昭, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)27th ( 0 ) 3F45 - 3F45   2013

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      <p>エージェント・ベース・シミュレーション(ABS)において,エージェント数を大規模にするとシミュレーションの挙動が変わることが知られている.本研究ではエージェント数の大規模化に着目し,それがABSにどのような作用をするのかを市場経済などのモデルで用いられるマイノリティ・ゲームを取り上げて明らかにする.実験の結果,エージェント数とそれ以外のゲーム設定の関係でゲームの効率性が変化することが分かった.</p>

      DOI: 10.11517/pjsai.JSAI2013.0_3F45

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    • Measurement of Learning Effects Focusing on the Role Understanding of Characters in a MANGA Case Text

        27th ( 0 ) 4J1OS233 - 4J1OS233   2013

    • エージェントシミュレーションと実データに基づく小売店舗における顧客行動の分析

      藤野俊樹, 北澤正樹, 山田隆志, 高橋雅和, 山本学, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)27th ( 0 ) 3F46 - 3F46   2013

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      <p>本研究では,小売店舗内の顧客行動シミュレータ Agent-Based In StoreSimulation (ABISS) を改良し、 計画購買数による顧客行動の変化を ABISSで表現することを目指す。 顧客の購買履歴と回遊結果から購買数による顧客行動の変化を示し、顧客の分類を行う。 分類した顧客をABISSに組み込み、既存のABISSとの比較を行う。</p>

      DOI: 10.11517/pjsai.JSAI2013.0_3F46

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    • 4 中学校でこんな数学力を身に付けてほしい 実社会の数学ユーザーからの提言「数学嫌いの原因が実は社会に出て役に立つ」

      吉川厚

          10 2012

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      Language:Japanese   Publisher:数学教育2012年10月号  

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    • 統計の目で世界を眺めてみよう (第12回) 統計でものを考えるということ

      吉川厚

          2 2012

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      Language:Japanese   Publisher:数学教育2012年3月号  

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    • 統計の目で世界を眺めてみよう (第11回) サンプリングは比較から

      吉川厚

          1 2012

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      Language:Japanese   Publisher:数学教育2012年2月号  

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    • エージェントシミュレーションによる競争緩和手段としてのポイントサービスの分析

      田中祐史, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      人工知能学会知識ベースシステム研究会資料95th   2012

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    • エージェントシミュレーションによる複数店舗間のポイントサービスと値引き戦略の分析

      田中祐史, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      知能システムシンポジウム資料39th   2012

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    • ネットワークモデルの大規模エージェント・シミュレーションに関する考察

      新井豊, 吉川厚, 山本学, 寺野隆雄

      知能システムシンポジウム資料39th   2012

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    • ピクトグラムを利用した英作文学習の視覚化と改善手法

      吉澤(渡邉)小百合, 國上真章, 高橋聡, 吉川厚, 吉川厚, 寺野隆雄

      日本認知科学会大会発表論文集(CD-ROM)29th   2012

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    • エージェント・ベース・シミュレーションによる教員の能力開発制度の分析

      矢野雄大, 吉川厚, 寺野隆雄

      教育システム情報学会全国大会講演論文集(CD-ROM)37th   2012

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    • 1A1-E3 Study on Statistical Class : Based on Making Decision

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education36 ( 0 ) 69 - 72   2012

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      DOI: 10.14935/jssep.36.0_69

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    • Analysis and Evaluation for Human Development Training

      Yoshikawa Atsushi, Orita Akiko, Terano Takao

      Abstracts of Annual Conference of Japan Society for Management Information2012 ( 0 ) 69 - 71   2012

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      This paper discusses how to measure and evaluate the results of human development trainings by companies. Because of the diversity of businesses, the ways of training have been developed to foster several kinds of abilities.However, measurement method has not been established though it is necessary to access the change, not just subjective satisfaction of learners. This paper shows some examples delivered by business tranings to examine appropriate measurement.

      DOI: 10.11497/jasmin.2012f.0.69.0

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    • 学習における気づきの変化を測る

      内田瑛, 折田明子, 國上真章, 寺野隆雄, 吉川厚

      人工知能学会全国大会論文集(CD-ROM)26th ( 0 ) 1F2OS116 - 1F2OS116   2012

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      <p>実践的な知識の使い方を学ばせる学習の一つに、登場人物の立場に強く引き込む教材学習があるが、学習者によって学びが異なったり、教授者のねらい通りでないことが多い。また学習者の気づきの変化を検出する手法は確立されていない。そこで、教材の登場人物の立場から他の登場人物を評価させ、その評価視点の変化を統計的手法を用いて容易に測る手法を提唱する。今回は本手法を用いた測定分析結果と、従来の手法とを比較する。</p>

      DOI: 10.11517/pjsai.JSAI2012.0_1F2OS116

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    • マンガ教材によるグローバルなビジネス教育の実践

      折田 明子, 吉川 厚, 寺野 隆雄

      人工知能学会全国大会論文集2012 ( 0 ) 1P2OS9a6 - 1P2OS9a6   2012

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      <p>グローバルなビジネス教育の実践では、文化、慣習、環境の違いをどう扱うかが問題になる。例えば、ケース教材にて「オフィスにて」と記述があったとき、大部屋か個人のオフィスか思い浮かぶものは国や地域によって異なるが、情報が埋め込まれた描画であれば状況の理解を共有した上で参加者の多様性を引き出すことができる。本発表は、著者らが制作してきたマンガ教材による海外のワークショップにおける試みについて報告する。</p>

      DOI: 10.11517/pjsai.JSAI2012.0_1P2OS9a6

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    • Conducting Global Business Education by MANGA case - Our trial in International Workshop

        26   1 - 4   2012

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    • エージェント技術を適用したリアルタイムデータ集計処理の設計

      村田悠也, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      情報処理学会全国大会講演論文集74th ( 1 ) 619 - 621   2012

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      スマートフォン等の情報機器の普及に伴い、大量データの高速集計処理が課題となっている。データは秒数万~数十万件に達し今後も増加が予測される。これは従来バッチ処理では困難であり、到着データを逐次集計処理するリアルタイムデータ集計処理(RDA)が必要となる。RDA実現には、高速・高スケーラブルなストリーム処理技術、データストア技術が必要である。すでに、高速データストア技術を実現するマルチエージェントシステム(MAS)が提案され、RDAの高速処理が構成可能であることが報告されている。しかし、MASの設計手法が確立されていないため熟練技術者の経験的設計となっている。本稿では、MASによるRDAシステムの設計手法を提案し、実際に設計する。

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    • Analysis of Effect of Educational Policy by Agent-Based Simulation

        66th   19 - 21   2012

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    • Supporting the improvement of composition skills with pictogram network

      YOSHIZAWA-WATANABE Sayuri

        2012 ( 0 ) 2L1R124 - 2L1R124   2012

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      Language:Japanese   Publishing type:Research paper, summary (national, other academic conference)  

      DOI: 10.11517/pjsai.JSAI2012.0_2L1R124

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    • 統計の目で世界を眺めてみよう (第10回) 個人? 集団?

      吉川厚

          12 2011

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    • 統計の目で世界を眺めてみよう (第9回) ルーツは同じ

      吉川厚

          11 2011

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    • 統計の目で世界を眺めてみよう (第8回) 結果が大切

      吉川厚

          10 2011

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    • 統計の目で世界を眺めてみよう (第7回) アドホックなサンプル?

      吉川厚

          7 9 2011

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    • 統計の目で世界を眺めてみよう (第6回) 安全を考えると…

      吉川厚

          8 2011

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    • 統計の目で世界を眺めてみよう (第5回) 真ん中は何?

      吉川厚

          7 2011

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    • 統計の目で世界を眺めてみよう (第4回) 割合と比較

      吉川厚

          6 2011

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    • 統計の目で世界を眺めてみよう (第3回) 数字は隠す

      吉川厚

          5 2011

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    • 統計の目で世界を眺めてみよう (第2回) 誤解がいっぱい

      吉川厚

          4 2011

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    • 統計の目で世界を眺めてみよう (第1回) 日常生活は統計の宝庫

      吉川厚

          3 2011

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    • 実社会で生きて働く見えない数学の力24 数学は人もつなげていく

      吉川厚

          2 2011

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    • Proposing a method business gaming learner's through their behavior analysis

        17   115 - 120   21 1 2011

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    • 実社会で生きて働く見えない数学の力23 見ないから見えない?

      吉川厚

          1 2011

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    • 新刊書籍の売上データに基づく書籍需要予測手法

      菊田剛, MOON Geun Chol, 山田隆志, 吉川厚, 寺野隆雄

      知能システムシンポジウム資料38th   2011

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    • 1A2-E4 Study on Statistical Class-Based on Making Probabilistic Decision

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education35 ( 0 ) 103 - 106   2011

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      DOI: 10.14935/jssep.35.0_103

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    • Organization Evaluation by Key Phrase Finding

      Yoshikawa Atsushi, Orita Akiko, Kunigami Masaaki, Terano Takao

      Abstracts of Annual Conference of Japan Society for Management Information2011 ( 0 ) 102 - 102   2011

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      We propose a key phrase finding method to assess organization's characteristic instead of questionnaire-based assessment. We propose two approaches; One is "Problem-finding"that ask responders to check where they find as problems from sentences in a scenario. Another is "Problem-Solving" that ask responders not only to check but also propose their own solution towards embedded troubles in a scenario. We analyzed two companies along with these method then showed that there are obvious differences between them and similarity as well.

      DOI: 10.11497/jasmin.2011f.0.102.0

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    • MANGA-case for global education in management and information:An experience of conducting classes at a state university in the US

      Orita Akiko, Yoshikawa Atsushi, Terano takao

      Abstracts of Annual Conference of Japan Society for Management Information2011 ( 0 ) 94 - 94   2011

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      This paper reports our classes conducted with MANGA-case for business learning. As a visiting faculty of State University in US, where "learner-centered"way is required rather than "teacher-centered", the author designed courses including MANGA-case discussions. The author conducted three courses in Department of Information Systems, including "Information Resource Management" for undergraduate students. Their backgrounds are various. MANGA, as drawings played a role to share common understandings in the classroom rather than written description.

      DOI: 10.11497/jasmin.2011f.0.94.0

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    • Harnessing Organizational Deviation and Kaizen Activities through Agent-Based Modeling

      Kobayashi Tomomi, Takahashi Satoshi, Kunigami Masaaki, Yoshikawa Atsushi, Terano Takao

      Proceedings of the Conference of Transdisciplinary Federation of Science and Technology4th ( 0 ) 72 - 72   2011

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      DOI: 10.11487/oukan.2011.0.72.0

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    • Study on learners' behaviors for business gaming

        62nd   13 - 18   2011

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    • 英作文技術向上のための問題作成支援

      吉澤 小百合, 寺野 隆雄, 吉川 厚

      人工知能学会全国大会論文集2011 ( 0 ) 2E12 - 2E12   2011

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      <p>論理的な英作文を書く力を向上させるための訓練を,日本人がおかしやすい誤りや不適切な論理構成を含む文章を利用して行うことは有用である。論理的に書かせる手段として効果的であるとされるピアリヴュー活動の中でこれまでに指摘された問題点を分析することにより,論理的な作文指導に必要な要素を考察し,英作文技術向上のための効果的な問題作成支援システムの構築を試みる。</p>

      DOI: 10.11517/pjsai.JSAI2011.0_2E12

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    • Effects of multiple reviewers' comments upon English compositions

      吉澤 小百合, 吉川 厚, 寺野 隆雄

      先進的学習科学と工学研究会61st   19 - 24   2011

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    • 1A2-C1 Global Application of MANGA case discussion : A report of teaching by MANGA at a state university in the US

      ORITA Akiko, YOSHIKAWA Atsushi, TERANO Takao

      Proceedings of the Annual Meeting of Japan Society for Science Education35 ( 0 ) 64 - 65   2011

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      DOI: 10.14935/jssep.35.0_64

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    • 1A2-C2 How to Evaluate the Case Learning Method with MANGA Texts

      TERANO Takao, YOSHIKAWA Atsushi, ORITA Akiko, KOSHIYAMA Osamu, KUNIGAMI Masayuki

      Proceedings of the Annual Meeting of Japan Society for Science Education35 ( 0 ) 66 - 67   2011

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      DOI: 10.14935/jssep.35.0_66

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    • 実社会で生きて働く見えない数学の力22 数学の言葉

      吉川厚

          12 2010

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    • Preliminary Report of Privacy Education by a MANGA Case

        2010 ( 30 ) 1 - 7   18 11 2010

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    • 実社会で生きて働く見えない数学の力21 数学でできる後始末

      吉川厚

          11 2010

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    • 実社会で生きて働く見えない数学の力20 見かけにだまされる

      吉川厚

          10 2010

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    • 実社会で生きて働く見えない数学の力19 丸くおさめることはいいことだ

      吉川厚

          9 2010

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    • 実社会で生きて働く見えない数学の力18 量は苦手?

      吉川厚

          8 2010

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    • 実社会で生きて働く見えない数学の力17 思考の経済学

      吉川厚

          7 2010

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    • 実社会で生きて働く見えない数学の力16 買い物脳は数学?

      吉川厚

          6 2010

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    • 実社会で生きて働く見えない数学の力15 マイフェアレディと数学

      吉川厚

          5 2010

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    • 実社会で生きて働く見えない数学の力 (第14回) 逆は苦手?

      吉川厚

          7 4 2010

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    • 実社会で生きて働く見えない数学の力 (第13回) さいころの目は1/6より高くなる?

      吉川厚

          8 3 2010

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    • 実社会で生きて働く見えない数学の力12 模擬試験はあてにならない?

