Updated on 2022/11/25

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 ( 3 1991   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

  • データサイエンス

  • ナラティブアプローチ

  • 気づきのメカニズム

  • リーダーシップ

  • 実践知教育

  • 教授法開発

  • 教材情報システム

  • 社会実装

  • 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
     

    Education

    • 4 1988 - 3 1991 
      Keio University   Graduate School of Science and Technology

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    • 4 1986 - 3 1988 
      Keio University   Graduate School of Science and Technology

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    • 4 1982 - 3 1986 
      Keio University   Faculty of Science and Technology

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      Country: Japan

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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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    • 2006 - Present 
      国際P2M学会   評議委員

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      Committee type:Academic society

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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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    • 2018 - 2021 
      教育システム情報学会   産学連携委員会 委員

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      Committee type:Academic society

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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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    • 7 2014 - 6 2020 
      日本科学教育学会   事務局長

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      Committee type:Academic society

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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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    • 2015 - 2019 
      教育システム情報学会   編集委員会 委員

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      Committee type:Academic society

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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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    • 7 2012 - 6 2014 
      日本科学教育学会   編集委員長

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      Committee type:Academic society

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    • 2003 - 2014 
      日本認知科学会   運営委員

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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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    • 7 2010 - 6 2012 
      日本科学教育学会   年会企画委員

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      Committee type:Academic society

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    • 7 2008 - 6 2012 
      日本科学教育学会   副会長

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      Committee type:Academic society

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    • 7 2006 - 6 2010 
      日本科学教育学会   個人情報保護管理委員会

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      Committee type:Academic society

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    • 7 2006 - 6 2008 
      日本科学教育学会   IT化推進委員会 幹事

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      Committee type:Academic society

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    • 7 2006 - 6 2008 
      日本科学教育学会   編集委員会 副委員長

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      Committee type:Academic society

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    • 7 2004 - 6 2008 
      日本科学教育学会   編集委員会 副委員長

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      Committee type:Academic society

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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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    • 7 1997 - 6 2004 
      日本科学教育学会   編集委員

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      Committee type:Academic society

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    • 4 1996 - 3 2000 
      人工知能学会 知的教育システム研究会   幹事

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      Committee type:Academic society

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    • 7 1993 - 6 1997 
      日本科学教育学会   編集幹事

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      Committee type:Academic society

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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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    Awards

    • 8 2022  
      日本科学教育学会  論文賞  教師による生徒の非認知的スキルの評価要因に関する研究 ―中学校数学科「データの活用」領域における調査結果の考察―
       
      青山和裕, 辻山洋介, 小松孝太郎, 永田潤一郎, 吉川厚

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      Award type:Honored in official journal of a scientific society, scientific journal 

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    • 6 2021  
      第3回日本メディカルAI学会学術集会  優秀一般演題賞  対話エージェントによる 問診システムの定量的調査
       
      佐藤 元己, 大河 勇斗, 藤堂 健世, 岡本 将輝, 北澤 正樹, 高橋 聡, 吉川 厚.

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    • 9 2017  
      日本科学教育学会  年会発表賞  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

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      Award type:Award from Japanese society, conference, symposium, etc. 

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    • 9 2016  
      日本科学教育学会  年会発表賞  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

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      Award type:Award from Japanese society, conference, symposium, etc. 

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    • 2013  
      日本シミュレーション&ゲーミング学会  論文賞  ビジネスゲーム学習者の行動プロセスの研究-改良したパフォーマンスシートを用いて- シミュレーション&ゲーミング
       
      越山修,國上真章,吉川厚, 寺野隆雄

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    • 2013  
      計測自動制御学会 第5回社会システム部会研究会  研究会賞  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

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    • 7 2012  
      General conference on Emerging Arts of Research on management and administration(GEAR) 2012  大会発表賞  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―
       
      内田瑛, 高橋 徹, 寺野隆雄, 吉川厚

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      Award type:Award from international society, conference, symposium, etc. 

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    • 4 2011  
      The 4th Japan-China Joint Symposium on Information Systems  Best Paper Award  Development of Agent-Based In-Store Simulator to Analyze Pedestrian Behaviors,
       
      Fumiaki Sato, Masaki Kitazawa, Takashi Yamada, Atsushi Yoshikawa, Takao Terano

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      Award type:Award from international society, conference, symposium, etc. 

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    • 2002  
      インタラクション2002  ベストインタラクティブ発表賞受賞  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

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      Award type:Award from Japanese society, conference, symposium, etc. 

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    Papers

    • サービス事業の市場適合性向上を支援する事業仮説検証ツールの構想 Peer-reviewed

      小林 亜紀子, 北澤 正樹, 高橋 聡, 吉川 厚

      国際P2M学会誌17 ( 1 ) 190 - 210   23 10 2022

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      Authorship:Last author   Language:Japanese   Publishing type:Research paper (scientific journal)  

      DOI: 10.20702/iappmjour.17.1_190

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    • School Virus Infection Simulator for customizing school schedules during COVID-19 Peer-reviewed

      Satoshi Takahashi, Masaki Kitazawa, Atsushi Yoshikawa

      Informatics in Medicine Unlocked   101084 - 101084   13 9 2022

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      Authorship:Last author   Language:English   Publishing type:Research paper (scientific journal)   Publisher:Elsevier BV  

      DOI: 10.1016/j.imu.2022.101084

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    • Mining User Similarity from GPS Trajectory Based on Spatial-temporal and Semantic Information Peer-reviewed

      Quihan Han, Atsushi YOSHIKAWA, Masayuki YAMAMURA

      3rd International Conference on Information Science, Parallel and Distributed Systems (ISPDS)   22 7 2022

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

      File: 56360_ART174.pdf

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    • Genetic Algorithm-based Reproduction of Certainty Effect: From the perspective of survival environments Peer-reviewed

      Jiateng Pan, Atsushi Yoshikawa, Masayuki Yamamura

      2022 4th International Conference on Communications, Information System and Computer Engineering (CISCE)   27 5 2022

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      Authorship:Last author, Corresponding author   Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:IEEE  

      DOI: 10.1109/cisce55963.2022.9851170

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    • A New Model for Bias-Generating Agent-Based Simulation and Its Application to Election Systems: Allowing Agents to Make Mistakes for a Reason Peer-reviewed

      Jiateng Pan, Atsushi Yoshikawa, Masayuki Yamamura

      Mathematical Problems in EngineeringVolume 2022   1 - 12   13 4 2022

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      Authorship:Last author   Language:English   Publishing type:Research paper (scientific journal)   Publisher:Hindawi Limited  

      Several studies have proposed that vote tampering based on heuristic algorithms can manipulate voters' votes. It can be found from the analysis of the poll results of the 2016 US election that the frequency of "Trump won," which is generally considered a black swan phenomenon, is not low and even reached 16.8%. However, many models are unable to restore the generation of such a high frequency of black swan phenomena. In this study, the black swan phenomenon is successfully reproduced using a bias-generating agent-based election system model. By adjusting the tampering method, the frequency of the black swan phenomenon will change from 5% to 15%. From the simulation results, it can be observed that one of the possible causes of the black swan phenomenon is the tampering of the voting results, which leads to more biased voters, thus increasing the frequency of the winning elections. This study proposes that to obtain more realistic simulation results, it is necessary to introduce more realistic perceptual models for agents, rather than relying solely on random functions. Allowing agents to make mistakes for a reason should be an integral part of multi-agent-based simulation in the field of pairwise human simulation.

      File: Panけんき.pdf

      DOI: 10.1155/2022/4010945

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    • 教師による生徒の非認知的スキルの評価要因に関する研究 ―中学校数学科「データの活用」領域における調査結果の考察― Peer-reviewed

      青山和裕, 辻山洋介, 小松孝太郎, 永田潤一郎, 吉川厚

      科学教育研究Vol. 46 ( No. 1 ) 91 - 103   8 4 2022

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      Authorship:Last author, Corresponding author   Language:Japanese   Publishing type:Research paper (scientific journal)  

      File: 46_91.pdf

      DOI: 10.14935/jssej.46.91

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    • PNCF: neural collaborative filtering based on pre-trained embedding Peer-reviewed

      Jianqi Pan, Masayuki Yamamura, Atsushi Yoshikawa

      International Conference on Neural Networks, Information, and Communication Engineering (NNICE 2022)   25 3 2022

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      Authorship:Last author   Publishing type:Research paper (international conference proceedings)   Publisher:SPIE  

      File: PNCF220203.pdf

      DOI: 10.1117/12.2639163

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    • Peak Shift Estimation: A Novel Method to Estimate Ranking of Selectively Omitted Examination Data Peer-reviewed

      Satoshi Takahashi, Masaki Kitazawa, Ryoma Aoki, Atsushi Yoshikawa

      2021 IEEE International Conference on Engineering, Technology & Education (TALE)   15 - 22   5 12 2021

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

      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.

      DOI: 10.1109/tale52509.2021.9678753

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    • School Virus Infection Simulator for Customizing School Schedules During COVID-19

      Satoshi Takahashi, Masaki Kitazawa, Atsushi Yoshikawa

      arXiv   7 10 2021

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      Authorship:Last author   Language:English   Publishing type:Research paper (other academic)  

      During the Coronavirus 2019 (the covid-19) pandemic, schools continuously
      strive to provide consistent education to their students. Teachers and
      education policymakers are seeking ways to re-open schools, as it is necessary
      for community and economic development. However, in light of the pandemic,
      schools require customized schedules that can address the health concerns and
      safety of the students considering classroom sizes, air conditioning equipment,
      classroom systems, e.g., self-contained or compartmentalized. To solve this
      issue, we developed the School-Virus-Infection-Simulator (SVIS) for teachers
      and education policymakers. SVIS simulates the spread of infection at a school
      considering the students' lesson schedules, classroom volume, air circulation
      rates in classrooms, and infectability of the students. Thus, teachers and
      education policymakers can simulate how their school schedules can impact
      current health concerns. We then demonstrate the impact of several school
      schedules in self-contained and departmentalized classrooms and evaluate them
      in terms of the maximum number of students infected simultaneously and the
      percentage of face-to-face lessons. The results show that increasing classroom
      ventilation rate is effective, however, the impact is not stable compared to
      customizing school schedules, in addition, school schedules can differently
      impact the maximum number of students infected depending on whether classrooms
      are self-contained or compartmentalized. It was found that one of school
      schedules had a higher maximum number of students infected, compared to
      schedules with a higher percentage of face-to-face lessons. SVIS and the
      simulation results can help teachers and education policymakers plan school
      schedules appropriately in order to reduce the maximum number of students
      infected, while also maintaining a certain percentage of face-to-face lessons.