      吉川厚

          2 2010

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    • 実社会で生きて働く見えない数学の力11 テストの結果は常識でみえなくなる

      吉川厚

          1 2010

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    • エージェントシミュレーションによる教員配置の効果分析

      神澤篤啓, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      人工知能学会先進的学習科学と工学研究会資料58th   2010

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    • データマイニング手法を利用した書籍POSデータの解析

      菊田剛, MOON Geun Chol, 山田隆志, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)24th   2010

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    • Preliminary Report of Privacy Education by a MANGA Case

      折田明子, 吉川厚, 山本秀男

      情報処理学会研究報告(CD-ROM)2010 ( 4 )   2010

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    • C-2 Development of Advanced Case Textbook for Program Managers

      YAMAMOTO Hideo, YOSHIKAWA Atsushi, ORITA Akiko, OGAWA Mikako

      Proceedings of International Association of P2M2010 ( 0 ) 130 - 140   2010

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      Manager of an innovative program which includes several complex projects has to be sensitive to business contexts and should integrate both the body of knowledge learned at school and practical experience gained in the field. Practical knowledge for managers can be obtained only by on-the-job training. We are developing MANGA-style business case textbook for practical education of program managers. This paper discusses potentiality for developing management skill by means of the advanced case method in a school situation.

      DOI: 10.20702/iappmproc.2010.Autumn.0_130

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    • The way to organize an educational program with a MANGA-case:Constructing a sequence of questions for encouraging deeper understanding

      YOSHIKAWA Atsushi, ORITA Akiko

      Abstracts of Annual Conference of Japan Society for Management Information2010 ( 0 ) 79 - 79   2010

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      This paper describes the way to organize an educational program for deeper understanding with our former MANGA-case which reflects actual business scenes. This MANGA-case does not require students to answer in a particular way but to derive solutions from multiple perspectives such as human affairs, financial affairs, public relations and so on. This paper introduces our trial to organize an actual educational program with the case. Based on an educational goal, we tried to control the level of the class by using additional materials and guide students with a flexible sequence of questions with indicated information.

      DOI: 10.11497/jasmin.2010f.0.79.0

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    • Making a MANGA-case for Situated Intelligence Training:How to Embed Viewpoints for Organizing an Educational case

      ORITA AKIKO, YOSHIKAWA ATSUSHI

      Abstracts of Annual Conference of Japan Society for Management Information2010 ( 0 ) 80 - 80   2010

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      This paper describes the way to develop Manga-based case materials along with our former Manga-case "Website Burning!",which have been used for MBA classes. Generally, Manga has been used for beginners to help their understandings with a simplified story, however, we focused on its complexity to express embed multiple contexts, even unconsciously, reflecting our real-life situations. Based on the manner to organize case-method materials, which treat decision-making situations, we describe our making process. Firstly, we establish a main question, and sub questions derived from elements of the story. Then, we embed multiple contexts in drawings and remove some details intentionally for readers to find out what should be a problem then.

      DOI: 10.11497/jasmin.2010f.0.80.0

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    • Analyzing Book Sales and Blog Information on Akutagawa and Naoki Award Winners

      Moon Geun Chol, Kikuta Go, Yamada Takashi, Yoshikawa Atsushi, Terano Takao

      Abstracts of Annual Conference of Japan Society for Management Information2010 ( 0 ) 72 - 72   2010

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      In this paper, Akutagawa and Naoki awards regarded as book promotion events, two aspects of influence on winners of book and author by these awards are observed. First of all, analyze historical winners of the trend of book sales to evaluate impact of awards and assess quantitatively the topic of winners from conventional information of Blog.

      DOI: 10.11497/jasmin.2010s.0.72.0

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    • 学習者と誤りをおかすソフトウェアエージェントの協調による数学学習システム

      佐野真理, 山田隆志, 吉川厚, 松田昇, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)24th ( 0 ) 3F43 - 3F43   2010

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      <p>「学習者は他者の誤りから学習する」ことが認知科学の分野で実証されている。しかし人間の学習者同士であると、その効果の可否を特定することが困難である。本研究では、人間の学習者を教え手、コンピュータ・エージェントを教わり手として、その効果を分析する。そしてエージェントの特性が人間の学習者の試験の点数の伸び率に与える影響を検討する。そのために、CMUのSimStudentという学習システムを使用する。</p>

      DOI: 10.11517/pjsai.JSAI2010.0_3F43

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    • U-Martシステムを用いた先物取引最良執行戦略の探索

      CHEN ZhangLong, 山田隆志, 高橋大志, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)24th ( 0 ) 3H2OS12b1 - 3H2OS12b1   2010

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      <p>投資家は取引を行う過程で執行コストを負担する.投資家は発注量や発注のタイミングを変えることによって,間接的なコストを最小化するような執行戦略を考える必要がある.しかし,現実の市場データに基づく数理的な手法では困難である.そこで,本研究においては, 人工市場シミュレータU-Martを用いて最良執行戦略の探索を行う.</p>

      DOI: 10.11517/pjsai.JSAI2010.0_3H2OS12b1

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    • Change of linguistic structure using a complex doubly structural network model

        24th ( 0 ) 1C44 - 1C44   2010

    • 英作文授業におけるピアリビュー活動

      吉澤小百合, 吉澤小百合, 吉川厚, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)24th ( 0 ) 3F42 - 3F42   2010

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      Language:Japanese   Publishing type:Research paper, summary (national, other academic conference)   Publisher:一般社団法人 人工知能学会  

      文章を論理的に書くことは難しい。論理的に書かせる手段として,他人が読み,問題点を指摘するピアリヴューは効果的であるとされている。ピアレビューを支援する場合の問題点を明らかにするために,外国語のピアレビューを課題の知識の有無による差をみることにより論理的な指導に必要な要素を考察する。

      DOI: 10.11517/pjsai.JSAI2010.0_3F42

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    • An analysis of the effects of peer review in the EFL writing by using the normalized compression distance

      吉澤 小百合, 吉川 厚, 寺野 隆雄

      先進的学習科学と工学研究会59th   7 - 12   2010

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    • 2B2-H1 MANGA Text Approach for Business Case Learning : A Report on Foreign Workshops

      TERANO Takao, YOSHIKAWA Atsushi, YAMAMO Hideo, ORITA Akiko, OGAWA Mikako

      Proceedings of the Annual Meeting of Japan Society for Science Education34 ( 0 ) 165 - 166   2010

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      DOI: 10.14935/jssep.34.0_165

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    • 2B2-H4 Teaching method with MANGA : Case study of newcomer Training

      YOSHIKAWA Atsushi, TERANO Takao, ORITA Akiko, YAMAMOTO Hideo, OGAWA Mikako

      Proceedings of the Annual Meeting of Japan Society for Science Education34 ( 0 ) 173 - 176   2010

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      DOI: 10.14935/jssep.34.0_173

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    • RFID技術による小売店販売シミュレーターの顧客回遊行動の分析

      北澤正樹, 高橋雅和, 山田隆志, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)24th ( 0 ) 2C11 - 2C11   2010

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      <p>本研究では,RFID技術を用いて小売店販売シミュレーター:Agent-Based In-Store Simulator(ABISS)の顧客回遊行動の分析を行った. ABISSの基となった小売店舗において,無線アンテナとICタグを用いて実際の顧客回遊行動のデータを取得することで,ABISSのシミュレーション結果との比較・分析を可能とした.</p>

      DOI: 10.11517/pjsai.JSAI2010.0_2C11

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    • 実社会で生きて働く見えない数学の力10 テストは一日にして成らず

      吉川厚

          12 2009

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    • 実社会で生きて働く見えない数学の力9 経験と対応は数学になる

      吉川厚

          11 2009

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    • How teachers should be assigned?: exploring faculty deployment policies through agent-based modeling

      JSiSE research report24 ( 4 ) 26 - 33   11 2009

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    • 実社会で生きて働く見えない数学の力8 何気なく分類をしている文系

      吉川厚

          10 2009

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      Language:Japanese   Publisher:数学教育 2009年11月号  

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    • 実社会で生きて働く見えない数学の力7 文系で使う数学

      吉川厚

          9 2009

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    • 実社会で生きて働く見えない数学の力6 何かと間違う判断

      吉川厚

          8 2009

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    • 実社会で生きて働く見えない数学の力5 アンケート結果で判断すると間違えやすい?!

      吉川厚

          7 2009

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    • 実社会で生きて働く見えない数学の力4 嫌いなものを集めることが資料の収集

      吉川厚

          6 2009

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      Language:Japanese   Publisher:数学教育 2009年7月号  

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    • 実社会で生きて働く見えない数学の力3 数学的国語のすすめ

      吉川厚

          5 2009

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      Language:Japanese   Publisher:数学教育 2009年6月号  

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    • 実社会で生きて働く見えない数学の力2 数学的に文章を読む

      吉川厚

          4 2009

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    • 中学校教育課程講座 数学〈平成20年改訂〉

      清水静海, 吉川厚

          1 4 2009

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      Language:Japanese   Publisher:中学校教育課程講座 数学〈平成20年改訂〉  

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    • 第4章 第3節 D-2 コンピュータの利用

      吉川厚

          4 2009

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      Language:Japanese   Publisher:中学校教育課程講座 数学〈平成20年改訂〉  

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    • 中学校新学習指導要領の展開 数学科編

      清水静海, 吉川厚

          30 3 2009

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      Language:Japanese   Publisher:中学校新学習指導要領の展開 数学科編  

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    • 実社会で生きて働く見えない数学の力1 論理的に説明するということ

      吉川厚

          3 2009

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      Language:Japanese   Publisher:数学教育 2009年4月号  

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    • Modeling Organizational Learning of a Community through Learning Classifier System

      NAKAGAWA Yuji, YAMADA Takashi, TERANO Takao, YOSHIKAWA Atsushi

      IPSJ SIG Notes. ICS154 ( No. 16 ) 53 - 58   23 2 2009

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      It is hard to extract and analyze knowledge flows for organization management. This paper proposes a multi-agent simulation model to analyze the dynamic knowledge flows. In this model I try to replicate the mechanism of knowledge flows focusing on personalization Strategy.

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    • Evaluation of a Recommendation Method to Give Other Learners’ Viewpoints in a Manga Textbook

      堀田大輔, 越山修, 山田隆志, 吉川厚, 山本秀男, 寺野隆雄

      人工知能学会先進的学習科学と工学研究会資料55th   2009

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    • Modeling Organizational Learning of a Community through Learning Classifier System

      中川裕司, 山田隆志, 寺野隆雄, 吉川厚

      電子情報通信学会技術研究報告108 ( 456(AI2008 64-88) )   2009

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    • 2B2-A1 The Possibility of MANGA Materials

      Yoshikawa Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education33 ( 0 ) 179 - 182   2009

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      DOI: 10.14935/jssep.33.0_179

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    • Modeling Organizational Learning of a Community through Learning Classifier System

      中川裕司, 山田隆志, 寺野隆雄, 吉川厚

      人工知能学会知識ベースシステム研究会資料85th ( 456 ) 53 - 58   2009

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      It is hard to extract and analyze knowledge flows for organization management. This paper proposes a multi-agent simulation model to analyze the dynamic knowledge flows. In this model I try to replicate the mechanism of knowledge flows focusing on personalization Strategy.

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    • §5 コンピュータを活用すること

      吉川厚

          12 2008

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    • Analysis of Learner’s Viewpoint and Interpretation in Manga Textbook

      堀田大輔, 越山修, 山田隆志, 吉川厚, 山本秀男, 寺野孝雄

      人工知能学会先進的学習科学と工学研究会資料52nd   2008

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    • Extracting Learner’s Viewpoints from a Manga Textbook through Collaborative Filtering

      堀田大輔, 越山修, 山田隆志, 吉川厚, 山本秀男, 寺野隆雄

      人工知能学会先進的学習科学と工学研究会資料54th   2008

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    • ビジネスゲーム実践における学習者の行動分析

      越山修, 吉川厚, 寺野隆雄

      日本認知科学会大会発表論文集25th   2008

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    • 協調フィルタリングを用いた学習者の視点の抽出-マンガ教材を用いた考察-

      堀田大輔, 越山修, 山田隆志, 吉川厚, 山本秀男, 寺野隆雄

      教育システム情報学会全国大会講演論文集33rd   2008

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    • 発話や視認に着目したビジネスゲーム実践における学習者の行動分析

      越山修, 吉川厚, 寺野隆雄

      教育システム情報学会全国大会講演論文集33rd   2008

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    • B-6 A Framework of Advanced Case-Method Training using Manga Textbook

      YAMAMOTO Hideo, YOSHIKAWA Atsushi, OGAWA Mikako, ORITA Akiko

      Proceedings of International Association of P2M2008 ( 0 ) 98 - 106   2008

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      DOI: 10.20702/iappmproc.2008.Autumn.0_98

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    • B-4 Evaluation of the training using Manga Textbook with Narrative Approach

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

      Proceedings of International Association of P2M2008 ( 0 ) 98 - 107   2008

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      Language:Japanese   Publisher:International Association of P2M  

      DOI: 10.20702/iappmproc.2008.Spring.0_98

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    • An Agent-Based Knowledge Tranfer Model through Learning Classifier System

      中川裕司, 山田隆志, 吉川厚, 寺野隆雄

      自動制御連合講演会(CD-ROM)51st ( 0 ) 139 - 139   2008

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      Language:Japanese   Publisher:The Japan Joint Automatic Control Conference  

      DOI: 10.11511/jacc.51.0.139.0

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    • B-5 Recommendation Method to Cause "KIZUKI" by Offering Others' Viewpoints

      HOTTA Daisuke, KOSHIYAMA Osamu, YAMADA Takashi, YOSHIKAWA Atsushi, YAMAMOTO Hideo, TERANO Takao

      Proceedings of International Association of P2M2008 ( 0 ) 88 - 97   2008

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      ナラティブアプローチを用いたマンガ教材は,読者によって解釈が多様であり,その教材を用いた研修においては他者の異なる視点を互いに確認することで学びが起きることが山本らにより報告されている.本研究では,個人学習においても,他者の視点を与えることで集合研修と同様の効果が実現できるのではないかと考え,他者の視点を学習者に提示する方法を検討した.自分自身では気がつかなかった視点を学ぶ仕組みとして,ある学習者が課題解決の際に重要と考えるシーンを抽出し,これに気づいていない別の学習者に推薦するものである.このような仕組みによって,集合研修ばかりでなく,自宅学習などの個人学習においても他者の視点を獲得できる推薦方式を検討する.

      DOI: 10.20702/iappmproc.2008.Autumn.0_88

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    • Knowledge Circulation by Training using Manga Textbook with Narrative Approach

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

      Journal of International Association of Project & Program Management2 ( 2 ) 39 - 48   2008

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      Language:Japanese   Publisher:International Association of P2M  

      In order for a project aimed at enhancing corporate value to succeed, it is essential to circulate and share knowledge about corporate value creation among members of the project. Each member needs to carry out his job and fulfill his role with high quality, as well as share abstract knowledge by means such as written statements in the project documents. In general, for a project member to provide a good and sophisticated performance, a great deal of practical project experience and training in realistic situations is required. This paper proposes that training using a Manga-style textbook using a narrative approach which includes several complex business scenarios, can be an efficient and effective method for a project member to gain imaginary business experience and practical knowledge, which can be difficult to obtain without actual on-the-job training. A trial was undertaken using a Manga textbook which included a narrative about corporate business collaboration in complex circumstances. Consideration of the results of lectures and discussions with students of an MBA class at Hitotsubashi University using the experimental Manga textbook suggests that a Manga narrative including a number of complex business scenarios can provide good training and be an effective tool for teaching practical knowledge.

      DOI: 10.20702/iappmjourante.2.2_39

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    • B-3 Knowledge Circulation by Training with Narrative Approach and Manga Technique

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

      Proceedings of International Association of P2M2007 ( 0 ) 87 - 95   2007

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      DOI: 10.20702/iappmproc.2007.Autumn.0_87

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    • Development of Narrative Based Teaching Materials for Situated Intelligence Training

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

      Proceedings of Annual Conference of Japan Association for Social Informatics22 ( 0 ) 336 - 339   2007

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      Publisher:The Society for Socio-Informatics  

      DOI: 10.14836/jasi.22.0.336.0

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    • Extracting Learners’ Latent Interpretations on the Contexts of a Manga Textbook about Business Behaviors

      堀田大輔, 越山修, 山田隆志, 吉川厚, 山本秀男, 寺野隆雄

      電子情報通信学会技術研究報告107 ( 391(ET2007 55-68) ) 13 - 18   2007

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      In this paper, we classify learners with Kelly's Personal Construct Theory (PCT) to extract latent interpretations of learners on the contexts of a manga textbook. At first we let subjects evaluate the character with PCT and cluster learners with the evaluation. Then, we perform the questionary survey of free description for evaluation of the character and analyze them. As a result, we confirm that it is possible to abstract features of each cluster and classify subjects properly.

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    • 情報科学で求められる問題解決の考え方

      吉川厚

          2 2005

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    • New Learning Method using Narrative Approach

      Yoshikawa Atsushi

      JSSE Research Report20 ( 2 ) 7 - 10   2005

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      DOI: 10.14935/jsser.20.2_7

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    • Science Education and Concept Mapping Sowtware to Reconstruct Learning Processes (3)

      Proceedings of the Annual Meeting of Japan Society for Science Education29 ( 0 ) 319 - 320   2005

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      DOI: 10.14935/jssep.29.0_319

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    • Gaze Tracking System for Gaze-Based Human-Computer Interaction

      Takehiko Ohno, Naoki Mukawa, Atsushi Yoshikawa

      NTT Technical Review1 ( 2 ) 35 - 39   5 2003

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      We introduce a novel gaze-tracking system called FreeGaze, which is designed to support gaze-based human-computer interaction (HCI). Existing gaze-tracking systems require complicated and burden-some calibration, which prevents gaze being used to operate computers. To simplify the calibration process, FreeGaze corrects the refraction at the surface of the cornea. Unlike existing systems, this calibration procedure requires each user to look at only two points on the display. After the initial calibration, our system needs no further calibration for later measurement sessions. A user study shows that its gaze detection accuracy is about 1.06° (view angle), which is sufficient for gaze-based HCI.

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    • Just Look at Two Points: A Gaze Tracking System with Easy Calibration

      OHNO TAKEHIKO, MUKAWA NAOKI, YOSHIKAWA ATSUSHI

      Transactions of Information Processing Society of Japan44 ( 4 ) 1136 - 1149   15 4 2003

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      We describe a real-time gaze tracking system for use in controlling a computer by gaze. This system is particularly concerned with reducing the effort of personal calibration necessary at the beginning of gaze direction detection. Existing systems require that the user gazes at five to twenty points on the screen for personal calibration. This burdensome and should be omitted, especially for computer control by gaze. Our system requires only two points on the screen for personal calibration. To achieve this, we developed a new gaze detection method that consists of two sub-procedures for correcting gaze direction error. One, the gaze direction measurement procedure, first calculates the gaze direction with the eyeball model. This model compensates the refraction at the surface of the cornea, which is one of the main causes of gaze direction error. The other, the personal calibration procedure, reduces the residual error. The results of an evaluation test confirmed that the accuracy of gaze detection is about 1.06 degrees in the view angle (naked-eye users, head-free condition), which is sufficient for the purpose of computer control by gaze.

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      Other Link: http://id.nii.ac.jp/1001/00011258/

    • The development of CCCS system at distance-learning

      Proceedings of the Annual Meeting of Japan Society for Science Education27 ( 0 ) 167 - 168   2003

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      DOI: 10.14935/jssep.27.0_167

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    • 眼球モデルに基づく視線測定システムFreeGaze

      大野健彦, 武川直樹, 吉川厚

      情報処理学会シンポジウム論文集2002 ( 7 )   2002

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    • A System for Supporting Collaborative Learning with Multiple Sensing Boards in Face-to-face and Networked Environments

      Sugimoto Masanori, Kusunoki Fusako, Inagaki Shigenori, Takatoki Kuniyoshi, Yoshikawa Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education26 ( 0 ) 155 - 156   2002

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      DOI: 10.14935/jssep.26.0_155

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    • An Eye Tracking Technique for Human-Computer Interaction and Its Application

      OHNO Takehiko, MUKAWA Naoki, YOSHIKAWA Atsushi

      SICE Division Conference Program and Abstracts2002 ( 0 ) 59 - 59   2002

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      Publisher:The Society of Instrument and Control Engineers  

      In this paper, we describe a novel gaze tracking method which is designed for the use of gaze-based Human-Computer Interaction. Existing gaze tracking methods require complicated and bordersome calibration procedure for each use. To solve the problem, we introduce an eyeball model. Different from existing method, our method requires only two points for each individual calibration.

      DOI: 10.11499/siced.si2002.0.59.0

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    • Expectation about Education for Science and Techniques from a Company

      Yoshikawa Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education26 ( 0 ) 67 - 68   2002

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      DOI: 10.14935/jssep.26.0_67

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    • Support for Collaborative Learning with Networked Sensing Boards : The Relationship between Improvement in Interface and Learning Activities

      TAKATOKI Kuniyoshi, INAGAKI Shigenori, KUSUNOKI Fusako, SUGIMOTO Masanori, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education26 ( 0 ) 247 - 248   2002

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      DOI: 10.14935/jssep.26.0_247

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    • 眼球形状モデルに基づく視線測定法

      大野健彦, 武川直樹, 吉川厚

      画像センシングシンポジウム講演論文集8th   2002

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    • A Group Learning Support System for Promoting Discussions by Allowing Learners to Use Knowledge in a Physical World

      Sugimoto Masanori, Kusunoki Fusako, Inagaki Shigenori, Yoshikawa Atsushi, Hashizume Hiromichi

      Proceedings of the Annual Meeting of Japan Society for Science Education25 ( 0 ) 129 - 130   2001

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      DOI: 10.14935/jssep.25.0_129

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    • Various Aspects of Learning by Experience

      Yoshikawa Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education25 ( 0 ) 161 - 162   2001

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      DOI: 10.14935/jssep.25.0_161

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    • An Eye Tracking System Based on Eye Ball Model - Toward Realization of Gaze Controlled Input Device.

      大野健彦, 武川直樹, 吉川厚

      情報処理学会研究報告2001 ( 38(HI-93) ) 47 - 54   2001

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      We describe a gaze tracking system that is developed as the input device for gaze based user interface system. This system measures the eye movement without configuring the parameters at the beginning of measurement, so that it is possible to use the system as soon as sitting in front of the computer. The system calculates their gaze direction by modifying the refraction on the surface of their pupil. This algorithm realizes the high-accurate gaze detection. The preliminary evaluation test indicated that its accuracy was between 0.23 degree and 0.46 degree in the view angle.

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    • 時系列的に変化する囲碁情報における静的な情報の役割

      小島 琢矢, 吉川 厚

      日本認知科学会大会発表論文集 = Annual meeting of the Japanese Cognitive Science Society17   268 - 269   30 6 2000

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    • Spatial chunks and sequential chunks in Go.

      小島琢矢, 吉川厚

      情報処理学会研究報告2000 ( 27(GI-2) ) 41 - 47   2000

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    • Various Aspects of Verbal Protocol of Game of Go.

      吉川厚, 小島琢矢

      情報処理学会研究報告2000 ( 27(GI-2) ) 49 - 54   2000

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    • Mutual-Acquisition of Knowledge and Terms in Go.

      小島琢矢, 吉川厚

      人工知能学会全国大会論文集14th   378 - 379   2000

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    • Move Distribution and Pattern Frequencies in Tsume-Go.

      谷口和友, 小島琢矢, 吉川厚, 植田一博

      情報処理学会研究報告2000 ( 98(GI-4) ) 61 - 68   2000

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      In this paper, we have investigated some of the statistical aspects in Tsume-Go based on problems taken from a major Tsume-Go database. In particular, we have focused on the distribution of moves and the frequencies of patterns. First, we present the distribution of moves related to each point on the Go board. Then, we have applied these results onto the Tsume-Go problem and examined to what extent the problem can be solved using this information. Second, we have examined the frequencies of certain patterns in the Tsume-Go database. Since each pattern also contains a recommended best move, we have tested to solve the Tsume-Go problem by applying these moves. At the time of writing, these tests are in progress and final results will be presented during the seminar.

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    • Interaction between Knowledge Acquisition and Term Acquisition in Go.

      小島琢矢, 吉川厚

      情報処理学会研究報告99 ( 53(GI-1) ) 71 - 78   1999

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      The purpose of this research is to build a model which simulates the processes by which human novices become experts. While previous studies show that there is a difference in the amount of knowledge that experts and novices possess, our cognitive studies of Go show that the difference lines in the amount of Go terms they can explain, and how they ascribe meaning to the Go terms. Therefore we propose a model to acquire Go terms in this paper. In this mode, knowledge without Go terms is initially acquired, and Go terms are acquired from this knowledge, and new knowledge is subsequently acquired by using the acquired terms, and so on. The model acquires Go knowledge and Go terms alternately.

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    • A Model of Inter-acquisition of Knowledge and Terms and its Application to Tsume-Go.

      小島琢矢, 吉川厚

      情報処理学会シンポジウム論文集99 ( 14 ) 169 - 176   1999

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    • 知識抽出のための良い probe の条件

      吉川 厚, 小島 琢矢, 植田 一博

      日本認知科学会大会発表論文集 = Annual meeting of the Japanese Cognitive Science Society15   274 - 275   25 6 1998

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    • Acquisition of the game ”IGO” knowledge by the deductive learning and the correction.

      小島琢矢, 植田一博, 永野三郎, 吉川厚

      情報処理学会シンポジウム論文集98 ( 18 )   1998

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    • The Treatment of dialog in ITS

      YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education22 ( 0 ) 215 - 216   1998

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      DOI: 10.14935/jssep.22.0_215

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    • The Formulation and the Solution as Optimization Problem of Learning Problem for the Strategy Acquisition in the Iterated Game.

      相吉英太郎, 吉川厚

      電気学会電子・情報・システム部門大会講演論文集1997   1997

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    • For the construction of expert model in the game of go. Verification of the fusion of artificial intelligence and cognitive science.

      小島琢矢, 吉川厚, 植田一博, 永野三郎

      人工知能学会ホットトピックスと並列人工知能研究会資料   1997

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    • Can games produce new topics for recognition research ?

      吉川厚

      人工知能学会ホットトピックスと並列人工知能研究会資料   1997

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    • Analysis of Eye-movements While Solving Problems with Pictures. Using Electric Circuit Problems.

      高木啓伸, 吉川厚

      教育システム情報学会全国大会講演論文集21st   1996

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    • Paradigm of Collaborative Learning.

      吉川厚

      教育システム情報学会全国大会講演論文集21st   1996

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    • Can You Believe Realistic Information?

      Yoshikawa Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education20 ( 0 ) 45 - 46   1996

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      DOI: 10.14935/jssep.20.0_45

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    • An Analysis of Difficulty Factors in Problem Solving Situation

      Proceedings of the Annual Meeting of Japan Society for Science Education20 ( 0 ) 205 - 206   1996

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      DOI: 10.14935/jssep.20.0_205

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    • Collaboration Method and Supporting Tools in Distributed Learning Environment.