      DOI: 10.48550/arXiv.2110.03615

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      Other Link: http://arxiv.org/pdf/2110.03615v2

    • The Shin-Life Career Game: Pursuing Your New Life Style through Gaming Simulation Peer-reviewed

      Sakata Akinobu, Kikuchi Takamasa, Okumura Ryuichi, Kunigami Masaaki, yoshikawa atsushi, YAMAMURA MASAYUKI, Terano Takao

      eKNOW 2021, The Thirteenth International Conference on Information, Process, and Knowledge Management   14 - 20   18 7 2021

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      Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:International Academy, Research, and Industry Association  

      File: eknow_2021_1_30_68004 (1).pdf

      CiNii Article

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    • Overfitting-based Bias-generating Neural-network : Simulation of Pavlov’s Dog Peer-reviewed

      Jiateng Pan, Atsushi Yoshikawa, Masayuki Yamamura

      2021 International Symposium on Artificial Intelligence and its Application on Media (ISAIAM)   78 - 81   5 2021

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      Authorship:Last author, Corresponding author   Language:Japanese   Publishing type:Research paper (international conference proceedings)   Publisher:IEEE  

      Since the advent of artificial intelligence techniques, many scholars have considered the phenomenon of overfitting to be negative and have worked to eliminate it. However, there are still many scholars who believe that the phenomenon of overfitting is worth exploiting. This paper argues that the phenomenon of overfitting of neural networks can reproduce the process of biologically generated prejudice, and builds a neural network prone to overfitting and applies it to a simple model of a dog. The simulations showed that the behavior of the simulated dog was similar to the conditioned reflexes in Pavlov's dog experiments. Therefore, this paper argues that the judicious use of overfitting techniques can better enable artificial intelligence to be 'each in its way'.

      DOI: 10.1109/isaiam53259.2021.00023

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

      Satoshi Takahashi, Hiroki Kuno, Atsushi Yoshikawa

      arXiv   11 3 2021

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      Authorship:Last author   Language:English   Publishing type:Research paper (other academic)  

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

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

      International Journal on Advances in SoftwareVol. 14 ( No. 1\&2 ) 107 - 121   2021

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      identifier:oai:t2r2.star.titech.ac.jp:50604753

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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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      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.

      DOI: 10.9746/jcmsi.6.147

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    • Analysis of the Causes and Solutions of Apartheid Based on Schelling Model with Welfare Policy Peer-reviewed

      Jiateng Pan, Atsushi Yoshikawa, Masayuki Yamamura

      IOP Conference Series: Earth and Environmental Science608 ( 1 ) 012018 - 012018   1 12 2020

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      Abstract

      In recent years, with the widespread dissemination of the concept of anti-racial discrimination, various countries have introduced a series of welfare policies for ethnic minorities, trying to control population apartheid to alleviate the generation of racial conflicts, and many achievements have been made. However, apartheid seems to have rebounded recently. This paper proposes the Schelling model with welfare policies to analyze the reasons for the rebound phenomenon and propose possible solutions.

      File: Pan2020608.pdf

      DOI: 10.1088/1755-1315/608/1/012018

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    • Uncovering Users’ Decisions through Serious Game Playing with A Formal Description Method Peer-reviewed

      Akinobu SAKATA, Takamasa KIKUCHI, Ryuichi OKUMURA, Masaaki KUNIGAMI, Atsushi YOSHIKAWA, Masayuki YAMAMURA, Takao TERANO

      Proceedings of the Thirteenth China-Japan International Workshop on Information Technology and Control Applications   9 2020

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    • 教育データの利活用 Invited

      吉川厚

      教育システム情報学会誌   2020

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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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      © 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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    • 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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      © 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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    • Evaluating Business Skills through Plural Moves and Decisions during Gaming Plays Peer-reviewed

      Hiroki Kuno, Shinichiro Yamauchi, Hikaru Uchida, Atsushi Yoshikawa, Takao Terano

      International Simulation and Gaming Association   9 7 2018

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    • Classroom design to judge by statistical probability in A junior high school Invited Peer-reviewed

      Norihiro Nishinaka, Atsushi Yoshikawa

      10th International Conference on Teaching Statistics   8 7 2018

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      File: ICOTS10_2G2.pdf

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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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      <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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      © 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

    • Classification of Japanese Graduate Schools: In terms of educational practices and the grown globalization competencies by the policies. Peer-reviewed

      Taiyo Utsuhara, Masaki Uto, Asana Ishihara, Atsushi Yoshikawa, Maomi Ueno

      Conference of International Federation of Classification Societies   1 12 2017

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

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

      4th Annual Conf. on Computational Science & Computational Intelligence (CSCI'17).   381 - 386   12 2017

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      © 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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    • Cognitive Investigation of Dynamic Educational Presentation Toward Better Utilization of Presentation Characteristics Peer-reviewed

      Yasuhisa Okazaki, Atsushi Yoshikawa

      25th International Conference on Computers in Education   355 - 360   12 2017

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      © 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.

      File: Cognitive Investigation of Dynamic Educational Presentation toward Better Utilization of Presentation Characteristics.pdf

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    • Real Time Workers&amp;apos; 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   1 11 2017

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      This paper presents a real time workers' behavior analyzing system using wearable sensors which combine Bluetooth low energy beacon (Beacon) and acceleration sensor to measure production progress and work history data in a cellular manufacturing system. It takes a lot of cost to collect those data on the cellular manufacturing line where workers' work is mainly conducted. For the purpose, we first built an experimental cellular manufacturing line and collected workers' behavioral data. Next, we developed our system and determined analyzing parameters using workers' behavioral data. Finally, we built another experimental cellular manufacturing line, and we measured production progress and work history data from our system. We then compared the result with a conventional visual method using video. The results revealed that our system measured the productivity data in the cellular manufacturing line which does not use a machine, and we could gather production progress and work history data more quickly than the conventional method. We believe that our system will make it possible to increase the efficiency of the supply chain system, to get a quick feedback in daily production, and to improve production.

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

      DOI: 10.9746/jcmsi.10.536

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    • Features of Globalization in Japanese Graduate Schools Peer-reviewed

      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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    • 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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      <p>We discuss how a system to support the facilitation efforts of inexperienced case leaders can be brought close to reality. We begin by considering methods to support facilitation efforts directed at novices. For this purpose, we conduct two tests. Using the test results, we propose that as one capability of a support system, the system should include some mechanism for recommending participants found by pretesting to already have a high level of knowledge, and that such recommended participants be given particular encouragement by the facilitator to externalize their discoveries. Also, the system should include some mechanism for recommending how to split up group members based on pretest results. By this mechanism, we can provide each group with a good balance of participant skill levels, including participants with a high skill level, and such an arrangement should encourage the groups in learning occurrence by letting them discover a new viewpoint.</p>

      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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      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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      <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) Peer-reviewed

      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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    • 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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      <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 Peer-reviewed

      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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      <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 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誌34 ( 2 ) 172 - 177   2017

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      DOI: 10.14926/jsise.34.172

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    • An Agent-Based Scenario Analysis for Tourism Policy Decisions Peer-reviewed

      Shinnosuke Hosonuma, Satoshi Takahashi, Atsushi Yoshikawa, Takao Terano

      5th Asian Conference on Information Systems   27 10 2016

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    • Agent-Based Simulation Model for People Evacuation Support with Artificial Reality Facilitated Mobile Devices Peer-reviewed

      Akinobu Sakata, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      Korea-Japan Social Simulation Workshop 2016 (JaKoSS 2016).   21 10 2016

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    • An Agent-Based Scenario Analysis for Tourism Policy Decisions Peer-reviewed

      Shinnosuke Hosonuma, Satoshi Takahashi, Atsushi Yoshikawa, Takao Terano

      Korea-Japan Social Simulation Workshop 2016 (JaKoSS 2016).   21 10 2016

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    • Real Time Simulator with Multiple Worker's Behavior Data for a Cellular Manufacturing System. Peer-reviewed

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

      Korea-Japan Social Simulation Workshop 2016 (JaKoSS 2016).   10 2016

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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

      2016 World Automation Congress (WAC)2016-October   7 2016

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      © 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

      2016 IEEE 40th Annual Computer Software and Applications Conference (COMPSAC)2   117 - 122   6 2016

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      © 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 Peer-reviewed

      SEC journal11 ( 4 ) 8 - 15   2016

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

      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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    • A Systematic Approach to Manga Case Method Peer-reviewed

      Satoshi Takahashi, Toru Takahashi, Akiko Orita, Atsushi YOSHIKAWA

      The 23rd International Conference on Computers in Education   154 - 159   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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    • Mining Treasures from Practical Studies Invited

      YOSHIKAWA Atsushi, Atsushi Yoshikawa

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

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      Authorship:Lead author, Corresponding author   Language:Japanese   Publishing type:Research paper (other academic)   Publisher:The Japanese Society for Artificial Intelligence  

      DOI: 10.11517/jjsai.30.4_523

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    • Persona Design Method for Evaluating Business Skills Peer-reviewed

      Takao Terano, Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa

      Journal on Innovation and Sustainability. RISUS ISSN 2179-35656 ( 1 ) 58 - 68   30 3 2015

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      This paper describes a novel method to apply the persona design method in marketingscience to the human resource management domain. Using the technique, employees in abusiness firm can identify and rank the images of the business skills the ideal leaders of an ITorientedorganization. To clarify the differences in recognition, we apply the persona technique.The persona technique was started in the user interface field of computer software developmentor marketing strategies, and has spread to the product development field. The proposedmethod 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) getquestionnaire data on the personas from subjects, 5) evaluate the data recorded on respondentquestionnaires. Using the proposed method, we successfully detected the ordering of differentemployee images of organization leaders.

      DOI: 10.24212/2179-3565.2015v6i1p58-68

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    • If Experience is Worth, How Experts Behave in a Manga Case Peer-reviewed

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

      The Seventh International Conference on Information, Process, and Knowledge Management ( eKNOW 2015)   22 2 2015

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

      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.

      DOI: 10.14926/jsise.32.236

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

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      International Conference on Knowledge Management in Organizations   288 - 299   9 2014

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

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    • How can Start-up Business Firms Keep the Motivations of Employees? -Analyzing Organizational Management Strategies through an Agent Based Model- Peer-reviewed

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

      The Sixth International Conference on Information, Process, and Knowledge Management (eKNOW 2014)   23 3 2014

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

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

      Journal on Innovation and Sustainability. RISUS ISSN 2179-35655 ( 1 ) 88 - 88   20 1 2014

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      This paper presents in-store customer behavioral model gathered from RFID (RadioFrequency Identification) tags communication data. Although this kind of research has beenmade by various methods such as interviewing or tracking behind customers, Conventionalresearch methods are made by with the existence of customer tracking research, so far. Forcollection of natural customer behavior, we made a customer in-store behavior research withRFID tags in a real retail store. In a conventional store design theory, it has been thought thatincreasing 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 experimentalresults suggest that there is a correlation between the spent of time and the length of customerwalking path.

      DOI: 10.24212/2179-3565.2014v5i1p88-96

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

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      2014 Nineth International Knowledge Management in Organizations Conference   288 - 299   2014

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

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

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      Springer Proceedings in Complexity   499 - 511   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.

      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 Peer-reviewed

      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 Peer-reviewed

      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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      Other Link: https://dblp.uni-trier.de/db/conf/kmo/kmo2014.html#SasakiKYT14

    • 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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      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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    • Persona design Method for Evaluating Business Skills Peer-reviewed

      Yoshihiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      10th International Conference on Innovation and Management (ICIM 2013)   12 2013

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    • Persona Design Method: Investigating What They Feel about Business Leasers Peer-reviewed

      Yoshihiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      International Conference on Information Systems (ICIC)   12 2013

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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

      10th International Conference on Innovation and Management 10th.   12 2013

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    • Uncovering Hidden Characteristics of Your Business Leaders. Peer-reviewed

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano

      2013 Eighth International Knowledge Management in Organizations Conference   9 9 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 Peer-reviewed

      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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    • Case Meets Agent-Simulation: Toward Model-Based Case Development in a Service Domain Peer-reviewed

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

      2013 Frontier in Service Conference   7 2013

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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   4 5 2013

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

      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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    • Is There Innovation or Deviation?-Analyzing Emergent Organizational Behaviors through an Agent Based Model and a Case Design Peer-reviewed

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

      The Fifth International Conference on Information, Process, and Knowledge Management (eKNOW 2013)   24 2 2013

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      File: eknow_2013_8_20_60075.pdf

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    • Agent-Based Simulation of Diversity and Organizational Performance Peer-reviewed

      Satoshi Takahashi, Tomomi Kobayashi, Masaaki Kunigami, Takashi Yamada, Gaku Yamamoto, Atsushi Yoshikawa, and 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- Peer-reviewed

      Yasuhiro Sasaki, Hikaru Uchida, Masaaki Kunigami, Atsushi Yoshikawa, Takako Terano

      The Fifth International Conference on Information, Process, and Knowledge Management (eKNOW 2013)   2013

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    • Eye tracker gaze analysis of learners watching the writing process Peer-reviewed

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

      Proceedings of the 21st International Conference on Computers in Education, ICCE 2013   379 - 384   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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    • 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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      Authorship:Last author   Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:WUHAN UNIV TECHNOLOGY PRESS  

      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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      Authorship:Lead author   Language:Japanese   Publishing type:Research paper (other academic)   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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      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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      Other Link: https://dblp.uni-trier.de/db/conf/kmo/kmo2012.html#TanakaYYYT12

    • Pictogram network: Evaluating english composition skills Peer-reviewed

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

      2012 IEEE International Professional Communication Conference   1 - 6   10 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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    • 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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    • A Unified Agent-Based Model to Analyze Organizational Deviation and Kaizen Activities Peer-reviewed

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

      AAMAS'11: Proceedings of the 10th international conference on Advanced Agent Technology   384 - 395   2012

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      Authorship:Last author   Language:English   Publishing type:Part of collection (book)   Publisher:Springer Berlin Heidelberg  

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

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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

      7th International Conference on KMO   2012

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    • Persona Conjoint Method: Measuring Learners' Latent Understandings and the Effect of Stereotypes in Complex Business Situations Peer-reviewed

      Hikaru UCHIDA, Masaaki KUNIGAMI, Akiko ORITA, Takao TERANO, Atsushi YOSHIKAWA

      Grace Hopper Celebration of Women in Computing (GHC2012)   2012

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    • Pictogram Network to Support English Composition Instructors. Peer-reviewed

      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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      Other Link: https://dblp.uni-trier.de/conf/cogsci/2012

    • Measuring Learners' Awareness through Persona-Conjoint Method Peer-reviewed

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

      34th Annual Cognitive Science Conference   2012

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      Other Link: https://dblp.uni-trier.de/conf/cogsci/2012

    • 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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      Authorship:Last author, Corresponding author   Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:SPRINGER-VERLAG BERLIN  

      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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      Other Link: https://dblp.uni-trier.de/db/conf/atal/aamas2011w.html#KobayashiTKYT11

    • 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 Ninth International Conference on Innovation and Managemen   778 - 791   2012

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      Authorship:Last author   Language:English   Publishing type:Research paper (international conference proceedings)   Publisher:WUHAN UNIV TECHNOLOGY PRESS  

      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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    • 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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      Authorship:Last author   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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    • Computer Supported Business Gaming Simulator for Managers Peer-reviewed

      Takao Terano, Atsushi Yoshikawa, Osamu Koshiyama

      Rethinking Business and Business Education   21 11 2011

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    • Design of Situated Intelligence Training -A method for executive training using MANGA- Peer-reviewed

      Atsushi Yoshikawa, Akiko Orita, Takao Terano

      Rethinking Business and Business Education   10 2011

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    • Conducting Situated Intelligence Training-Practices of executive training using MANGA- Peer-reviewed

      Akiko Orita, Atsushi Yoshikawa, Takao Terano

      Rethinking Business and Business Education   10 2011

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

      Sayuri Yoshizawa, Atsushi Yoshikawa, Takao Terano

      2011 IEEE International Professional Communication Conference   10 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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    • The Effect of Management Style Formalization with Growth of Organization - An Agent-Based Model Peer-reviewed

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

      6-th Conference on Knowledge Management in Organization   9 2011

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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

      AAMAS'11 Proceedings of the 10th international conference on Advanced Agent Technology   384 - 395   2 5 2011

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

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    • Development of Agent-Based In-Store Simulator to Analyze Pedestrian Behaviors. Peer-reviewed

      Fumiaki Sato, Masaki Kitazawa, Takashi Yamada, Atsushi Yoshikawa, Takao Terano

      The 4th Japan-China Joint Symposium on Information Systems (JCIS2011).   31 - 34   6 4 2011

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    • Practical IS-Education using MANGA Peer-reviewed

      Akiko Orita, Atsushi YOSHIKAWA, Takao Terano

      Organizations and Society in Information Systems (OASIS) 2011   4 2011

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    • Analysis of Success Factors of IT Projects based on Social Network Theory Peer-reviewed

      Kenji Konishi, atsushi yoshikawa, Takao Terano

      The 4th Japan-China Joint Symposium on Information Systems (JCIS 2011)   4 2011

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      File: Analysis of Success Factors of IT Projects Based on Social Network Theory[JCIS].pdf

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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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    • 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 Peer-reviewed

      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 Peer-reviewed

      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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    • Workshop on Business Case Studies Using Narrative Approach with MANGA Texts. Peer-reviewed

      Akiko Orita, Atsushi Yoshikawa, Takao Terano

      6-th Conference Knowledge Management in Organization (KMO 2011)   2011

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

      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 Peer-reviewed

      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 Peer-reviewed

      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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    • Analyzing the effects of peer review activities in the EFL writings Peer-reviewed

      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   1 12 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.

      File: C6SP163.pdf

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    • Making a Complex MANGA Case for Learning in Practice: Embedding Awareness, Experience and Knowledge in the Description Peer-reviewed

      Akiko Orita, Atsushi Yoshikawa, Takao Terano

      CELDA 2010 : IADIS International Conference Cognition and Exploratory Learning in Digital Age 2010   15 10 2010

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    • She is the CTO! Developing MANGA cases in IT education Peer-reviewed

      Akiko Orita, Mikako Ogawa, Atsushi Yoshikawa, Hideo Yamamoto

      Grace Hopper Celebration 2010   29 9 2010

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    • Unifying Organizational Deviation and KAIZEN Activities - An Agent Based Model. Ernst Peer-reviewed

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

      3rd World Congress on Social Simulation (WCSS 2010)   6 9 2010

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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

      7th International Conference on Service Systems and Service Management (ICSSSM 2010)   18 - 22   2 8 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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    • 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

      Proceedings of the 12th International Conference on Electronic Commerce Roadmap for the Future of Electronic Business - (ICEC '10)   1 - 7   2 8 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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    • How Do Customers Move in a Supermarket? -Analysis by Real Observation and Agent Simulation-. Peer-reviewed

      Masaki Kitazawa, Masakazu Takahashi, Takashi Yamada, Atsushi Yoshikawa, Takao Terano

      The 3rd Japan-China Joint Symposium on Information Systems (JCIS 2010).   23 - 26   4 2010

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    • Social Networks of Members of Software Development Projects Peer-reviewed

      Kenji Konishi, Takashi Yamada, Atsushi Yoshikawa, Takao Terano

      The 3rd Japan-China Joint Symposium on Information Systems (JCIS 2010)   4 2010

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      File: Social Networks of Members of Software Development Projects.pdf

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    • Business Case Studies Using Narrative Approach with MANGA Texts Peer-reviewed

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

      23rd Annual IEEE-CS Conference on Software Engineering Education and Training (CSEE&T 2010)   11 3 2010

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    • Design of Learning Assessments Invited

      Yoshikawa Atsushi, Ueno Maomi

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

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

      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.

      DOI: 10.14935/jssej.34.154

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    • Are Peer Review Activities Good for English-as-a-Foreign-Language Classes? Peer-reviewed

      Sayuri Yoshizawa, Atsushi YOSHIKAWA, Takao Terano

      The 7th International conference on cognitive science (ICCS 2010)   2010

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    • Advanced Case-Method training with "MANGA": Our Challenge on Transferring Tacit Knowledge to Practical Use Peer-reviewed

      Akiko Orita, Mikako Ogawa, Atsushi Yoshikawa, Hideo Yamamoto

      Organizations and Society in Information Systems (OASIS)   12 2009

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    • Identification of Voting with the Feet through Agent-Based Modeling Peer-reviewed

      Rio Nishida, Takashi Yamada, Atsushi Yoshikawa & Takao Terano

      The Sixth International Workshop on Agent-based Approaches in Economic and Social Complex Systems8   119 - 132   13 11 2009

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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.