      吉川厚

      電子情報通信学会大会講演論文集1996 ( Sogo Pt 6 ) 363 - 363   1996

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      Language:Japanese   Publisher:The Institute of Electronics, Information and Communication Engineers  

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    • 囲碁における盤面認識の研究

      吉川 厚, 斉藤 康己

      日本認知科学会大会論文集 = Annual meeting of the Japanese Cognitive Science Society12   100 - 101   15 6 1995

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    • Visual Information Acquisition in Copy Typing.

      大野健彦, 吉川厚

      計測自動制御学会学術講演会予稿集34th ( Domestic Session Vol 2 )   1995

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    • Preliminary Study of factors to Build Group Learning System.

      吉川厚

      人工知能学会知的教育システム研究会資料11th   1995

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    • Analysis of eye movement information to support the programming education.

      高木啓伸, 吉川厚

      教育システム情報学会全国大会講演論文集20th   1995

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    • Eyemarks analysis method to get information about learner's knowledge

      Proceedings of the Annual Meeting of Japan Society for Science Education19 ( 0 ) 301 - 302   1995

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      DOI: 10.14935/jssep.19.0_301

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    • Integer programming by a discrete, multivalued condition neural network.

      吉川厚

      電気学会情報処理研究会資料IP-95 ( 1-12 ) 27 - 35   1995

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    • Visualization of the relation between inside memory and outside memory.

      新垣紀子, 吉川厚

      情報処理学会夏のプログラミング・シンポジウム報告集1993   1994

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    • Cognition of Board Situation in Go.

      吉川厚, 斉藤康己

      情報処理学会研究報告93 ( 103(AI-91) )   1993

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    • An influential factor on a knowledge development in a self-teaching process of a game.

      新垣紀子, 吉川厚, 政谷好伸

      人工知能学会知的教育システム研究会資料4th/5th   1993

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    • Phase of Activity and Implication in Mutual Knowledge Communication.

      政谷好伸, 吉川厚

      人工知能学会ヒューマンインタフェースと認知モデル研究会資料20th   1993

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    • How to make stronger Go programs.

      斉藤康己, 吉川厚

      情報処理学会研究報告93 ( 103(AI-91) ) 55 - 64   1993

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      Language:Japanese   Publisher:Information Processing Society of Japan (IPSJ)  

      We began cognitive study of Go. Our purpose is NOT to build a commercial program stronger than before. Playing Go is often refered to as 'the next challenge in AI after Chess', but the level of the existing Go programs remain in a novice level (12, 13 kyu). We are trying to unravel actual human information processing in playing Go, so that we can say why current programs are weak and how we can make stronger Go programs in the near future. This is not only a study of Go specific human cognitive skills but also will extend to the study of human pattern recognition, relation between pattern recognition and language, learning of higher skills, all of them are very fundamental to both AI and Cognitive Science. We describe our research plan, and consider what is lacking in current Go programs, in relation to the preliminary results of our protocol analyses.

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    • Now and Future directions of Intelligent Educational System. From the Cognitive Science Perspective.

      吉川厚

      人工知能学会全国大会論文集7th   63 - 66   1993

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    • An Associative Memory of a Neural Network with a Standard type of Quadratic Energy Function.

      吉川厚, 相吉英太郎, 大場勇治郎

      計測自動制御学会学術講演会予稿集31st ( Domestic Session )   1992

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    • 断片的2乗誤差関数を用いたニューラルネットワーク連想記憶

      吉川厚, 相吉英太郎, 小川英夫

      システムシンポジウム講演論文集18th   1992

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    • Minimization of a Standard Type of Quadratic Functions by a Ternary Valued Neural Network.

      相吉英太郎, 吉川厚

      計測自動制御学会学術講演会予稿集31st ( Domestic Session )   1992

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    • 多値状態ニューラルネットワークの動作原理と離散的最適化

      相吉英太郎, 吉川厚

      システムシンポジウム講演論文集18th   1992

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    • Results of the simulation of a discrete neural network minimizing a normal mode quadratic function.

      相吉英太郎, 中村孝, 吉川厚

      知能システムシンポジウム資料15th   1992

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    • Preliminary Report of a Cognitive Experiment on Program Understanding Process. (1).

      吉川厚

      人工知能学会知的教育システム研究会資料2nd   1992

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    • A support system for building teaching domain knowledge.

      小林学, 吉川厚, 大場勇治郎

      電子情報通信学会技術研究報告91 ( 22(ET91 17-23) )   1991

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    • (2). Physics in our daily life.

      吉川厚, 鹿野川正彦, 大場勇治郎

      応用物理学関係連合講演会講演予稿集38th ( Pt 1 )   1991

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    • A Classification of Domain Knowledge on Intelligent CAI.

      小林学, 吉川厚, 大場勇次郎

      応用物理学会学術講演会講演予稿集52nd ( 1 )   1991

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    • Physics in our daily life.

      鹿野川正彦, 吉川厚, 大場勇治郎

      応用物理学関係連合講演会講演予稿集38th ( Pt 1 )   1991

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    • Optimum initial state determination with genetic algorithm in a hop field type neural network.

      吉川厚, 相吉英太郎

      システムシンポジウム講演論文集17th   1991

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    • Neural network learning algorithm for optimizing a multistage system and generalization.

      相吉英太郎, 吉川厚, 船越誠

      システムシンポジウム講演論文集17th   1991

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    • Problem Generation In ICAI.

      永峰朋子, 吉川厚, 大場勇治郎

      人工知能学会全国大会論文集5th ( Pt 2 )   1991

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    • A support system for building teaching domain knowledge.

      小林学, 吉川厚, 大場勇治郎

      人工知能学会全国大会論文集5th ( Pt 2 )   1991

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    • A support system for building teaching domain knowledge.

      小林学, 吉川厚, 大場勇治郎

      情報処理学会研究報告91 ( 33(CE-15) )   1991

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    • ICAI for theorem proving in set theory.

      小林学, 吉川厚, 大場勇治郎

      電子情報通信学会技術研究報告90 ( 19(ET90 1-14) )   1990

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    • ICAI for theorem proving in set theory.

      小林学, 吉川厚, 大場勇治郎

      人工知能学会知識ベースシステム研究会資料12th   1990

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    • A support system for building teaching domain knowledge.

      小林学, 吉川厚, 大場勇治郎

      人工知能学会全国大会論文集4th ( Pt 2 )   1990

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    • ICAI for theorem proving in set theory.

      小林学, 吉川厚, 大場勇治郎

      情報処理学会研究報告90 ( 30(CE-10) )   1990

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    • An Investigation on a Scientific Sense of Freshman

      KANOGAWA Masahiko, YOSHIKAWA Atsushi, OHBA Yujiro, MIYAO Wataru

      Proceedings of the Annual Meeting of Japan Society for Science Education14 ( 0 ) 161 - 164   1990

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      Language:Japanese   Publisher:Japan Society for Science Education  

      DOI: 10.14935/jssep.14.0_161

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    • Systematization of electromagnetics and teaching method for systematic knowledge.

      中野裕子, 吉川厚, 大場勇治郎

      人工知能学会ヒューマンインタフェースと認知モデル研究会資料5th   1989

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    • Presumption of explanation adjusting to a learner in ICAI system.

      吉川厚, 佐伯巌, 大場勇治郎

      人工知能学会ヒューマンインタフェースと認知モデル研究会資料5th   1989

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    • Estimating method of learner’s understanding knowledge in ICAI.

      吉川厚, 桑原武夫, 大場勇治郎

      人工知能学会全国大会論文集3rd ( Pt.2 )   1989

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    • Development of learner’s understanding level.

      吉川厚, 桑原武夫, 大場勇治郎

      電子情報通信学会技術研究報告89 ( 12(AI89 1-28) )   1989

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    • Development of learner’s understanding level.

      吉川厚, 桑原武夫, 大場勇治郎

      人工知能学会知識ベースシステム研究会資料7th   1989

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    • How to Make Students Grasp a Consept of Quantities used in Physics Experiments

      KANOGAWA Masahiko, YOSHIKAWA Atsushi, OHBA Yujiro

      Proceedings of the Annual Meeting of Japan Society for Science Education13 ( 0 ) 217 - 220   1989

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      Language:Japanese   Publisher:Japan Society for Science Education  

      DOI: 10.14935/jssep.13.0_217

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    • Intelligent CAI system for electromagnetics exercise.

      吉川厚, 大場勇治郎

      人工知能学会ヒューマンインタフェースと認知モデル研究会資料3rd   1988

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    Books and Other Publications

    • これからの新しい勉強法 : 新しい時代に必要とされる「学力の3要素」を徹底解説!

      吉川, 厚( Role: Supervisor (editorial))

      旺文社  24 5 2021  ( ISBN:9784010500446

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      Total pages:135p   Language:Japanese

      CiNii Books

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    • Evolutionary Computing and Artificial Intelligence

      Atsushi Yoshikawa, Satoshi Takahashi( Role: Joint author ,  Beyond Educational Policy Making: with Agent-Based Simulation)

      Springer  3 2019 

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    • MANGA-Case Training for Global Service Science

      Akiko Orita, Atsushi Yoshikawa, Takao Terano( Role: Joint author ,  Global Perspectives on Service Science)

      Springer  2016 

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    • Identifying the Images of Desirable Middle Managers: Persona Design Method for evaluating Business Competencies

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano( Role: Joint author)

      Springer  2014 

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    • Agent-Based Approaches in Economic and Social Complex Systems VII

      Satoshi TakahashiEmail authorTomomi KobayashiMasaaki KunigamiTakashi YamadaGaku YamamotoAtsushi, YoshikawaTakao Terano( Role: Contributor ,  Agent-based simulation of diversity and organizational performance)

      Springer  2013 

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      Responsible for pages:31-43   Language:English Book type:Scholarly book

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    • A Unified Agent-Based Model to Analyze Organizational Deviation and Kaizen Activities

      Tomomi Kobayashi, Satoshi Takahashi, Masayuki Kunigami, Atsushi Yoshikawa, Takao Terano( Role: Joint author)

      Springer Verlag  2012 

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    Presentations

    • Comparison Experiments of Teaching Materials Presentation Between by Slide and by Chalkboard Focusing on Learners’ Visual Imagery Style

      Yasuhisa OKAZAKI, Chisa YAMASHITA, Atsushi YOSHIKAWA

      17 10 2020 

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      Event date: 17 10 2020 - 17 10 2020

      Language:Japanese   Presentation type:Oral presentation (general)  

      File: ET2020-23(学習者の視覚イメージ特性に着目した板書形式とスライド形式の教材提示比較).pdf

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    • 数学教育の内容・活動に固有な非認知的スキルに対する教師による評価:中学校数学における「探求的証明」に関する調査結果の考察

      宮崎樹夫, 茅野公穂, 中川裕之, 吉川厚, 清水静海, 岩永恭雄

      日本数学教育学会第8回春期研究大会  7 6 2020 

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      Event date: 7 6 2020 - 7 6 2020

      Language:Japanese   Presentation type:Oral presentation (general)  

      File: 数学教育学会R2(3) .pdf

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    • 数学教育の内容・活動に固有な非認知的スキルに対する教師による評価

      宮崎樹夫, 吉川厚, 中川裕之, 清水静海, 茅野公穂, 宮川健, 佐々裕之, 榎本哲士, 岩田耕司, 牧野智彦, 岩永恭雄

      日本数学教育学会第8回春期研究大会  7 6 2020 

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      Event date: 7 6 2020 - 7 6 2020

      Language:Japanese   Presentation type:Oral presentation (general)  

      File: 数学教育学会R2(1).pdf

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    • Teacher's Assessment of Non-Cognitive Skills Specific to Contents and Activities in Mathematics Education: An Analysis of the Survey Results on "Mathematics" in Junior High School Mathematics

      7 6 2020 

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      Event date: 7 6 2020 - 7 6 2020

      Language:Japanese  

      File: 数学教育学会R2(2).pdf

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    • Non-Cognitive Skill Specific to Contents and Activities in Mathematics Education: Focusing on Teachers' Assessments against Students

      16 6 2019 

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      Language:Japanese   Presentation type:Oral presentation (invited, special)  

      File: 2019年06月24日05時42分31秒.pdf

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    • teacher's Assessment of Non-Cognitive Skill Specific to Contents and Activities in the Mathematics Education

      16 6 2019 

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      Language:Japanese   Presentation type:Oral presentation (invited, special)  

      File: 2019年06月24日05時41分05秒.pdf

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    • Teaching Material Presentation Comparative Experiment Between Chalkboard Style and Slide Presentation Style

      Yasuhisa Okazaki, Atsushi Yoshikawa

      22 3 2019 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      File: d_15_030.pdf

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    • 一般企業のメディアトレーニングからみたアスリートのメディアトレーニングの特徴

      片上千恵, 高橋聡, 吉川厚, 松岡宏高

      日本スポーツマネジメント学会第11回大会  4 3 2019 

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    • 大学入試における合格実績データに系統的な欠損がある場合の大学入試難易度序列の決定手法の提案

      青木亮磨, 北澤正樹, 高橋聡, 吉川厚, 山村雅幸

      日本科学教育学会研究会研究報告  2019 

    • Study of Factors of Comprehension by Instructional Material Presentation under Differing Presentation Factors

      Yasuhisa Okazaki, Atsushi Yoshikawa

      The 43rd Annual Conference of JSiSE  4 9 2018 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      File: F5-3.pdf

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    • Practice of PBL using ICT in junior high school statistics education

      Norihiro Nishinaka, Atsushi Yoshikawa

      The 43rd Annual Conference of JSiSE  4 9 2018 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      File: E1-2.pdf

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    • A Review of ICT for Problem/Project Based Learning

      Satoshi Takahashi, Atsushi Yoshikawa

      The 43rd Annual Conference of JSiSE  4 9 2018 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      File: E1-1.pdf