      DOI: 10.1007/978-4-431-53907-0_9

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    • Exploring Trade Execution Strategies through U-Mart Simulation Experiments Peer-reviewed

      ZhangLong Chen, Hiroshi Takahashi, Takashi Yamada, Atsushi Yoshikawa, Takao Terano

      the 9th Asia-Pacific Complex Systems Conference   4 11 2009

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

      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>

      DOI: 10.32165/jasag.19.2_145

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      Other Link: http://dl.ndl.go.jp/info:ndljp/pid/10752789

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

      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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    • Evacuation behaviors in an emergency station by agent-based approach Peer-reviewed

      Kazuki Satoh, Toru Takahashi, Takashi Yamada, Atsushi Yoshikawa, Takao Terano

      IADIS International Conference Intelligent Systems and Agents 2009 (part of MCCSIS 2009)   2009

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      File: EVACUATION_BEHAVIORS_IN_AN_EMERGENCY_STATION_BY_AGENT-BASED_APPROACH.pdf

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

      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 Peer-reviewed

      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.

      DOI: 10.20702/iappmjourante.3.2_77

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    • 特集「科学的リテラシー」 Invited

      吉川 厚

      科学教育研究32 ( 4 ) 243 - 244   2008

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      Authorship:Lead author   Language:Japanese   Publishing type:Research paper (other academic)   Publisher:一般社団法人 日本科学教育学会  

      DOI: 10.14935/jssej.32.243

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    • Evaluation of Training using Manga Textbook with Narrative Approach Peer-reviewed

      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 Peer-reviewed

      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.

      File: Analyzing Learners’ Behaviors in a Business Gaming Practice.pdf

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    • Knowledge Circulation by Training using Manga Textbook with Narrative Approach Peer-reviewed

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

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

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      Authorship:Last author   Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:一般社団法人 国際P2M学会  

      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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    • 「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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      File: 「ポジション・ペーパー」について.pdf

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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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      Authorship:Lead author   Language:Japanese   Publishing type:Research paper (other academic)   Publisher:THE INSTITUTE OF SYSTEMS, CONTROL AND INFORMATION ENGINEERS  

      File: 獲得した知識を活用するトレーニング.pdf

      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 Invited

      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 Invited

      吉川 厚

      科学教育研究29 ( 1 ) 1 - 2   2005

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      Authorship:Lead author   Language:Japanese   Publishing type:Research paper (other academic)   Publisher:一般社団法人 日本科学教育学会  

      File: 科学教育で扱ってほしいこと.pdf

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

      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.

      DOI: 10.1002/scj.10502

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

      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.

      File: 2003_Gaze_Tracking_System_for_Gaze-Based_Human-Computer_Interaction.pdf

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

      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.

      File: 2003_2点補正による簡易キャリブレーションを実現した視線測定システム.pdf

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

      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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      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 Peer-reviewed

      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 Peer-reviewed

      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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      File: 2002_ネットワーク型センシングボードを用いることによる協調学習支援システムの構築.pdf

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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 Peer-reviewed

      大野健彦, 武川直樹, 吉川厚

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

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    • FreeGaze: A gaze tracking system for everyday gaze interaction Peer-reviewed

      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.

      File: 2002_FreeGaze- A Gaze Tracking System for Everyday Gaze Interaction.pdf

      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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      File: 2002_A_System_for_Supporting_Group_Learning_in_Face_to_Face_and_Networked_Environments.pdf

      DOI: 10.1145/616706.616711

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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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      File: 2002_CSCL特集にあたって.pdf

      DOI: 10.14935/jssej.26.33

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    • A two-step model of acquisition of go patterns Peer-reviewed

      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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      Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:Japan Society for Science Education  

      DOI: 10.14935/jssep.25.0_127

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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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      File: 2000_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.pdf

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

      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.

      File: 2000_囲碁2段階パタン獲得.pdf

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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...

      File: 1999_Knowledge_Acquisition_from_Game_Records.pdf

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

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

      Hiroyuki Iida, Hitoshi Matsubara, Atsushi Yoshikawa

      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 Peer-reviewed

      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.

      File: 1999 - Yoshikawa - Relations between Skill and the Use of Terms.pdf

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

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

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

      YOSHIKAWA Atsushi, KOJIMA Takuya

      IPSJ Magazine39 ( 8 ) 825 - 830   15 8 1998

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      Authorship:Lead author   Language:Japanese   Publishing type:Research paper (other academic)   Publisher:Information Processing Society of Japan (IPSJ)  

      File: 1998_欧米に負けているコンピュータ囲碁.pdf

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

      Atsushi Yoshikawa, 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-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...

      File: 1997_Memory_Performance_of_Master_Go_Players.pdf

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

      David Fotland, Atsushi Yoshikawa

      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, 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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    • 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 - 18   1997

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    • Perception in TsumeGo under 4 Seconds Time Pressure Peer-reviewed

      Atsushi Yoshikawa, Yasuki Saito

      Proceedings of the Eighteenth Annual Conference of the Cognitive Science Society   8 1996

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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 Peer-reviewed

      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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      Authorship:Corresponding author   Language:Japanese   Publishing type:Research paper (scientific journal)   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.

      File: 1996_連動式状態遷移ニューラルネットワークによるk-Opt法的巡回順路置換実現.pdf

      DOI: 10.1541/ieejeiss1987.116.7_809

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

      相吉英太郎, 吉川厚

      計測と制御34 ( 5 ) 358 - 366   10 5 1995

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      Authorship:Last author, Corresponding author   Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:The Society of Instrument and Control Engineers  

      File: 1995_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-.pdf

      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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    • New perspective on optimization-Combinatorial by neural networks Peer-reviewed

      AIYOSHI E

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

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      File: 1992_ニューラルネットワークによる組み合せ最適化.pdf

      DOI: 10.1541/ieejeiss1987.112.9_533

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    • Intelligent Tutoring System for Electric Circuit Exercising Peer-reviewed

      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

      File: 1992-Intelligent_Tutoring_System_for_Electric_Circuit_Exercising.pdf

      DOI: 10.1109/13.144648

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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 - 44   1992

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    • ファジ-演算を使った作曲支援システム Peer-reviewed

      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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      File: 1991_ファジー演算を使った作曲支援システム.pdf

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

      YOSHIKAWA Atushi, OHBA Yujiro

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

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      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.

      File: 1991_大学電磁気学学習に関する指導戦略:第1報告 学生に対して行われたアンケート調査の分析に基づく理解レベルの評価.pdf

      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 Peer-reviewed

      YOSHIKAWA Atushi, OHBA Yujiro

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

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      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.

      File: 1991_大学電磁気学における教材の教授方法の違いによって生じた学生の概念構造:第2報告 学生に対して行われたアンケート調査の分析に基づく概念構造の把握.pdf

      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 Peer-reviewed

      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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      File: 1990_大学電磁気学学習における知的CAIシステム.pdf

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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 Peer-reviewed

      吉川 厚, 大場 勇治郎

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

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      Authorship:Lead author, Corresponding author   Language:Japanese   Publishing type:Research paper (scientific journal)   Publisher:応用物理学会  

      File: 1989_数式処理を使ったベクトル解析知的CAIシステム.pdf

      DOI: 10.11470/oubutsu1932.58.1117

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    Misc.

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    Books and Other Publications

    • 中学入試 知識だけでは解けない思考力問題集 社会

      吉川厚( Role: Supervisor (editorial))

      旺文社  20 6 2022  ( ISBN:9784010114049

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    • 中学入試 知識だけでは解けない思考力問題集 理科

      吉川厚( Role: Supervisor (editorial))

      旺文社  20 6 2022  ( ISBN:9784010114032

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    • 中学入試 知識だけでは解けない思考力問題集 国語

      吉川厚( Role: Supervisor (editorial))

      旺文社  20 6 2022  ( ISBN:9784010114025

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    • 中学入試 知識だけでは解けない思考力問題集 算数

      吉川厚( Role: Supervisor (editorial))

      旺文社  20 6 2022  ( ISBN:9784010114018

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    • 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

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    • Evolutionary Computing and Artificial Intelligence: Essays Dedicated to Takao Terano on the Occasion of His Retirement (Communications in Computer and Information Science)

      Atsushi YOSHIKAWA, Satoshi Takahashi( Role: Contributor ,  Beyond Educational Policy Making)

      Springer  21 3 2019  ( ISBN:9811369356

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      Total pages:152  

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    • Evolutionary Computing and Artificial Intelligence

      Fernando Koch, Atsushi Yoshikawa, Shihan Wang, Takao Terano( Role: Joint editor)

      Springer  21 3 2019 

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    • 人工知能学大事典

      人工知能学会( Role: Contributor ,  「教育産業における応用」、「eテスティング」、「教育の評価・分析」)

      共立出版  8 7 2017  ( ISBN:4320124200

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      Total pages:1579   Language:Japanese

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    • Global perspectives on service science : Japan

      Akiko Orita, Atsushi Yoshikawa, Takao Terano( Role: Contributor ,  MANGA-Case Training for Global Service Science)

      Springer  26 5 2016  ( ISBN:1493935925

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      Total pages:362   Language:English

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    • Knowledge Management in Organizations: 9th International Conference, KMO 2014, Santiago, Chile, September 2-5, 2014, Proceedings (Lecture Notes in Business Information Processing)

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano( Role: Contributor ,  Identifying the Images of Desirable Middle Managers: Persona Design Method for Evaluating Business Competencies)

      Springer  5 9 2014  ( ISBN:9783319086170

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      Total pages:428  

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    • The 8th International Conference on Knowledge Management in Organizations

      Yasuhiro Sasaki, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano( Role: Contributor ,  Uncovering Hidden Characteristics of Your Business Leaders)

      Springer  6 9 2013  ( ISBN:9789400772861

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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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    • 7th International Conference on Knowledge Management in Organizations: Service and Cloud Computing: Service and Cloud Computing (Advances in Intelligent Systems and Computing)

      Yuji Tanaka, Takashi Yamada, Gaku Yamamoto, Atsushi Yoshikawa, Takao Terano( Role: Contributor ,  Points or Discount for Better Retailer Services)

      Springer  18 7 2012  ( ISBN:9783642308666

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      Total pages:616  

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    • Advanced Agent Technology: AAMAS Workshops 2011, AMPLE, AOSE, ARMS, DOCM³AS, ITMAS, Taipei, Taiwan, May 2-6, 2011. Revised Selected Papers (Lecture Notes in Computer Science)

      Tomomi Kobayashi, Satoshi Takahashi, Masaaki Kunigami, Atsushi Yoshikawa, Takao Terano( Role: Contributor ,  A Unified Agent-Based Model to Analyze Organizational Deviation and Kaizen Activities)

      Springer  10 1 2012  ( ISBN:3642272150

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      Total pages:528  

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    • Agent-based approaches in economic and social complex systems VI : post-proceedings of the AESCS International Workshop 2009

      Rio Nishida, Takashi Yamada, Atsushi Yoshikawa & Takao Terano( Role: Contributor ,  Identification of Voting with Individual’s Feet Through Agent-Based Modeling)