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    • Assessment in Teacher Training Using Collaborative Statistical Problem-solving Scenario Teaching Materials

      Norihiro Nishinaka, Atsushi Yoshikawa

      19 8 2018 

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      Language:Japanese   Presentation type:Oral presentation (invited, special)  

      File: 西仲科学教育学会20180612new01.pdf

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    • Development of Methods for Evaluating Non-Cognitive Skills Specific to Contents and Activities: The Analysis on Result of the Survey in “Proving” of Mathematics Education

      Hiroyuki Nakagawa, Atsushi Yoshikawa, Shizumi Shimizu

      19 8 2018 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      File: 20180605JSSE2018_中川・吉川版.pdf

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    • Development of Manga Case Method for Statistics Education to promote awareness of a variety of point of view

      Satoshi Takahashi, Norihiro Nishinaka, Akiko Orita, Atsushi Yoshikawa

      17 8 2018 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      File: 多様な観点の発現を促すマンガケース教材の提案_20180607.pdf

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    • Classroom design to judge by statistical probability in A junior high school International conference

      Norihiro Nishinaka, Atsushi Yoshikawa

      10th International Conference on Teaching Statistics  8 7 2018 

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      Language:English   Presentation type:Oral presentation (general)  

      File: ICOTS_2G2_PL1nishinaka.pdf

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    • Evaluating Business Skills through Plural Moves and Decisions during Gaming Plays International conference

      Hiroki Kuno, Shinichiro Yamauchi, Hikaru Uchida, Atsushi Yoshikawa, Takao Terano

      International Simulation and Gaming Association  7 2018 

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      Language:English   Presentation type:Poster presentation  

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    • ゲームでプレイヤーのビジネススキルを測る

      久野弘暉, 山内真一郎, 内田瑛, 吉川厚, 寺野隆雄

      計測自動制御学会第15回社会システム部会研究会  5 2018 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • ビジネスゲームを用いたプレイヤーのビジネススキル評価

      久野弘暉, 山内真一郎, 内田瑛, 吉川厚, 寺野隆雄

      人工知能学会 第9回ビジネス・インフォマティクス研究会  5 2018 

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    • Evaluating Subject Specific Non-Cognitive Skills : "Attitudes Towards Learning Actively" in Proof Learning

      宮崎 樹夫, 中川 裕之, 吉川 厚

      春期研究大会論文集  2018 

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      Language:Japanese  

      非認知的スキルは生産性向上の要因として経済学を中心に国際的に高い関心を集めている.本研究では,教科の内容・活動に固有な非認知的スキルの捉えと評価の方法について考察した.教科の内容・活動に固有な非認知的スキルの捉えについては,心理学や経済学と同様に,特性5因子の構造に基づいて捉えることが可能であり,これにより心理学や経済学等の縦断・横断的な研究の活用と促進が期待できることを指摘した.評価の方法については,教科の内容・活動に固有な非認知的スキルを授業で見られる子どもの姿に具体化し,教師への質問紙調査を通して着目すべき姿を特定する.この方法を証明の学習に関する「主体的に学習に取り組む態度」で例示した.

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    • Evacuation Evaluation using Machine Learning and Wearable Sensors International conference

      Dongyang Huang, Susumu Aida, Masaki Kitazawa, Satoshi Takahashi, Tooru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      4th Annual Conference on Computational Science & Computational Intelligence  14 12 2017 

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      Language:English   Presentation type:Oral presentation (general)  

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    • Cognitive Investigation of Dynamic Educational Presentation Toward Better Utilization of Presentation Characteristics International conference

      Yasuhisa Okazaki, Atsushi Yoshikawa

      25th International Conference on Computers in Education  12 2017 

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      Language:English   Presentation type:Oral presentation (general)  

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    • Video Analysis of Online Lessons Focused on Presentation Pattern Difference Between Chalkboard Style and Presentation Slide

      岡崎泰久, 片渕菜美, 吉川厚

      電子情報通信学会技術研究報告  14 10 2017 

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      Language:Japanese  

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    • 傾向スコアによる日本の大学院の分析

      宇都原泰洋, 宇都雅輝, 石原朝菜, 吉川厚, 植野 真臣

      行動計量学会第45回大会  1 9 2017 

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    • 新規保育所設立の事前評価のためのマルチエージェントシミュレーション

      財津駿平, 高橋聡, 吉川厚, 寺野隆雄

      JAWS2017  9 2017 

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    • 知識活用型教育の効果測定手法としてのキーフレーズ発見法の提案

      高橋聡, 牧野恵美, 吉川厚

      日本科学教育学会年会論文集(CD-ROM)  29 8 2017 

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      Language:Japanese  

      <p>本論文では,知識活用型教育の効果測定手法としてキーフレーズ発見法を提案し,その有効性の確認実験を行う.キーフレーズ発見法とは,教育目的の要素が埋め込まれた課題文と,それに対する学習者の意思決定を評価するためのルーブリックから構成される.実験を通して,キーフレーズ発見法により,教材が学習者に対して知識を活用するスキルを教育できているかを確認できることを示す.</p>

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    • 統計的問題解決過程における「知識の活用」の評価に関する研究―統計的確率を用いて判断を行う授業におけるカード型知識の活用評価ツールの可能性―

      西仲則博, 吉川厚

      日本科学教育学会年会論文集(CD-ROM)  29 8 2017 

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    • Classification of Japanese Graduate Schools: In terms of educational practices and the grown globalization competencies by the policies. International conference

      Taiyo Utsuhara, Masaki Uto, Asana Ishihara, Atsushi Yoshikawa, Maomi Ueno

      International Federation of Classification Societies  8 8 2017 

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      Language:English   Presentation type:Oral presentation (general)  

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    • 音声による説明を伴う情報提示における手書きとアニメーションの比較実験

      岡崎泰久, 田代健太, 吉川厚

      教育システム情報学2016年度 第6回研究会  18 3 2017 

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    • ウェアラブルセンサーを用いた作業者動作分析によるセル生産ラインの リアルタイム生産進捗計測システムの提案 International conference

      北澤 正樹, 高橋 聡, 高橋 徹, 吉川 厚, 寺野 隆雄

      計測自動制御学会第12回社会システム部会研究会資料  3 3 2017 

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    • 学習分類子システムを用いた大規模多人数同時参加型オンラインロール プレイングゲームの行動ルール抽出 International conference

      末永 昂平, 坂田 顕庸, 吉川 厚, 寺野 隆雄

      計測自動制御学会第12回社会システム部会研究会資料  3 3 2017 

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    • ウェアラブルセンサーを用いた機械学習による避難評価手法 International conference

      黄 冬陽, 相田 晋, 北澤 正樹, 高橋 聡, 高橋 徹, 吉川 厚, 寺野 隆雄

      計測自動制御学会第12回社会システム部会研究会資料  3 3 2017 

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    • Features of Globalization in Japanese Graduate Schools International conference

      Taiyo Utsuhara, Masaki Uto, Asana Ishihara, Koichi Ota, Ayako Hirano, Atsushi Yoshikawa, Maomi Ueno

      International Conference on Education  13 2 2017 

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    • Supporting peer review proesses in EFL composition through pictograms International conference

      Sayuri Watanabe Yoshizawa, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      Proc. 7th Int. Prof. Tech., Ed., Dev. Conf.,  2017 

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    • Educational Effects of the Manga Case Method in Online and Offline Environments Using a Manga Case related to Social Media Literacy International conference

      Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa

      2017 IEEE FRONTIERS IN EDUCATION CONFERENCE (FIE)  2017 

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    • Study on assessment of "utilization of knowledge" in statistical problem solving process

      西仲 則博, 吉川 厚

      日本科学教育学会年会論文集 日本科学教育学会年会企画委員会・年会実行委員会 編  2017 

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      <p>グループ学習における,統計的問題解決過程における,知識の活用についての評価方法については,パフォーマンス評価とルーブリックが主に使われている.しかし,オーセンティック評価を行うには,時間的に問題がある.そこで,生徒の知識の活用が可視化でき,生徒が容易に作成できるカード型知識活用評価ツールを開発した.本研究は評価ツールとその実践での評価を報告する.</p><p></p>

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    • 問題解決工程を学ぶための問題解決シミュレーションの提案

      高橋B.徹, 高橋聡, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)  2017 

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    • Agent-based Simulation and Factory Workers' Behavior Measurement with Beacon Device and Acceleration Sensor

      北澤正樹, 高橋聡, 高橋B.徹, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)  2017 

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    • マンガケース教材によるハイブリッド型PBL教材の開発

      高橋聡, 高橋B.徹, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)  2017 

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    • 学習分類子システムを用いた大規模多人数同時参加型オンラインロールプレイングゲームにおける行動ルール抽出

      末永昂平, 坂田顕庸, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)  6 12 2016 

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    • 緊急避難状況におけるAR端末による群集誘導のシミュレーション

      坂田顕庸, 末永昂平, 高橋聡, 國上真章, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)  6 12 2016 

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    • Agent-Based Simulation for People Evacuation Support with Artificial Reality Facilitated Mobile Devices International conference

      Akinobu Sakata, Satoshi Takahashi, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      The Proceedings of Internatinal Workshop: Artificial Intelligence of and for Business 2016 (AI-Biz2016)  14 11 2016 

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    • 統計教育と社会の結びつきを意識した教材と授業の開発研究

      西仲則博, 吉川厚

      日本数学教育学会第49回秋期研究大会  28 10 2016 

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    • An Agent-Based Scenario Analysis for Tourism Policy Decisions International conference

      Shinnosuke Hosonuma, Satoshi Takahashi, Atsushi Yoshikawa, Takao Terano

      5-th Asian Conference on Information Systems  27 10 2016 

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    • 手書きとアニメーションによる情報提示の興味領域分析

      西村康平, 吉川 厚, 岡崎泰久

      電子情報通信学会教育工学研究会  22 10 2016 

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    • Area of Interest Analysis of Information Presented by Handwriting and Animation

      西村 康平, 吉川 厚, 岡崎 泰久

      電子情報通信学会技術研究報告 = IEICE technical report : 信学技報  22 10 2016 

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    • An Agent-Based Scenario Analysis for Tourism Policy Decisions International conference

      Shinnosuke Hosonuma, Satoshi Takahashi, Atsushi Yoshikawa, Takao Terano

      JaKoSS  21 10 2016 

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    • Real Time Simulator with Multiple Worker's Behavior Data for a Cellular Manufacturing System International conference

      Masaki Kitazawa, Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      JaKoSS  21 10 2016 

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    • Agent-Based Simulation Model for People Evacuation Support with Artificial Reality Facilitated Mobile Devices International conference

      Akinobu Sakata, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      JaKoSS  21 10 2016 

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    • Area of Interest Analysis of Information Presented by Handwriting and Animation

      西村康平, 吉川厚, 岡崎泰久

      電子情報通信学会技術研究報告  15 10 2016 

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    • 手書きとアニメーションによる情報提示の比較評価実験

      岡崎泰久, 西村康平, 吉川 厚

      電子情報通信学会教育工学研究会  24 9 2016 

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    • Comparative Evaluation Experiment of Information Presented by Handwriting and Animation

      岡崎 泰久, 西村 康平, 吉川 厚

      電子情報通信学会技術研究報告 = IEICE technical report : 信学技報  24 9 2016 

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    • Comparative Evaluation Experiment of Information Presented by Handwriting and Animation

      岡崎泰久, 西村康平, 吉川厚

      電子情報通信学会技術研究報告  17 9 2016 

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    • 手書きとアニメーションによる情報提示の違いの分析

      西村康平, 吉川厚, 岡崎泰久

      教育システム情報学会全国大会講演論文集(CD-ROM)  30 8 2016 

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    • AR端末を持つ群集の避難誘導行うシミュレーョンモデル.

      坂田 顕庸, 末永 昂平, 高橋 聡, 國上 真章, 吉川 厚, 寺野 隆雄

      人工知能学会ビジネス・インフォマティクス研究会資料  29 8 2016 

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    • マンガケース教材のe‐Leaning化の提案

      高橋聡, 高橋B.徹, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)  8 2016 

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    • Combining workers' behavior data and real time simulator for a cellular manufacturing system International conference

      Masaki Kitazawa, Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      2016 World Automation Congress (WAC)  31 7 2016 

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    • チーム問題解決における協調行動はMMORPGで発現するか?

      坂田顕庸, 北澤正樹, 高橋聡, 國上真章, 吉川厚, 寺野隆雄

      情報処理学会研究報告(Web)  29 7 2016 

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    • Improving a Cellular Manufacturing System through Real Time-Simulation and-Measurement International conference

      Masaki Kitazawa, Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      2016 IEEE 40th Annual Computer Software and Applications Conference (COMPSAC)  10 6 2016 

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    • ケース教材読解におけるコンジョイント法の適用評価

      内田瑛, 寺野隆雄, 吉川厚

      人工知能学会全国大会論文集(CD-ROM)  6 6 2016 

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    • オリジナルマンガ教材による中学生向け情報リテラシー教育の実践 (技術と社会・倫理)

      折田 明子, 田代 光輝, 吉川 厚, 江口 清貴

      電子情報通信学会技術研究報告 = IEICE technical report : 信学技報  2 6 2016 

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    • オリジナルマンガ教材による中学生向け情報リテラシー教育の実践

      折田明子, 田代光輝, 吉川厚, 江口清貴

      電子情報通信学会技術研究報告  26 5 2016 

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    • 問題解決工程におけるつまずきを分析するためのワークシートの提案

      高橋B.徹, 高橋聡, 吉川厚

      教育システム情報学会2016年度第1回研究会  5 2016 

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    • マンガケースメソッドのe-learning化に向けた検討と評価

      高橋B.徹, 内田瑛, 甲斐康真, 高橋聡, 吉川厚, 宮部博史

      教育システム情報学会研究報告  5 2016 

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    • サプライチェーン上の製造工場における部門連結を考慮した運用最適化

      北澤 正樹, 吉川 厚, 寺野 隆雄

      人工知能学会ビジネス・インフォマティクス研究会資料  16 3 2016 

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    • JST論文データベースにおける共著者ネットワークから得られる論文引用要因の分析

      青木 健, 吉川 厚, 寺野 隆雄

      計測自動制御学会システム・情報部門 社会システム部会 第10回社会システム部会研究会  16 3 2016 

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    • 展示物の配置を考慮した博物館内における歩行者シミュレーション

      畠山 祐輝, 吉川 厚, 寺野 隆雄

      計測自動制御学会システム・情報部門 社会システム部会 第10回社会システム部会研究会  16 3 2016 

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    • エージェントシミュレーションによるソーシャルゲーム市場プロモーション戦略の分析

      末永 昂平, 吉川 厚, 寺野 隆雄

      計測自動制御学会システム・情報部門 社会システム部会 第10回社会システム部会研究会  16 3 2016 

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    • オリジナルマンガ教材による中学生向け情報リテラシー教育の実

      折田明子, 田代光輝, 吉川厚, 江口清貴

      情報処理学会EIP72研究報告  2016 

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    • テストは何を測っているのか?