      Springer  16 1 2011  ( ISBN:4431539069

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      Total pages:212   Language:English

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    • 中学校教育課程講座 数学〈平成20年改訂〉

      吉川厚( Role: Contributor ,  「第4章 第1節 D-3 誤差や近似値などの扱い」 「第4章 第2節 D-2 確率を用いて不確定な事象をとらえ説明すること」 「第4章 第2節 [数学的活動]-3 根拠を明らかにして説明し伝え合う活動」 「第4章 第3節 D-2 コンピュータの理由」)

      ぎょうせい  1 4 2009  ( ISBN:9784324084946

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      Total pages:xvii, 292p   Language:Japanese

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    • 中学校 新学習指導要領の展開 数学科編 平成20年版

      吉川厚( Role: Contributor ,  「(3) 第2学年「確率」」 「(2) 第2学年:根拠を明らかにして考え説明し伝え合う活動」, 「§5 コンピュータを活用すること」)

      明治図書出版  26 12 2008  ( ISBN:9784188434161

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      Total pages:185p   Language:Japanese

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    • Designing for Change in Networked Learning Environments

      Masanori Sugimoto, Fussako Kusunoki, Shigenori Inagaki, Kuniyoshi Takatoki, Atsushi Yoshikawa( Role: Contributor ,  Epro2: Design of a System and a Curriculum to Support Group Learning for School Children)

      Springer  30 6 2003  ( ISBN:9789048163212

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    • AI事典

      吉川厚( Role: Contributor ,  囲碁)

      共立出版  18 3 2003  ( ISBN:4320120639

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      Total pages:xii, 523p   Language:Japanese

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    • Machines that learn to play games

      Takuya Kojima, Atsushi Yoshikawa( Role: Contributor ,  Acquisition of go knowledge from game records)

      Nova Science  1 2001  ( ISBN:1590330218

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      Total pages:ix, 298 p.   Language:English

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    • Computers and games : first international conference, CG '98, Tsukuba, Japan, November 11-12, 1998 : proceedings

      Takuya Kojima, Atsushi Yoshikawa( Role: Contributor)

      Springer  1999  ( ISBN:3540657665

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      Total pages:xviii, 335 p.   Language:English

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    • ゲームプログラミング

      吉川厚( Role: Contributor ,  ゲームプログラミングと認知科学)

      共立出版  1 8 1998  ( ISBN:4320028988

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      Total pages:iv, 249p   Language:Japanese

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    • 遺伝アルゴリズムとニューラルネット : スケジューリングと組合せ最適化

      電気学会GA等組合せ最適化手法応用調査専門委員会( Role: Edit ,  「3章 ニューラルネットワークの原理的解説」,「4章 ニューラルネットワークの適用法と計算特性」)

      コロナ社  1 1 1998  ( ISBN:4339023507

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      Total pages:xiii, 272p   Language:Japanese

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    Presentations

    • 裁判員に対する意思決定支援 Invited

      浦東, 聡介, 磯田, 明朗, 吉川, 厚

      法と心理学会 第23回大会  23 10 2022 

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      Event date: 22 10 2022 - 23 10 2022

      Language:Japanese   Presentation type:Oral presentation (general)  

      File: 裁判員に対する意思決定支援 (1).pdf

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    • 中学校における反復試行の教材の開発とその反応分析

      西仲則博, 吉川厚, 高橋聡

      日本科学教育学会第46回年会  16 9 2022 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • 算数・数学における児童・生徒の学習状態の解析に関する研究 ~生理計測データと教師による主観的評価を照合して~ Invited

      青山和裕, 岡島彩莉, 山村雅幸, 吉川厚

      日本科学教育学会第46回年会  16 9 2022 

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    • 靴内部の温湿度から算出した WBGT とその評価

      秋永将人, 北澤正樹, 高橋聡, 吉川厚

      計測自動制御学会 ライフエンジニアリング部門シンポジウム2022  24 8 2022 

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      Event date: 24 8 2022 - 26 8 2022

      Language:Japanese   Presentation type:Oral presentation (general)  

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    • ストレスを軽減し情報を正確に開示させる対話エージェントキャラクターの開発

      藤堂 健世, 大河 勇斗, 佐藤 元己, 岡本 将輝, 丸山 雄平, 北澤 正樹, 高橋 聡, 吉川 厚, 山村 雅幸

      第4回日本メディカルAI学会学術集会  10 6 2022 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • Teachers’ Assessment on Non-Cognitive Skills Specific to Contents in Mathematics Education: Characteristics of Assessment in the Unit "Geometry" of Primary School Mathematics

      5 6 2022 

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

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    • Comparison and prediction factors for fertility rates by prefectures

      26 3 2022 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • A Study on the Improvement of NGCF Model by Introducing Attention Mechanism and Single Layer Reinforcement Method

      9 3 2022 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • 感染状況下における生産継続に必要なバックアップ作業者数の推定

      北澤 正樹, 高橋 聡, 吉川 厚

      人工知能学会全国大会論文集  2022 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • コンピュータとの対話でどこまで正確に患者情報を把握できるか?

      吉川厚

      第80回日本公衆衛生学会  21 12 2021 

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      Language:Japanese   Presentation type:Public lecture, seminar, tutorial, course, or other speech  

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    • ベイジアンネットワークを用いた小中学校の学力上昇下降を分ける問題分析

      石沢涼太, 北澤 正樹, 高橋 聡, 吉川 厚, 山村 雅幸

      学習分析学会 2021年度 第2回研究会  11 12 2021 

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    • Is active listing ratio the key to elicit medical information?

      23 11 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • Effects of organizational diversity on trading performance utilizing Agent-Based Modeling

      16 10 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • Conceptual proposal for a business hypothesis testing tool to help improve the market relevance of service business

      16 10 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • Analysis of the effect of appearance attributes of dialogue agents on self-disclosure

      3 9 2021 

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      Language:Japanese   Presentation type:Poster presentation  

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    • University strategy simulation in university entrance exams

      1 9 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • A Study on the Robustness of the Peakshift Method

      1 9 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • Development and Response Analysis of a Teacher's Material of "Two Coin Toss" lesson

      20 8 2021 

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

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    • 対話エージェントによる 問診システムの定量的調査

      佐藤 元己, 大河 勇斗, 藤堂 健世, 岡本 将輝, 北澤 正樹, 高橋 聡, 吉川 厚

      第3回日本メディカルAI学会学術集会  11 6 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • Teachers’ Assessment on Non-Cognitive Skills Specific to Contents in Mathematics Education

      6 6 2021 

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

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    • Teachers’ Assessment on Students’ Non-Cognitive Ability Specific to Contents and Activities in Mathematics Education: Methods of Survey and Analysis

      6 6 2021 

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

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    • The effect of the ratio of text and images in comics on learning effects

      Miao Lin, Atsushi Yoshikawa, Satoshi Takahashi, Masayuki Yamamura

      16 3 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • Confirmation of participants' dialogue transformation by dialogue agent's appearance attributes

      Human-Agent Interaction Symposium 2021  9 3 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • Pedagogical Analysis of Comics Textbooks for data science education -Based on the View of Students -

      Miao Lin, Atsushi Yoshikawa, Satoshi Takahashi

      8 3 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • Use whatever you can to promote EBPM

      16 1 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      File: 渡部.pdf

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    • Bias-generating Agent-based Simulation and its Application to Election Systems

      Jiateng Pan, Atsushi Yoshikawa, Masayuki Yamamura

      16 1 2021 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      File: Pan.pdf

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    • Teachers’ Assessment on Students’ Non-Cognitive Ability Specific to Contents in Mathematics Education: Through a Comparison of Mediation Models Affecting the Assessment of Non-Cognitive Abilities

      IWATA Koji, YOSHIKAWA Atsushi, NAKAGAWA Hiroyuki, ENOMOTO Satoshi, MIYAZAKI Mikio

      Proceedings of the Annual Meeting of Japan Society for Science Education  20 12 2021  Japan Society for Science Education

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      Event date: 2021 - 2021

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

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    • 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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    • Exploring contextual concept formation using Bongard problems

      Kense Todo, Atsushi Yoshikawa, Masayuki Yamamura

      17 9 2020 

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      Language:Japanese   Presentation type:Poster presentation  

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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

      7 6 2020 

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      Event date: 7 6 2020 - 7 6 2020

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

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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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    • 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 Education  2020  Japan Society for Science Education

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      Event date: 2020 - 2020

      Language:Japanese  

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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  2020  一般社団法人 日本科学教育学会

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      Event date: 2020 - 2020

      Language:Japanese  

      <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>

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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)  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 

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      Event date: 2020 - 2020

      Language:Japanese  

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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  21 12 2019 

    • 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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      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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      File: d_15_030.pdf

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

      9 3 2019 

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      Event date: 9 3 2019 - 9 3 2019

      Language:Japanese  

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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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    • 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 Education  2019  Japan Society for Science Education

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      Event date: 2019 - 2019

      Language:Japanese  

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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 Education  2019  Japan Society for Science Education

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      Event date: 2019 - 2019

      Language:Japanese  

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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  2019  一般社団法人 日本科学教育学会

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      Event date: 2019 - 2019

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

      <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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    • 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  2019  一般社団法人 日本科学教育学会

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      Event date: 2019 - 2019

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

      <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>

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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  2019  一般社団法人 日本科学教育学会

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      Event date: 2019 - 2019

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

      <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>

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

      2019 

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      Event date: 2019 - 2019

      Language:Japanese  

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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)  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)  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)  2019 

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      Event date: 2019 - 2019

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    • 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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      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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      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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      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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      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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      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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      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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    • 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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    • 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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    • 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 Education  2018  Japan Society for Science Education

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      Event date: 2018 - 2018

      Language:Japanese  

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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 Report  2018  Japan Society for Science Education

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      Event date: 2018 - 2018

      Language:Japanese  

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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)  2018 

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      Event date: 2018 - 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

      日本数学教育学会春期研究大会論文集  2018 

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      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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    • 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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    • 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

      合同エージェントワークショップ&シンポジウム JAWS (Joint Agent Workshop and Symposium) 2017  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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      <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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      Other Link: https://doi.org/10.14935/jssep.41.0_411

    • 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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      Other Link: https://doi.org/10.14935/jssep.41.0_171

    • グローバルコンピテンシーの育成に有効な教育施策 - 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

      日本行動計量学会大会抄録集  9 8 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

      Zaitsu Shumpei, yoshikawa atsushi, Terano Takao

      5 2017 

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      Event date: 5 2017 - 5 2017

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

      3 2017 

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      Event date: 3 2017 - 3 2017

      Language:Japanese  

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

      5 2016 

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      Event date: 5 2016 - 5 2016