      吉川厚

      三重県高等学校国語教育研究会 春のシンポジウム  2016 

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    • Proposition of Manga Case Method for Information Security Management

      TAKAHASHI B Toru, TAKAHASHI Satoshi, YOSHIKAWA Atsushi

      JSSE Research Report  2016 

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      本稿では情報セキュリティマネジメントのリスクマネジメントを学習するためにマンガケースメソッドを利用する方法の提案と評価を行った.学生向けの情報セキュリティ教育では,知識教授型のものが多い.しかしながら,組織においての情報セキュリティでは,与えられた状況を読み取り,判断し,良策を立てねばならない.そこで,情報セキュリティにおける判断能力を身に着ける方法としてマンガケースメソッドを用いる.本稿ではマンガケース教材『サイト燃ゆ』を使ってリスクマネジメントを学ぶ方法を提案した.単純に行うとセキュリティ対策として1)サーバーを増強することしか学習者は考えつかないことが予想される.そこで,問の設計を工夫することにより学習者にインシデントの背景を読み取らせ2)インシデント時の対応マニュアルを整備することが考えつくようにした.結果として実施した 5 つの班において対応マニュアルの整備のセキュリティ対策まで考えつくことができた.

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    • An Application of Cognitive Behavior Therapy for Self-Regulated Learning Scaffolding

      TAKAHASHI Satoshi, TAKAHASHI B Toru, YOSHIKAWA Atsushi

      JSSE Research Report  2016 

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      本論文では,成人がill-structured problemsに出会った時に、出会うたびにその解決が上手くなるように学習させ、かつ,自己調整学習が上手くなるような足場かけを行うワークシートの提案を目的する.本提案は,認知行動療法のワークシートを参考にし,「状況」,「自動思考」,「根拠」,「反証」,「適応思考」,「考え方の変化」の6ステップで構成することを特徴とする.そして,マンガケース教材を題材として,その適用事例を示す.

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    • 研究を学ぶためのアクティブ・ラーニングの実践

      高橋B.徹, 高橋聡, 吉川厚

      日本科学教育学会年会論文集(CD-ROM)  2016 

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      <p>本稿では初学者に向けた研究活動を学ばせることを目的としたアクティブ・ラーニングを提案・実践した.この学習方法では問題解決の各段階に合わせて研究を進めさせて,その各ステップにフレームワークを提供している.アンケートの結果から研究の理解に結びついたことが分かった.</p>

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    • 統計的検定の考え方はどこまで中学生が実践できるか?―「サイコロの正しさを判断する」での生徒の反応分析―

      西仲則博, 吉川厚

      日本科学教育学会年会論文集(CD-ROM)  2016 

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      <p>資料を基に判断行うことは重要であり,その教育が進められているが,その判断が正しいかどうかまで確証が得られないという反省がある.これは,正しさをわかるためのプロセスについて学んでいないからであり,厳密には統計的検定を学ぶまで待たなければならない.しかし,資料の活用を学んだ生徒たちにわかる程度までの教材開発がなされていないことは大きな問題である.そこで,本研究では,統計的検定のプロセスに着目して,中学でも適用できる資料を基に出した結論が正しいかどうかを考える考え方の教材開発と実験授業を行った.その結果,生徒達はプロセスに則って正しいかどうかの判断できたことを確認した.</p>

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    • PBL導入教材としてのマンガケース教材の提案

      高橋聡, 高橋B.徹, 吉川厚

      日本科学教育学会年会論文集(CD-ROM)  2016 

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      <p>本論文では,PBL 導入の事前教材として,マンガケース教材を適用することを提案し,実験を行った.実験結果から,マンガケース教材が,PBL の初学者に対して,PBL で育成される様々なスキルに関する気づきを与えられることを確認した.</p>

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    • Analysis of Difficulties on Problem Finding

      TAKAHASHI B Toru, TAKAHASHI Satoshi, YOSHIKAWA Atsushi

      JSSE Research Report  12 2015 

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      問題発見は,問題解決の成否や質を決める重要な工程である.しかしながら,我々が問題解決工程のつまずきを分析するために開発した問題解決ワークシートを使った調査によると,問題解決の初学者が十分に問題発見を行えていない.そこで,問題解決ワークシートに加えて,問題発見を網羅的に行うツリー分析を学習者に行わせることで,問題発見の過程を明示化しどのようなつまずきをしているかを分析することを可能にする.この方法で以下のつまずきを分析することができると考えられる:①要素が整理されておらず MECE になっていない可能性がある;②子ノードが解決策になってしまっている;③子ノードが分類や原因になっていない(解決策を除く);④子ノードが問題の大枠を超えてしまっている;⑤発見された問題と解決策が対応していない部分がある;⑥発見された問題と解決策が矛盾している部分がある.実験にて,初学者に問題解決ワークシートの記入とツリーの作成を行わせたものを分析することによって,これらのつまずきを確認することができた.

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    • A systematic approach to manga case method International conference

      Satoshi Takahashi, Toru B. Takahashi, Akiko Orita, Atsushi Yoshikawa, Takao Terano

      Proceedings of the 23rd International Conference on Computers in Education, ICCE 2015  1 12 2015 

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      The authors conducted an experiment regarding how best to construct and facilitate the manga case method (i.e. MCM), with the aim of demonstrating the impact various instructional factors made on student learning outcomes. MCM is a group learning method that the authors have developed. The experiment was conducted twice, with a total number of 51 test participants. In the experiment, the test participants would be asked, "Which panel you had focused on, and why," before and after the study session, from which we measured the learning outcomes. Changes were made to the experiment conditions to understand the relationship between the learning outcomes and the factors. The following results were obtained from the learning outcomes in this paper. There were two important points to note in regards to the factor the combination of participants: (a) combining participants that focused on the same panels led to the same level of understanding throughout the group, and (b) combining participants that focused on panels of a significantly different nature led to the participants coming into contact with focus points they hadn't thought of. Given that these two points contradict each other, it leads one to consider where an acceptable point of balance lies between the two.

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    • If Experience is Worth, How Experts Behave in a Manga Case International conference

      Satoshi Takahashi, Toru B. Takahashi, Atsushi Yoshikawa, Takao Terano

      eKNOW 2015, The Seventh International Conference on Information, Process, and Knowledge Management  18 11 2015 

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    • ケース教材読解の評価におけるコンジョイント分析

      内田瑛, 高橋B.徹, 寺野隆雄, 吉川厚

      日本科学教育学会年会論文集(CD-ROM)  21 8 2015 

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      <p>ケースメソッドにおいて学習者がどのような視点から読み取っているのかを評価するためにコンジョイン ト法で分析することについて,本稿はその適用可能性を議論する.既存の尺度とコンジョイント法で10 人の被験者の読み取り方を測って比較した結果,相関係数は0.56 となり,適用可能性が示唆された.</p>

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    • 社会的問題解決におけるつまずき分析

      高橋B.徹, 高橋聡, 吉川厚

      日本科学教育学会年会論文集(CD-ROM)  8 2015 

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      <p>本稿では,問題解決の初学者向けのe-Learning システムとしてどういった機能が必要であるかを検討するために,学習困難性を分類し,それが実態的にどのような頻度で起きるのかを調査した.結果として,i)問題と解決策を対応させる,ii)実行性のある解決策を立てる,iii)本質的な問題を探るという点について困難があることが明らかになった.</p>

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    • 中学数学における時系列データを基にした判断を行う授業に関する研究(2)―グループの発表内容をどの程度他の生徒は評価しているか―

      西仲則博, 吉川厚

      日本科学教育学会年会論文集(CD-ROM)  8 2015 

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      <p>近年のデータ解析の重要性から鑑みて,中学校数学に時系列データに関する内容の導入を考えることは重要であると考える.しかし,時系列データの解析についての授業法や教材の開発,生徒の反応等についての研究は少ない.本研究は,新たに開発した教材を用いた授業を基にして,グループの発表について他の生徒はそれをどの程度評価するのかを捉えることにある.結果として,生徒たちは,概ね納得していたという数値がでた.しかし,判断基準として用いた「年々減少する」という言葉で,「局所的な変化」,「大まかな傾向の中での変化」の二つの解釈が出た.それにより,時系列データの解釈や判断に違いが出て,生徒の納得の困難さを引き出した.</p>

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    • マンガケースメソッドにおけるマンガカードソート法の提案

      高橋聡, 高橋B.徹, 吉川厚, 寺野隆雄

      日本科学教育学会年会論文集(CD-ROM)  8 2015 

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      <p>本研究では、マンガケースメソッドにおける建設的相互作用を促進させる手法として、マンガカードソート法の提案を行った。実験により、マンガカードソート法が学習者自身の考えの整理と他者の考えへの理解を促進することが、確認された。</p>

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    • Learning Effect and Improvement of Manga Case Method

      高橋 聡, 高橋 B. 徹, 吉川 厚

      先進的学習科学と工学研究会  18 7 2015 

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    • マンガケース教材の学習効果とその改善方法に関して

      高橋聡, 高橋B.徹, 吉川厚, 寺野隆雄

      人工知能学会先進的学習科学と工学研究会資料  14 7 2015 

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    • 複雑ネットワークを用いた学術研究の動向に関する研究

      原田泰輔, 周劼亮, CHAIWAT Thawiworadilok, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)  31 5 2015 

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    • マンガケース教材の学習支援システムの構築について

      高橋聡, 高橋B.徹, 吉川厚, 寺野隆雄

      教育システム情報学会研究報告  5 2015 

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    • Development of Manga Case Method Support System

      高橋 聡, 高橋 B. 徹, 吉川 厚

      教育システム情報学会研究報告 = JSiSE research report  5 2015 

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    • Evaluation Experiment of Information Presentation Method Based on Problem Levels and Learners' Subjective Evaluation

      OKAZAKI Yasuhisa, NISHIMURA Kouhei, YOSHIKAWA Atsushi

      IEICE technical report. Education technology  14 3 2015 

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      In this study, we investigate influences of the differences in information presentation methods by experiment. Dynamic presentation presents the writing process, such as writing on a chalkboard. Static presentation presents only the final results of the writing. We selected geometric proofs as topics for experimental problems. We analyzed the effect of speed of information presentation in dynamic presentation and the difference of presentation method itself based on problem levels, learners' subjective evaluation and gaze analysis with eye tracker. We demonstrated that dynamic presentation has possibility to be helpful for difficult problems. Meanwhile, static presentation can be helpful for easy problems. We also found that it is probable that speed of presentation is one of the important factors for understanding and appropriate speed exists.

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    • 主観評価と課題の難易度に基づく学習者への情報提示手法の評価

      岡崎泰久, 西村康平, 吉川 厚

      電子情報通信学会2015年総合大会  11 3 2015 

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    • Evaluation Experiment of Information Presentation Method Based on Problem Levels and Learners' Subjective Evaluation

      岡崎泰久, 西村康平, 吉川厚

      電子情報通信学会技術研究報告  7 3 2015 

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    • パレットの運用効率を考慮した宅配便配送計画立案に関する研究

      高橋 朋康, 吉川 厚, 寺野 隆雄

      計測自動制御学会第8回社会システム部会研究会  3 2015 

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    • ネットワーク分析を用いた計算機利用技術分野の変遷

      原田 泰輔, 吉川 厚, 寺野 隆雄

      計測自動制御学会第8回社会システム部会研究会  3 2015 

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    • D-15-8 Evaluation Experiment of Information Presentation Method Based on Problem Levels

      Okazaki Yasuhisa, Nishimura Kouhei, Yoshikawa Atsushi

      Proceedings of the IEICE General Conference  24 2 2015 

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    • 課題の難易度による学習者への情報提示手法の評価

      岡崎泰久, 西村康平, 吉川厚

      電子情報通信学会大会講演論文集(CD-ROM)  24 2 2015 

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    • メディアリテラシー育成のための指導法の開発―SNSの利用に焦点をあてて―

      西仲則博, 吉川厚, 折田明子

      経営情報学会全国研究発表大会要旨集(Web)  2015 

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      Many young people are going to communicate by SNS on a daily. On the other hand , teenage users , not a few also would have been involved in serious trouble , such as bullying and incident . Then teachers although prohibit using SNS and impose tough guidance on individual case . But we consider it is necessary to shift "prohibit using SNS ", to "noticed the risk , to use safely ". We propose manga and teaching methods for using SNS safely. We experiment with those for college students, As a result of experiments , they also felt the effects of this approach .