      Language:Japanese  

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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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    • 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(JSiSE)2015年度特集論文研究会  3 2016 

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      Event date: 3 2016 - 3 2016

      Language:Japanese  

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

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education  2016  Japan Society for Science Education

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      Event date: 2016 - 2016

      Language:Japanese   Presentation type:Oral presentation (general)  

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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)  2016 

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      Event date: 2016 - 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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      Language:Japanese   Presentation type:Public lecture, seminar, tutorial, course, or other speech  

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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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      Other Link: https://doi.org/10.14935/jsser.31.4_57

    • 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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      Other Link: https://doi.org/10.14935/jsser.31.4_25

    • 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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      Other Link: https://doi.org/10.14935/jssep.40.0_427

    • 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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      Other Link: https://doi.org/10.14935/jssep.40.0_301

    • 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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      Other Link: https://doi.org/10.14935/jsser.30.3_65

    • 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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      Other Link: https://doi.org/10.14935/jssep.39.0_346

    • 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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      Other Link: https://doi.org/10.14935/jssep.39.0_87

    • 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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      Other Link: https://doi.org/10.14935/jssep.39.0_424

    • 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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      Other Link: https://doi.org/10.11517/jsaialst.74.0_03

    • 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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      Language:Japanese  

      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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    • 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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    • 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 Education  2015  Japan Society for Science Education

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      Event date: 2015 - 2015

      Language:Japanese  

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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 Information  2015  THE JAPAN SOCIETY FOR MANAGEMENT INFORMATION (JASMIN)

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      Event date: 2015 - 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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    • 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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      Event date: 2015 - 2015

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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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      Other Link: https://doi.org/10.11497/jasmin.2015f.0_443

    • 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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    • 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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      Language:Japanese   Presentation type:Oral presentation (general)  

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

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      日本科学教育学会年会論文集  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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    • 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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    • 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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      File: 2020年09月21日16時23分43秒.pdf

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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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    • 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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    • 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)  2014  一般社団法人 人工知能学会

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      Event date: 2014 - 2014

      Language:Japanese  

      <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 

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      Event date: 2014 - 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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    • 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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    • 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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      Other Link: https://doi.org/10.11497/jasmin.2013f.0.193.0

    • 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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    • 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

      人工知能学会 SIGDOCMAS  10 2013 

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      Event date: 10 2013 - 10 2013

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    • Study for Assessment in Statistical Class

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      日本科学教育学会年会論文集  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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      Other Link: https://doi.org/10.14935/jssep.37.0_120

    • 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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    • 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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    • 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

      合同エージェントワークショップ&シンポジウムJAWS2013  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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      Other Link: https://doi.org/10.11497/jasmin.2012f.0.69.0

    • Study on Statistical Class : Based on Making Decision

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      日本科学教育学会年会論文集  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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      Other Link: https://doi.org/10.14935/jssep.36.0_69

    • 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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    • 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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    • 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

      合同エージェントワークショップ&シンポジウム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

      合同エージェントワークショップ&シンポジウム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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    • アイトラッカーを用いた書く過程を提示された学習者の視線分析

      岡崎泰久, 野口千樹, 田中久治, 渡辺健次, 吉川厚

      教育システム情報学会研究報告  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, 寺野隆雄

      日本認知科学会大会発表論文集(CD-ROM)  2012 

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    • 販売店の値引き戦略による消費者行動

      田中 祐史, 山本 学, 吉川 厚, 寺野 隆雄

      合同エージェントワークショップ&シンポジウムJAWS 2011  10 2011 

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    • キーフレーズ発見法による組織評価

      吉川厚, 折田明子, 國上真章, 寺野隆雄

      経営情報学会全国研究発表大会要旨集(Web)  10 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.

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      Other Link: https://doi.org/10.11497/jasmin.2011f.0.102.0

    • 学習の変化を捉える

      吉川厚, 折田明子, 國上真章

      日本教育工学会第27回全国大会  9 2011 

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    • 複数評価者によるピアリヴューの学習効果に関する一考察

      吉澤小百合, 吉川厚, 寺野隆雄

      日本認知科学会第 28 回大会論文集  9 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)  9 2011 

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    • Study on Statistical Class-Based on Making Probabilistic Decision

      NISHINAKA Norihiro, YOSHIKAWA Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education  23 8 2011 

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      本研究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.特に確率的な判断を行うことに着目し,2種類の充電池の寿命をそれぞれの班で調査(標本調査)を行いその結果を基に,課題について確率的判断に基づき考察を行う授業を行った.これは,西仲・吉川(2011)が示した,全体課題の枠を提示して議論する場面,複数の個別課題をグループ毎に提示して個別課題の解き方を振り返る場面,という2つの場面を持つ授業設計の方法を用いた授業である.その結果,生徒たちは,電池の組合わせを考えて,基準を自ら決め,それに基づいた確率を求め,判断を行うことができた.

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      Other Link: https://doi.org/10.14935/jssep.35.0_103

    • 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 Education  23 8 2011 

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      米国の大学教育においては、講義だけでなく議論に参加する形の授業形態が推奨され、さまざまな材料をもとに議論が行われる。本稿では、ビジネス教育向けに作成したマンガ教材を用いて、米国の州立大学で実施した授業について報告する。マンガを用いた授業を一学期間の講義予定の一部として位置づけ、大学院生および学部生の合計3科目を対象に実施した。科目ごとに異なる問いのシーケンスを組み、授業を行った結果、ビジネスに対する考え方やコミュニティサイトの利用、現在のソーシャルメディア利用に関して、さまざまな意見を引き出し、かつ米国と日本の異なる背景についての討議を活性化することができた。

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      Other Link: https://doi.org/10.14935/jssep.35.0_64

    • 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 Education  23 8 2011 

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      我々は,数年にわたりマンガテキストを用いたケース教育を実践しており,その有用性についての知見を蓄積してきた.しかしながら,その効果を客観的に測定・評価する方法については,いまだに十分な考察がなされていない.本稿では,マンガ教材の特定のシーンに注目した実験データ,ならびに,ビジネスゲーミング分野むけに開発した実験計画・測定手法に基づき,マンガ教材を使用する学習プロセスを評価する手法について試論を示す.提案手法の特徴は,比較的少数の被験者実験においても複数の観点から評価が可能になる点,定量データのみならず定性的な項目についても評価できる点にある.

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      Other Link: https://doi.org/10.14935/jssep.35.0_66

    • Study on learners' behaviors for business gaming

      越山 修, 國上 真章, 吉川 厚

      人工知能学会先進的学習科学と工学研究会  29 7 2011 

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    • ビジネスゲームにおける学習行動の分析

      越山修, 國上真章, 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  19 7 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  1 6 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>

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    • Analysis of Success Factors of IT Projects Based on Social Network Theory

      KONISHI Kenji, YAMADA Takashi, YOSHIKAWA Atsushi, TERANO Takao

      14 4 2011 

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      Event date: 14 4 2011 - 14 4 2011

      Language:English  

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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  16 3 2011 

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    • 英作文ピアレヴュー学習における複数評価者の影響に関する考察

      吉澤小百合, 吉川厚, 寺野隆雄

      人工知能学会研究会資料  13 3 2011 

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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  13 3 2011 

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    • 多様な構成員からなる組織のパフォーマンスモデル

      高橋聡, 小林知巳, 國上真章, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第44回システム工学部会研究会  10 3 2011 

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    • 知覚の個人差を測定する実験の提案-共感覚からみる知覚の個人差-

      中野弘一, 吉川 厚, 寺野隆雄

      教育システム情報学会研究報告  8 3 2011 

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    • 英作文ピアリビュー学習における複数評価者の影響に関する考察

      吉澤小百合, 吉澤小百合, 吉川厚, 吉川厚, 寺野隆雄

      人工知能学会先進的学習科学と工学研究会資料  7 3 2011 

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

      越山 修, 國上 真章, 吉川 厚

      社会情報システム学シンポジウム学術講演論文集  21 1 2011 

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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 Information  2011  THE JAPAN SOCIETY FOR MANAGEMENT INFORMATION (JASMIN)

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      Event date: 2011 - 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.

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    • ABSによる顧客間相互作用がロイヤリティ形成に与える影響の分析

      田中 祐史, 山本 学, 吉川 厚, 寺野 隆雄

      情報社会学会第4回知識共有ワークショップ論文集  2011 

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    • エージェント・ベース・モデルによる新製品開発における組織の成功と構成員の 役割についての考察

      木村幸平, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第17回創発システム・シンポジウム  2011 

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    • マンガ教材の効果を測るペルソナ・コンジョイント法の提案

      内田瑛, 吉川厚, 寺野隆雄, 國上真章, 折田明子

      計測自動制御学会第17回創発システム・シンポジウム  2011 

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    • 教育施策と評価に対するABSを用いたアプローチ

      矢野雄大, 山本学, 吉川厚, 寺野隆雄

      計測自動制御学会第17回創発システム・シンポジウム  2011 

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    • ビジネスゲーム学習者の思考プロセスを測定する手法の提案

      越山修, 國上真章, 吉川厚, 寺野隆雄

      計測自動制御学会社会情報学シンポジウム学術講演論文集,  1 2011 

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    • レーザープロジェクターを用いた投影型ARマーカーの提案

      村田悠也, 高橋徹, 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,第17回創発システム・シンポジウム,創発夏の学校  2011 

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    • グローバルな経営情報教育とマンガ教材ケースの可能性—米国州立大学における実践を通じて

      折田明子, 吉川厚, 吉川厚, 寺野隆雄

      経営情報学会全国研究発表大会要旨集(Web)  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.

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    • 組織逸脱と改善の分岐条件とハーネシング

      小林知巳, 高橋聡, 國上真章, 吉川厚, 寺野隆雄

      横幹連合コンファレンス(CD−ROM)  2011 

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      組織体逸脱と改善を統一的に扱うエージェント・ベース・モデルを提案する.逸脱と改善の作動原理は,規範から逸れるという点において共通するが,社会効用あるいは不効用のいずれをもたらすか,により区別されるとの仮説のもとにモデル化を行った.シミュレーション実験結果から,組織の多様性が高い方が,改善現象が創発する可能性が高まることが示された.また,報酬配分の傾斜を一定以上に強めると,組織体逸脱が促進され組織生産性の停滞を招く可能性があることを示した.このような結果や考察は,組織や個人が置かれているランドスケープを階層的な効用関数によってモデル化し,社会と組織という複数階層間の効用産出量の関係をもとに,改善と組織体逸脱の定義と分岐条件を明確化したことによって可能となった.