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    • マンガ教材による中高生向けLINEリテラシー教育の実践 若年ユーザの安全な利用にむけて

      折田明子, 吉川厚

      経営情報学会全国研究発表大会要旨集(Web)  2015 

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      LINE is one of the most popular smartphone application to enable users communicate with each other using text and stamps. The young generation, especially, are familiar with these application so that 77-87% of 15-19year-old users use LINE every day to communicate with friends, while LINE is often refered whenever troubles like bullying or luring. In this paper we introduce our trial to developed MANGA textbook for junior and senior high school students to learn about online communication and show the results of MANGA-class in junior highschool.

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    • マンガケースメソッド教育の評価とその改善

      高橋聡, 高橋B.徹, 吉川厚, 寺野隆雄

      教育システム情報学会全国大会講演論文集(CD-ROM)  2015 

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    • ビジネスゲームの開発意図をプレイヤーは学べるか

      内田瑛, 國上真章, 中野健次, 吉川厚, 寺野隆雄

      日本シミュレーション&ゲーミング学会2014年秋期全国大会論文報告集  12 2014 

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    • ペルソナ・コンジョイント法―ケース学習における目標と学びの違いを測る―

      内田瑛, 國上真章, 中野健次, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)  21 11 2014 

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    • マンガ教材を用いた経験知の抽出

      高橋聡, 高橋B.徹, 吉川厚, 寺野隆雄

      人工知能学会ビジネス・インフォマティクス研究会資料  11 2014 

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    • 板書による授業とスライドによる授業の説明パターンの比較

      岡崎 泰久, 香月なつ美, 吉川 厚

      電子情報通信学会技術研究報告  11 2014 

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    • Comparison of presentation patterns between classes with slide presentations and classes with a chalkboard

      OKAZAKI Yasuhisa, KATSUKI Natsumi, YOSHIKAWA Atsushi

      IEICE technical report. Education technology  1 11 2014 

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      Althouh presentation with chalkboard or slide is popular in class, analysis of differences in presented educational information is not sufficient. In this study, we defined explanation patterns to classify teacher's presentation in class. We performed comparative analysis of classes with slide and with chalkboard by the video analysis. As a result, we found that in classes with slide, the number of explanation pattern is small and the transition between them is monotonic. On the other hand, in classes with chalkboard, used explanation patterns are rich and a variety of transitions were found. We also propose an explanation pattern index (EPI) as an index representing the variety of explanation patterns.

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    • Comparison of presentation patterns between classes with slide presentations and classes with a chalkboard

      岡崎泰久, 香月なつ美, 吉川厚

      電子情報通信学会技術研究報告  25 10 2014 

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    • 3A2-J4 Study on Statistical Class-Based on Making Time Series Analysis Decision

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      年会論文集  13 9 2014 

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      中学校数学に資料活用領域が新設されてから,量的データを基にした指導法の開発や教材論についての研究は多く行われてきた.データを解析する上で時系列にまとめることも重要な観点である.しかし,算数・数学教育における統計教育の中では,時系列データの扱いは,小学校での折れ線グラフ,2次元表の学習だけになっている.このような現状に,本研究は,中学校1年生の正の数・負の数の活用の授業の発展として,時系列データ(奈良の桜の開花日)を基にした判断を行う授業を計画した,時系列データの解析を行うための特別な概念を教える授業を行うのではなく,生徒のプリミティブ(素朴)な概念を引き出すための授業設計を行った.授業では,3つの課題と8つの資料を用意し,グループ活動を行い,生徒たちの判断を発表させ,相互に意見交流を図った,実践では,生徒たちは,資料をプリミティブ(素朴)な概念を用いて解析を行い,クリティカルに判断した.

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    • 説明パターンに着目した板書による授業とスライドによる授業の比較

      岡崎泰久, 香月なつ美, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)  12 9 2014 

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    • 学習者の主観評価と課題の難易度にもとづく情報提示方法仮説の提案

      岡崎 泰久, 野口 千樹, 吉川 厚

      第13回情報科学技術フォーラム(FIT2014)  3 9 2014 

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    • Identifying the Images of Desirable Middle Managers: Persona Design Method for evaluating Business Competencies International conference

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      Proc. 9-th Int. Conf. on Knowledge Management in Organizations (KMO 2014)  9 2014 

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    • K-008 Information Presentation Method Based on Learners' Understanding Level

      Okazaki Yasuhisa, Noguchi Senju, Yoshikawa Atsushi

      情報科学技術フォーラム講演論文集  19 8 2014 

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    • 学習者の主観評価と課題の難易度にもとづく情報提示方法仮説の提案

      岡崎泰久, 野口千樹, 吉川厚

      情報科学技術フォーラム講演論文集  19 8 2014 

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    • PG073 批判的思考と英語版論理的思考能力テストの関連性(教授・学習・認知,ポスター発表G)

      菊池 聡, 吉川 厚, 藤田 元

      日本教育心理学会総会発表論文集  8 2014 

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    • Gage Analysis and Subjective Assessment of Learners in the Presentation of the Writing Processes

      OKAZAKI Yasuhisa, NOGUCHI Senju, YOSHIKAWA Atsushi

      IEICE technical report. Education technology  14 6 2014 

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      In this paper, we have investigated differences between the case where learners looked presentation of information being written as if on a blackboard and one where learners were simply presented the final form of information by subjective assessment and eye tracker gaze analysis. We have found that there are characteristic patterns between the eye movements and subjective assessment of learners. There are differences of eye movement among those who appreciate that presentation of writing process is useful and those who do not. Based on experimental results, we have discussed contribution of sequential presentation of the writing process to learners' constitutive understanding.

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    • Gage Analysis and Subjective Assessment of Learners in the Presentation of the Writing Processes

      岡崎泰久, 野口千樹, 吉川厚

      電子情報通信学会技術研究報告  7 6 2014 

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    • ペルソナ・コンジョイント法

      内田 瑛, 國上 真章, 中野 健次, 吉川 厚, 寺野 隆雄

      人工知能学会全国大会論文集  6 2014 

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      <p>ペルソナ・コンジョイント法とは製品開発で用いられるペルソナ法とコンジョイント分析法を組み合わせた手法である。マンガケースメソッド学習を用いて、人物の役割認識に基づいた学習効果測定方法として提案した。ケースメソッドにゲーミングを組み合わせることにより、思考や情報構築の変化が促される。本手法を用いて経営要素を組み立て、その提示により学習者の問題認識の変化の分析を試みた。その結果を報告する。</p>

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    • ペルソナ・コンジョイント法―ケース学習における組み立てによる認知の変化を測る―

      内田瑛, 國上真章, 中野健次, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)  5 2014 

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    • How can Start-up Business Firms Keep the Motivations of Employees? -Analyzing Organizational Management Strategies through an Agent Based Model- International conference

      Tomomi Kobayashi, Satoshi Takahashi, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      Proc. The Sixth International Conference on Information, Process, and Knowledge Management (eKnow 2014)  3 2014 

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    • 経済力か,才能か,環境か? -教育政策を考えるエージェント・シミュレーション-

      増田知昭, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第5回社会システム部会研究会資料  3 2014 

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    • スーパーマーケットで客はどう動く? -顧客動線分析とエージェントシミュレーションからわかること-.

      藤野俊樹, 北澤正樹, 山田隆志, 高橋雅和, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第5回社会システム部会研究会資料  3 2014 

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    • WEB広告における実時間オークションのシミュレーションモデル

      鍋田武頼, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第5回社会システム部会研究会資料  3 2014 

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    • 課題の難易度と主観評価に基づく情報提示手法の評価実験

      岡崎 泰久, 西村康平, 吉川 厚

      電子情報通信学会技術研究報告  2014 

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    • 書く過程の提示における学習者の主観評価と視線分析2014 著者名/発表者名

      岡崎 泰久, 野口 千樹, 吉川 厚

      電子情報通信学会技術研究報告  2014 

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    • How can Start-up Business Firms Keep the Motivations of Employees? International conference

      Tomomi Kobayashi, Satoshi Takahashi, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      eKNOW 2014 : The Sixth International Conference on Information, Process, and Knowledge Management  1 2014 

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      File: eknow_2014_8_20_60110.pdf

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    • Gaze analysis and subjective assessment of learners observing the writing process

      Yasuhisa Okazaki, Senju Noguchi, Atsushi Yoshikawa

      Proceedings of the 22nd International Conference on Computers in Education, ICCE 2014  1 1 2014 

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      We used subjective assessments from learners as well as eye trackers for gaze analysis to investigate and analyze differences between two cases: when learners were presented with a writing process, such as on a chalkboard, and when only the final results of writing were presented. The results indicate a relation between subjective learner assessment and gaze. More specifically, there were differences in gaze between learners who reported that watching the writing process was beneficial to learning and those who reported otherwise. We discuss the influences on understanding that result from showing the writing process and propose new ideas for presentation named "information push" and "information pull".

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    • Uncovering Hidden Characteristics of Your Business Leaders: Measuring the Difference between the Ideal the Real Through Persona Design Method

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      Springer Proceedings in Complexity  1 1 2014 

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      © 2014, Springer Science+Business Media Dordrecht. We propose a novel method of through which employees can identify and rank the images of the ideal leaders of an organization. In many companies, despite discussion of the images of leaders, it is difficult to hide differences in how different individuals recognize those images. Past research on leaders has not answered these questions. To clarify differences in recognition, we apply the persona technique. The persona technique was started in the user interface field of computer software development, and has spread to the product development field. The proposed method uses the following procedure: (1) set persona characters with various attributes, (2) assign the attribute values by the orthogonal design technique, (3) design questionnaires, (4) get questionnaire data on the personas from subjects, (5) evaluate the data recorded on respondent questionnaires. Using the proposed method, we successfully detected the ordering of different employee images of organization leaders.

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    • Persona Design Method: Investigating What They Feel about Business Leasers International conference

      Yoshihiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      International Conference on Information Systems (ICIC)  12 2013 

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    • Persona design Method for Evaluating Business Skills International conference

      Yoshihiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      10th International Conference on Innovation and Management (ICIM 2013)  12 2013 

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    • Analyzing In-Store Shopping Paths from Indirect Observation with RFID Tag Communication Data International conference

      Toshiki Fujino, Masaki Kitazawa, Takashi Yamada, Masakazu Takahashi, Gaku Yamamoto, Atsushi Yoshikawa, Takao Terano

      10th International Conference on Innovation and Management (ICIM 2013)  12 2013 

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    • 実データに基づく小売店舗内における顧客行動の分析

      藤野俊樹, 北澤正樹, 山田隆志, 高橋雅和, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)  18 11 2013 

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    • マイノリティ・ゲームにおける大規模エージェントシミュレーションの解析

      増田知昭, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会システム・情報部門学術講演会講演論文集(CD-ROM)  18 11 2013 

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    • Eye tracker gaze analysis of learners watching the writing process International conference

      Yasuhisa OKAZAKI, Senju NOGUCHI, Hisaharu TANAKA, Kenzi WATANABE, Atsushi YOSHIKAWA

      Proceedings of the 21st International Conference on Computers in Education(ICCE2013)  11 2013 

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    • 研修効果測定法としてのキーフレーズ発見法

      吉川厚, 折田明子

      経営情報学会全国研究発表大会要旨集(Web)  11 2013 

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      As there are various factors influences on a training course, such as purposes, materials, teaching method and so on, it has been difficult to measure and evaluate the outcome of training courses. In this paper, we try to examine the results of former courses by using our "Key-Phrase Finding Method" to classify which factors can be measured.

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    • ABMによる子の学力と親の経済力の関係に関する研究

      増田知昭, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      人工知能学会先進的学習科学と工学研究会資料  17 10 2013 

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    • Study for Assessment in Statistical Class

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      年会論文集  6 9 2013 

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      資料活用領域における,指導法の開発や教材論についての研究は多く行われてきた.しかし,生徒の活動を捉え,目的に応じて,資料を収集し,整理して,統計的な知識や技能を活用して,判断したり,表現したりする学習活動そのものを評価する方法については,十分に確立されてこなかった.そこで,筆者らは,パフォーマンス評価について着目して,資料活用領域における評価の方法としての可能性について議論した.更に,西仲・吉川(2011)で示された電池の寿命の課題をパフォーマンス評価の観点から捉え直して,学習支援を行いながら,授業における生徒の活動を評価することについて述べる.そして,ペーパーテストのように特別な時間や空間を用意するのではなく,1つの授業の中で,学習と一体化した評価を行っていく事を提案する.

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    • RTBにおけるオークションモデルに関する研究

      鍋田武頼, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会 第4回社会システム部会研究会資料集  9 2013 

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    • マイノリティ・ゲームにおける大規模エージェントシミュレーションの解析

      増田知昭, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会 第4回社会システム部会研究会資料集  9 2013 

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    • 実データに基づく小売店舗内における顧客行動の分析

      藤野俊樹, 北澤正樹, 山田隆志, 高橋雅和, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会 第4回社会システム部会研究会資料集  9 2013 

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    • 板書による授業とスライドによる授業の提示情報量の比較

      岡崎泰久, 田中久冶, 渡辺健次, 吉川厚

      教育システム情報学会全国大会講演論文集(CD-ROM)  9 2013 

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    • Case Meets Agent-Simulation: Toward Model-Based Case Development in a Service Domain International conference

      Takao Terano, Tomomi Kobayashi, Satoshi Takahashi, Masaaki Kunigami, Atsushi Yoshikawa

      2013 Frontier in Service Conference  7 2013 

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    • 登場人物の役割認識に基づいた学習効果の測定

      内田瑛, 寺野隆雄, 吉川厚

      人工知能学会全国大会論文集(CD-ROM)  6 2013 

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    • マイノリティ・ゲームを用いた大規模シミュレーションにおけるエージェント挙動の解析

      増田知昭, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)  6 2013 

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    • エージェントシミュレーションと実データに基づく小売店舗における顧客行動の分析

      藤野俊樹, 北澤正樹, 山田隆志, 高橋雅和, 山本学, 吉川厚, 寺野隆雄

      人工知能学会全国大会論文集(CD-ROM)  6 2013 

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    • エージェント・ベース・シミュレーションを用いた教育施策の効用の分析

      矢野雄大, 山田隆志, 吉川厚, 寺野隆雄

      第13回MASコンペティション  5 2013 

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    • エージェント・ベース・シミュレーションによるイノベーション実現過程 に関する研究

      木村幸平, 吉川厚, 山本学, 寺野隆雄

      第13回MASコンペティション  5 2013 

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    • エージェント・ベース・モデルによるイノベーション実現過程に関する研究

      木村幸平, 吉川厚, 山本学, 寺野隆雄

      知能システムシンポジウム資料  14 3 2013 

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    • エージェント・ベース・シミュレーションによる教員の経験差が教員配置施策効果に及ぼす影響の分析.