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    • Preliminary Report of Privacy Education by a MANGA Case

      ORITA AKIKO, YOSHIKAWA ATSUSHI, YAMAMOTO HIDEO

      情報処理学会研究報告(CD−ROM)  15 12 2010 

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    • Agent-Based In-Store Simulatorの現在・過去・未来

      佐藤史章, 北澤正樹, 高橋徹, 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 自律分散システム部会,第16回創発システム・シンポジウム  8 2010 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • レーザプロジェクションARによる過酷環境下でのコミュニケーション支援

      中野弘一, 高橋徹, 山田隆志, 山本学, 寺野隆雄, 吉川厚

      計測自動制御学会 システム・情報部門,第16回創発システム・シンポジウム,創発夏の学校  8 2010 

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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  30 7 2010 

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    • 正規化圧縮距離の利用による英作文ピアリビュー効果の予測可能性

      吉澤小百合, 吉澤小百合, 吉川厚, 吉川厚, 寺野隆雄

      人工知能学会先進的学習科学と工学研究会資料  26 7 2010 

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    • 正規化圧縮距離の利用におけるピアリヴュー効果の予測可能性

      吉澤小百合, 吉川厚, 寺野隆雄

      人工知能学会第 59 回先進的学習科学と工学研究会資料  7 2010 

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    • Business Case Study Using Narrative Approach with MANGA Texts International conference

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

      UK Network of Service Science Management and Engineering (SSMEnetUK )Two day conference  14 6 2010 

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      Event date: 14 6 2010 - 15 6 2010

      Language:English   Presentation type:Symposium, workshop panel (nominated)  

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    • How Do Customers Move in a Supermarket? : Analysis by Real Observation and Agent Simulation

      KITAZAWA Masaki, TAKAHASHI Masakazu, YAMADA Takashi, YOSHIKAWA Atushi, TERANO Takao

      22 4 2010 

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      Event date: 22 4 2010 - 22 4 2010

      Language:English  

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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  5 3 2010 

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    • 教えることで学ぶ学習手法の検討-誤りの気付きっと数学学習-

      佐野真理, 山田隆志, 吉川厚, 松田昇, 寺野隆雄

      教育システム情報学会研究報告  3 2010 

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    • 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 Education  10 9 2010  Japan Society for Science Education

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      Event date: 2010 - 2010

      Language:Japanese   Presentation type:Symposium, workshop panel (nominated)  

      ナラティブ・アプローチで作ったマンガ教材を使った研修は、ある程度の経験者に対しては研修効果があることが確認されている。しかし、知識の活用が十分できていない初学者に対して、研修の方法に関して改善の余地があった。この課題に対し、熟達者を活用したロールプレイの導入と、熟達者だけのグループの課題発表をみせることで、自らの知識活用が不十分であることを気づかせることを行い、両者とも効果かあることが確認された。

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    • 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 Education  10 9 2010  Japan Society for Science Education

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      Event date: 2010 - 2010

      Language:Japanese   Presentation type:Symposium, workshop panel (nominated)  

      マンガテキストを用いたケース教育は,さまざまな分野で有用である.本稿では,ビジネス分野むけに作成した教材を用いて,海外で実施したワークショップの結果を報告する.教材は,工場におけるソフトウェア開発に関するもの,サービスイノベーションに関するWEBシステムのトラブルものふたつである,ケース討論を含むワークショップの結果,異なるバックグラウンド知識をもつ学習者のコミュニケーションを活性化するうえで,ナラティブアプローチの有用性が明らかとなった.

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      Other Link: https://doi.org/10.14935/jssep.34.0_165

    • Development of Advanced Case Textbook for Program Managers

      YAMAMOTO Hideo, YOSHIKAWA Atsushi, ORITA Akiko, OGAWA Mikako

      ProcP2M  4 9 2010  International Association of P2M

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      Event date: 2010 - 2010

      Language:Japanese   Presentation type:Oral presentation (general)  

      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.

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      Other Link: https://doi.org/10.20702/iappmproc.2010.Autumn.0_130

    • 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)  2010  一般社団法人 人工知能学会

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      Event date: 2010 - 2010

      Language:Japanese  

      <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>

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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 第3回知識共有コミュニティワークショップ  2010 

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    • 組織逸脱と改善の分岐現象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

      JAWS2010  2010 

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    • 多様な構成員による組織のデザインとパフォーマンスのシミュレーション

      高橋聡, 小林知巳, 國上真章, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      JAWS2010  2010 

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    • 多様な構成員による組織のシミュレーションにおける進化計算技術の適用

      高橋聡, 小林知巳, 國上真章, 山田隆志, 山本学, 吉川厚, 寺野隆雄

      人工知能学会進化計算フロンティア研究会  2010 

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    • マンガを使った教え方-新人訓練用教材を使って-

      吉川厚, 寺野隆雄, 折田明子, 山本秀男, 小川美香子

      日本科学教育学会年会論文集  2010 

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    • マンガで学ぶビジネス-海外ワークショップ報告-

      寺野隆雄, 吉川厚, 山本秀男, 折田明子, 小川美香子

      日本科学教育学会年会論文集  2010 

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    • 地域間異動を考慮したSugarscapeモデルによる社会現象の創発

      西田理朗, 山田隆志, 吉川厚, 寺野隆雄

      計測自動制御学会第22回自律分散システム・シンポジウム資料  2010 

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    • 第二言語習得におけるピアリヴュー効果の分析

      吉澤小百合, 吉川厚, 寺野隆雄

      日本認知科学会第 27 回大会論文集  2010 

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    • 英作文授業におけるピアリヴュー活動

      吉澤 小百合, 吉川 厚, 寺野 隆雄

      人工知能学会全国大会論文集  2010 

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      <p>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。</p>

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    • U-Martシステムを用いた先物取引き最良執行戦略の探索

      陳 章龍, 高橋 大志, 山田 隆志, 吉川 厚, 寺野 隆雄

      人工知能学会全国大会論文集  2010 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      <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>

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    • マンガ教材を使った研修設計:問の連鎖による深い理解

      吉川厚, 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)  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.

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    • 芥川賞・直木賞が受賞作品の売上とBlog上に与える影響に関する研究

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

      経営情報学会全国研究発表大会要旨集(Web)  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.

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    • 読み解くためのマンガ教材設計:描画による実践教育ケースの制作手法

      折田明子, 吉川厚, 吉川厚

      経営情報学会全国研究発表大会要旨集(Web)  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.

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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)  2010 

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    • 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)  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)  2010 

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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)  2010 

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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)  2010 

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    • 二重ネットワークを用いた言語変化

      高橋聡, 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)  2010 

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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)  2010 

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

      神澤 篤啓, 山田 隆志, 吉川 厚

      JSiSE research report  11 2009 

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    • Blog情報を利用した書籍需要予測モデル

      菊田 剛, 文健哲, 山田 隆志, 吉川 厚, 寺野 隆雄

      人工知能学会第二種研究会DMSM  18 10 2009 

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    • The Possibility of MANGA Materials

      Yoshikawa Atsushi

      Proceedings of the Annual Meeting of Japan Society for Science Education  25 8 2009 

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      マンガは一つのメディアに過ぎない。それをどのように使うかはメディアを使う側の責任でもある。しかし,長きにわたってマンガは教育目的のメディアとしては十分にその可能性を発揮することは無かった。最近,マンガの持つ表現力を使って教材としての可能性が研究されてきている。本報告では,著者の試みを中心にマンガの可能性を述べる。

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    • Identification of Voting with the Feet through Agent-Based Modeling

      NISHIDA Rio, YAMADA Takashi, YOSHIKAWA Atsushi, TERANO Takao

      16 4 2009 

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      Event date: 16 4 2009 - 16 4 2009

      Language:English  

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    • マンガを評価する

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

      エンターテインメントと認知科学シンポジウム2009  21 3 2009 

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

      HOTTA DAISUKE, KOSHIYAMA OSAMU, YAMADA TAKASHI, YOSHIKAWA ATSUSHI, YAMAMOTO HIDEO, TERANO TAKAO

      人工知能学会先進的学習科学と工学研究会資料  27 2 2009 

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    • Modeling Organizational Learning of a Community through Learning Classifier System

      NAKAGAWA YUJI, YAMADA TAKASHI, TERANO TAKAO, YOSHIKAWA ATSUSHI

      人工知能学会知識ベースシステム研究会資料  25 2 2009 

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    • Modeling Organizational Learning of a Community through Learning Classifier System

      NAKAGAWA YUJI, YAMADA TAKASHI, TERANO TAKAO, YOSHIKAWA ATSUSHI

      電子情報通信学会技術研究報告  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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    • Enron メールデータに関する社会ネットワーク手法の適用

      高橋聡, 山田隆志, 吉川厚, 寺野隆雄

      第15回創発システム・シンポジウム  2009 

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    • エージェントシミュレーションによる最良執行戦略の探索: 先物市場による分析

      陳章龍, 高橋徹, 山下泰央, 高橋大志, 吉川厚, 寺野隆雄

      第15回創発システム・シンポジウム  2009 

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    • エージェントシミュレーションによる教育政策と社会制度の分析

      神澤篤啓, 山田隆志, 吉川厚, 寺野隆雄

      JAWS 2009  2009 

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    • 問題の複雑性に着目した知識伝播モデルへの影響分析

      中川裕司, 山田隆志, 寺野隆雄, 吉川厚

      人工知能学会研究会資料・知識ベースシステム研究会  2009 

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

      HOTTA DAISUKE, KOSHIYAMA OSAMU, YAMADA TAKASHI, YOSHIKAWA ATSUSHI, YAMAMOTO HIDEO, TERANO TAKAO

      人工知能学会先進的学習科学と工学研究会資料  5 11 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  20 8 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  20 8 2008 

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

      HOTTA DAISUKE, KOSHIYAMA OSAMU, YAMADA TAKASHI, YOSHIKAWA ATSUSHI, YAMAMOTO HIDEO, TERANO TAKAO

      人工知能学会先進的学習科学と工学研究会資料  7 3 2008 

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

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

      IEICE technical report. Education technology  8 1 2008 

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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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    • 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 P2M  19 9 2008  International Association of P2M

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      Event date: 2008 - 2008

      Language:Japanese   Presentation type:Oral presentation (general)  

      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.