      矢野雄大, 山田隆志, 吉川厚, 寺野隆雄

      教育システム情報学会研究報告  3 2013 

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    • ポイント交換サービス市場における制度設計

      奥津 規矢, 山本 学, 吉川 厚, 寺野 隆雄

      計測自動制御学会第3回社会システム部会研究会  28 2 2013 

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    • 大規模エージェント・ベース・シミュレーションの特徴的な挙動の解析 International conference

      増田 知昭, 山田 隆志, 山本 学, 吉川 厚, 寺野 隆雄

      計測自動制御学会第3回社会システム部会研究会  28 2 2013 

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    • 小売店舗内における顧客行動シミュレーションに関する研究

      藤野 俊樹, 北澤 正樹, 山田 隆志, 山本 学, 吉川, 寺野 隆雄, 高橋 雅和

      計測自動制御学会第3回社会システム部会研究会  28 2 2013 

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    • タブレット端末を用いた英語作文支援システムの開発

      滕 杰, 高橋 聡, 山本 学, 吉川 厚, 寺野 隆雄

      計測自動制御学会第3回社会システム部会研究会  28 2 2013 

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    • エージェントベースシミュレーションを用いた組織構造に関する研究

      鍋田 武頼, 山本 学, 吉川 厚, 寺野 隆雄

      計測自動制御学会第3回社会システム部会研究会  28 2 2013 

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    • エージェント・ベース・シミュレーションを用いた教員への資源配分による施策効果分析

      矢野 雄大, 山田 隆志, 吉川 厚, 寺野 隆雄

      計測自動制御学会第3回社会システム部会研究会  28 2 2013 

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    • Agent-Based Simulation of Diversity and Organizational Performance International conference

      Satoshi Takahashi, Tomomi Kobayashi, Masaaki Kunigami, Takashi Yamada, Gaku Yamamoto, Atsushi Yoshikawa, Takao Terano

      Proceedings of The Seventh International Workshop on Agent-based Approach in Economic and Social Complex Systems (AESCS 2012  18 2 2013 

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    • Exploring your Business Leaders through Virtual Characters -Persona Design and Small Experiments- International conference

      Yasuhiro Sasaki, Hikaru Uchida, Masaaki Kunigami, Atsushi Yoshikawa, Takako Terano

      eKNOW 2013, The Fifth International Conference on Information, Process, and Knowledge Management  2013 

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    • マイノリティ・ゲームにおける大規模エージェント・ベース・シミュレーションの解析

      増田知昭, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      JAWS2013  2013 

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    • Is There Innovation or Deviation?-Analyzing Emergent Organizational Behaviors through an Agent Based Model and a Case Design International conference

      Tomomi Kobayashi, Satoshi Takahashi, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      eKNOW 2013, The Fifth International Conference on Information, Process, and Knowledge Management  1 2013 

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    • Eye tracker gaze analysis of learners watching the writing process

      Yasuhisa Okazaki, Senju Noguchi, Hisaharu Tanaka, Kenzi Watanabe, Atsushi Yoshikawa

      Proceedings of the 21st International Conference on Computers in Education, ICCE 2013  1 1 2013 

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      We used an eye tracker to record and analyze the gaze of learners watching text and drawings being written, as in the case of a teacher writing on a blackboard. Many teachers and learners understand the benefit of using blackboards, but there remains insufficient scientific evaluation of their use. Course content presentation that includes in-process writing of text is highly characterized by the sequential presentation of the writing processes. We believe that this presents a visualization of the thought process, and is thus far richer in educational information than simple presentation of completed forms. We focus on gaze during the presentation of graphs and equations as fundamental research to elucidate the benefit of presenting the writing process.

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    • Analysis of Effect of Educational Policy by Agent-Based Simulation

      矢野 雄大, 山田 隆志, 吉川 厚

      先進的学習科学と工学研究会  16 11 2012 

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    • エージェント・ベース・シミュレーションを用いた教育施策効果の分析

      矢野雄大, 山田隆志, 吉川厚, 寺野隆雄

      人工知能学会先進的学習科学と工学研究会資料  5 11 2012 

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    • 人材育成における学習効果分析

      吉川厚, 折田明子, 寺野隆雄

      経営情報学会全国研究発表大会要旨集(Web)  11 2012 

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      This paper discusses how to measure and evaluate the results of human development trainings by companies. Because of the diversity of businesses, the ways of training have been developed to foster several kinds of abilities.However, measurement method has not been established though it is necessary to access the change, not just subjective satisfaction of learners. This paper shows some examples delivered by business tranings to examine appropriate measurement.

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    • 1A1-E3 Study on Statistical Class : Based on Making Decision

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      年会論文集  27 8 2012 

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      筆者らは中学校の数学科で実施されている資料の活用領域において,生徒が資料をもとに判断を行うための授業の構築を目指している.今回は,課題に対して示された結論が妥当であるか,また,他の結論がないかを資料をもとに再調査することを目指した授業づくりを行った.課題は仮想の市民だよりの記事について,属性の隠された8種類の資料を基にその結論を支持するかどうかである.これを最初は1グループにつき,1種類の資料で議論し,その結果を発表する.その後,8つの資料を全てのグループに配り,再度課題の検討を行い発表する授業である.8つの資料には属性が隠されているものもあり,資料に対する生徒の思い込みを誘発するように工夫している.生徒は,思い込みの解消を行うことで,資料をクリティカルに観ることも学習すると考えた.実践では,生徒たちは,資料をクリティカルに判断することができた.

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    • エージェント・ベース・シミュレーションによる教員の能力開発制度の分析

      矢野雄大, 吉川厚, 寺野隆雄

      教育システム情報学会全国大会講演論文集(CD-ROM)  8 2012 

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    • マンガ教材によるグローバルなビジネス教育の実践

      折田 明子, 吉川 厚, 寺野 隆雄

      人工知能学会全国大会論文集  6 2012 

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      <p>グローバルなビジネス教育の実践では、文化、慣習、環境の違いをどう扱うかが問題になる。例えば、ケース教材にて「オフィスにて」と記述があったとき、大部屋か個人のオフィスか思い浮かぶものは国や地域によって異なるが、情報が埋め込まれた描画であれば状況の理解を共有した上で参加者の多様性を引き出すことができる。本発表は、著者らが制作してきたマンガ教材による海外のワークショップにおける試みについて報告する。</p>

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    • ピクトグラム・ネットワークによる作文改善支援

      吉澤 小百合, 國上 真章, 高橋 聡, 吉川 厚, 寺野 隆雄

      人工知能学会全国大会論文集  6 2012 

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      <p>外国語の作文教育において,読者が理解し易くなるような改善策や修正を提示したり評価したりすることは指導者にとって多大な労力を要する。本研究では,Pict-Net Abstractionという新しい作文教育支援法を提案し,その有効性の検証を行う。ピクトグラム・ネットワークを利用し,学習者同士が互いの作文を可視化要約することにより,作文者の意図と読者の理解の乖離を比較し,論旨の曖昧さや多義性を検出する。</p>

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    • Conducting Global Business Education by MANGA case - Our trial in International Workshop

      折田 明子, 吉川 厚, 寺野 隆雄

      人工知能学会全国大会論文集  6 2012 

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    • 学習における気づきの変化を測る

      内田瑛, 折田明子, 國上真章, 寺野隆雄, 吉川厚

      人工知能学会全国大会論文集(CD−ROM)  6 2012 

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    • ネットワークモデルの大規模エージェント・シミュレーションに関する考察

      新井豊, 吉川厚, 山本学, 寺野隆雄

      知能システムシンポジウム資料  15 3 2012 

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    • エージェントシミュレーションによる複数店舗間のポイントサービスと値引き戦略の分析

      田中祐史, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      知能システムシンポジウム資料  15 3 2012 

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    • エージェント技術を適用したリアルタイムデータ集計処理の設計

      村田悠也, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      情報処理学会全国大会講演論文集  6 3 2012 

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    • エージェントシミュレーションによる競争緩和手段としてのポイントサービスの分析

      田中祐史, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      人工知能学会知識ベースシステム研究会資料  2 3 2012 

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    • エージェント・ベース・シミュレーションを用いた教員配置問題の分析

      矢野雄大, 神澤篤啓, 山田隆志, 吉川厚, 寺野隆雄

      教育システム情報学会研究報告  3 2012 

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    • マンガキャラクターにおける視覚的特徴がその印象に与える影響

      内田 瑛, 折田 明子, 國上 真章, 寺野隆雄, 吉川 厚

      教育システム情報学会研究報告  3 2012 

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    • 教員資源配分としての教育施策効果の分析

      矢野雄大, 神澤篤啓, 山田隆志, 吉川厚, 寺野隆雄

      計測自動制御学会第1回社会システム部会研究会資料  3 2012 

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    • 画像処理によるマンガ教材の生成

      高橋聡, 高橋徹, 國上真章, 吉川厚, 寺野隆雄

      第6回E&Cシンポジウム  3 2012 

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    • エージェント・ベース・モデルによるイノベーション要因の分析

      木村幸平, 山田隆志, 吉川厚, 山本学, 寺野隆雄

      計測自動制御学会第1回社会システム部会研究会資料  2 2012 

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    • 経験学習の学習効果測定の方策

      吉川厚, 折田明子, 國上真章, 寺野隆雄

      教育システム情報学会 第37回全国大会  2012 

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    • Persona Conjoint Method: Measuring Learners' Latent Understandings and the Effect of Stereotypes in Complex Business Situations International conference

      Hikaru UCHIDA, Masaaki KUNIGAMI, Akiko ORITA, Takao TERANO, Atsushi YOSHIKAWA

      Grace Hopper Clelebration of Women in Computing (GHC2012)  2012 

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    • Measuring Learners' Awareness through Persona-Conjoint Method International conference

      Hikaru Uchida, Akiko Orita, Masaaki Kunigami, Takao Terano, Atsushi Yoshikawa

      34th Annual Cognitive Science Conference  2012 

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    • Points or Discount for Better Retailer Services - Agent-Based Simulation Analysis International conference

      Yuji Tanaka, Takashi Yamada, Gaku Yamamoto, Atsushi Yoshikawa, Takao Terano

      7th International Conference on KMO  2012 

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    • A Unified Agent-Based Model to Analyze Organizational Deviation and Kaizen Activities International conference

      Tomomi Kobayashi, Satoshi Takahashi, Masayuki Kunigami, Atsushi Yoshikawa, Takao Terano

      Proc. AAMAS 2011 Workshops-  2012 

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    • エージェントシミュレーションでケースを説明する

      小林知巳, 高橋聡, 國上真章, 吉川厚, 寺野隆雄

      JAWS 2012  2012 

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    • シミュレーションによる組織の状況に対応したITリーダーの効率的な育成方法の試案

      佐々木康浩, 吉川厚, 寺野隆雄

      JAWS 2012  2012 

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    • ポイント交換市場における制度設計

      奥津規矢, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第14回創発システムシンポジウム  2012 

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    • エージェント・ベース・シミュレーションを用いた組織における情報伝播の考察

      鍋田武頼, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第14回創発システムシンポジウム  2012 

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    • 大規模エージェントシミュレーションにおける特徴的な挙動の分析

      増田知昭, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第14回創発システムシンポジウム  2012 

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    • タブレット端末を用いた英語作文支援システムの開発

      滕杰, 高橋聡, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第14回創発システムシンポジウム  2012 

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    • 拡張現実感を用いた博物館での能動的学習に関する研究

      藤野俊樹, 高橋聡, 高橋徹, 楠房子, 稲垣成哲, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第18回創発システム・シンポジウム「創発夏の学校2012」  2012 

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    • マンガ描画技法が学習者に与える印象の分析 ―マンガ教材の品質改善に向けて―

      内田瑛, 高橋徹, 國上真章, 折田明子, 寺野隆雄, 吉川厚

      教育システム情報学会第37回全国大会  2012 

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    • 研究実践のための観点を獲得する学習と評価の手法―研究初心者に向けたマンガ教材学習への発展可能性― International conference

      内田瑛, 高橋徹, 寺野隆雄, 吉川厚

      General conference on Emerging Arts of Research on management and administration 2012  2012 

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    • 拡張現実感システムを用いた博物館での発想学習に関する研究 International conference

      藤野俊樹, 高橋聡, 高橋徹, 楠房子, 稲垣成哲, 山本学, 吉川厚, 寺野隆雄

      General conference on Emerging Arts of Research on management and administration 2012  2012 

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    • Pictogram network: Evaluating English composition skills, International conference

      Sayuri Watanabe Yoshizawa, Sasaaki Kunigami, Satoshi Takahashi, Takao Terano, Atsushi Yoshikawa

      Proc. IEEE Int. Prof. Comm. Conf.  2012