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      Other Link: https://doi.org/10.20702/iappmproc.2008.Autumn.0_88

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

      YAMAMOTO Hideo, YOSHIKAWA Atsushi, OGAWA Mikako, ORITA Akiko

      Proceedings of International Association of P2M  19 9 2008  International Association of P2M

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      Event date: 2008 - 2008

      Language:Japanese   Presentation type:Oral presentation (general)  

      戦略策定・マーケティング・プロジェクトマネジメント・人的資源管理などは、個別の知識として教育されているが、現実の企業活動ではこれらを総合化した知識が必要となる。プログラムマネジメントでは、曖昧なミッションからビジネスの目標を定める実践的な手法やノウハウ(暗黙知)の共有手法の研究が進められてきた。本報告では、筆者らがこれまでに開発したマンガ教材による研修結果をまとめ、それらの利点を活用した実践的な知識教育のためのアドバンスト・ケース研修の構想について述べる。ビジネス現場の問題発見および問題解決がどのように行われ、さらに現場へフィードバックされているのか、PDCAサイクルを念頭に置いた研修プログラムの高度化手順を示す。

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      Other Link: https://doi.org/10.20702/iappmproc.2008.Autumn.0_98

    • Evaluation of the training using Manga Textbook with Narrative Approach

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

      Proceedings of International Association of P2M  26 4 2008  International Association of P2M

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      Event date: 2008 - 2008

      Language:Japanese   Presentation type:Oral presentation (general)  

      昨年の秋季研究発表大会で、ナラティブアプローチを用いたマンガ教材による研修が実践的な知識伝達に有効であるという報告を行った。同じ教材を用いて本学会会員(実務家主体)を対象に研修を行ったところ、前回の報告と同様に、受講者の高い満足度が得られたことを報告する。参与観察により、研修のフェーズによってグループ討論の牽引者が異なることがわかった。また、課題解決の判断材料が主に背景情報と登場人物の表情であること、判断基準は受講者の過去の体験に依存することが定性的に確認できた。受講者の想像力を引き出し、研修効果を高めるためには、複数のシナリオが矛盾なく存在する物語の設計と現実感のある描画技法が重要である。

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      Other Link: https://doi.org/10.20702/iappmproc.2008.Spring.0_98

    • 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  2008 

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      Event date: 2008 - 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と教育効果測定方法の研究

      越山修, 吉川厚, 寺野隆雄

      日本認知科学会第25回大会発表論文集  2008 

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    • プロトコル分析によるビジネスゲームプレイヤの理解の抽出

      越山修, 吉川厚, 寺野隆雄

      第2回 エンターテイメントと認知科学シンポジウム  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  2008 

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

      NAKAGAWA YUJI, YAMADA TAKASHI, YOSHIKAWA ATSUSHI, TERANO TAKAO

      自動制御連合講演会(CD−ROM)  2008 

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      Language:Japanese  

      企業組織のパフォーマンスを向上させるために,組織に所属している人の有益な知識を他の構成員に共有させていこうという考えがある。 組織全体のパフォーマンスは単純に構成員の各々のパフォーマンスを向上させることであるとしても,共有のために伝達される知識だけでなく, もともと構成員が持っていた知識も合わさってパフォーマンスが決まるため,現象を解析しているだけでは実態が分からない。 本研究では, 最も単純な個人間での知識共有に着目し, 学習分類子システムを用いて構成員が持つ知識と共有された知識を表現する. そして, 組織全体としてパフォーマンスが向上するように学習しあう組織になる要因を分析する

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    • Knowledge Circulation by Training with Narrative Approach and Manga Technique

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

      ProcP2M  28 9 2007 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      企業価値を高めるプロジェクトを成功させるためには、改革プロジェクトマネジメントで強調している、各ロール間の知識流通と知識共有が必要である。しかし、その実現には、プロジェクトのメンバーが高い意識を持たなければならない。単に知識の有用性を学んだだけではプロジェクトの成功は難しい。さらに知識の有用性が自らのプロジェクトで体験的に理解できないと継続性が失われてしまう。通常、プロジェクトメンバーには相当数の実務経験や新規の状況での判断訓練が必要とされてきた。そこで本論文では、物語の共有と文脈理解をうながす教材が、実践的な知識の流通と共有の手段として有効であることを述べる。ビジネスの実務環境を仮想的に体験させる試作教材で模擬授業を行い、本教材が実践的な知識の伝達ツールとして十分活用できることを確認した。

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      Other Link: https://doi.org/10.20702/iappmproc.2007.Autumn.0_87

    • Development of Narrative Based Teaching Materials for Situated Intelligence Training

      YAMAMOTO Hideo, YOSHIKAWA Atsushi

      Proceedings of Annual Conference of Japan Association for Social Informatics  9 2007 

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      ビジネスの現場で役立つ実践的な知識を獲得するためには理論と実践経験の両者が必要である。本論文は、教科書から得た知識を実務で活用できる知恵に近づけるための教材として、ナラティブ・アプローチを用いたマンガ物語が有効であること示す。まず文脈適用能力の育成をねらいとする教材の要件を示し、企業提携をテーマとしたマンガ物語の概要を示す。模擬授業の評価結果を紹介し、試作マンガ教材の有効性と新しい教材開発の方向について論じる。

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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  2007  The Institute of Electronics, Information and Communication Engineers

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      Event date: 2007 - 2007

      Language:Japanese  

      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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    • ABMを用いた組織内コミュニケーションのモデル化

      中川裕司, 菊地剛正, 鳥山正博, 山田隆志, 吉川厚, 寺野隆雄

      計測自動制御学会第13回創発シンポジウム  2007 

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    • New Learning Method using Narrative Approach

      Yoshikawa Atsushi

      JSSE Res. Rep.  9 10 2005 

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      Language:Japanese  

      教育機関や企業内では、様々な学習手段を使って知識の獲得がおこなわれている。しかし、せっかく得た知識を"いつ"、"どのように"使うのかを学ぶことは大変難しい。従来、企業内では、知識の獲得のためにOJTが利用されてきた。しかしOJTにおいても、学ぶべき手がかりがないことが多く、かなり長い年月をかけてやっと必要とされる知識が習得できる。このような状況を踏まえ、新たな知識獲得の学習手段として、ナラティブアプローチを使った教材の開発を行った。これは、マンガを使ってリアルな一つの物語を描写し、加えてストーリーや場面の中に埋め込まれたビューポイントを見つけながら読むものである。これを読んだ後に、グループ形式の討議でおこなうことで、知識を"いつ"、"どのように"使うかを含めた効果的な学習を促進することができた。

      File: ナラティブアプローチを使った教材開発.pdf

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

      山口 悦司, 上田 浩司, 山本 智一, 中西 英, 望月 俊男, 益川 弘如, 大黒 孝文, 吉川 厚

      年会論文集;日本科学教育学会  31 8 2005 

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    • The development of CCCS system at distance-learning

      楠 房子, 鍛冶 秀紀, 杉本 美穂子, 吉川 厚, 佐伯 胖

      年会論文集;日本科学教育学会  20 8 2003 

    • 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

      年会論文集  12 10 2002 

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      筆者らは, これまでにセンシングボード上での都市設計を通し, 環境問題について考えることができるCSCL(Computer Support for Collaborative Learning)システムを開発してきた。今回, そのシステムをコンピュータネットワークにより連携させ, 別の場所で同時に使用できるよう改良し, 遠隔での協調学習の支援を実現した。また, 都市の環境バランスをより詳細に検討するために, コンピュータ上における環境バランスを示すシミュレート画面のインターフェースの改良も行った。本システムを使用した実践授業の分析から, その改良したインターフェースが学習活動に有効であったことが示された。

      File: 2002 - ネットワーク型センシングボードによる協調学習支援:チャットシステム上で展開された議論の分析(NTT).pdf

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    • Expectation about Education for Science and Techniques from a Company

      Yoshikawa Atsushi

      年会論文集  12 10 2002 

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      Language:Japanese  

      企業はいまや短時間で商品を市場に出していくことが生命線になってきている。そのためには、専門だけではなく、他分野の知識までもすぐに学ばなければならない状況にある。また、商品の寿命が短いため専門職であってもスキル転換をする機会も増えてきた。この状況の中で、適切な人材を割り当てるためにコンピテンシーという考え方が出てきた。スキルとコンピテンシーの2軸でこれからの人材像を教育でも語ってもらいたい。さらに、ひとつでも特異なレベルにする教育を望む。

      File: 2002_企業の研究現場、開発現場から望むこと.pdf

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    • ネットワーク型センシングボードによる協調学習支援 : インターフェースの改良と学習活動との関連

      高時 邦宜, 稲垣 成哲, 楠 房子, 杉本 雅則, 吉川 厚

      年会論文集  12 9 2002 

    • 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

      年会論文集  12 9 2002 

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      著者らはこれまで, RFID技術を用いたセンシングボードを用い, 物理世界と仮想世界とを融合することによるface-to-faceでのグループ学習支援システムを構築してきた.このシステムを用いた実践から, コンピュータの使用が苦手な学習者でも容易に学習に参加できる, 教科書等を通して得た知識を物理世界で試せる, などの点で有効であることを示せた.しかし, 学習者がシステムのゲーム的な側面にのみ関心を示し, 学習という活動に結びつかない場合も観察された.そこで, 本研究では, より本物性の高い学習支援環境の構築を進め, その評価を行った.本稿で提案するシステムでは, 学習者のグループが互いにface-to-faceで話し合えないよう, 複数のセンシングボードを別の場所に配置した.そして, 各ボード上での操作が互いに影響を及ぼし合うよう, それらをネットワークで繋いだ.グループ内の学習者はボードを囲みながらface-to-faceで問題を解決するとともに, 別のグループの学習者とは, チャットシステムを介して交渉を行う.本システムを用いた環境問題のグループ学習を行うに当たっては, 学習の文脈を明確にするための授業カリキュラムを新たに構成し, 本システムの有効性を検証した.

      File: 2002_複数のセンシングボードを用いることによる対面およびネットワーク環境での協調学習支援システム.pdf

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      Other Link: https://doi.org/10.14935/jssep.26.0_155

    • 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  7 2002 

    • 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  6 3 2002 

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

      OHNO Takehiko, MUKAWA Naoki, YOSHIKAWA Atsushi

      SICE Division Conference Program and Abstracts  2002 

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      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.

      File: 2002_ヒューマンインタフェースとしての視線測定技術とその応用.pdf

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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

      年会論文集  29 8 2001 

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      教師から生徒に知識を伝達すると言う従来の教育手法は、一律かつ効率的な学習を促進できる反面、学習者を受動的な立場に置く点で、学習に対する動機付けや参加意識を向上させることが必ずしも容易ではない、との指摘がある。これに対し、近年注目を集めている協調学習では、他者との相互作用を通して互いに学び合う過程において、学習への参加意識を高める効果があると考えられる。本稿では、情報通信技術を活用し、物理世界と仮想世界とを統合することにより、学習者同士の積極的な相互作用の支援を目指したグループ学習支援システムeProについて述べ、学校教育での実践例について紹介する。

      File: 2001_知識の物理世界での実践を通して他者との議論を促進するグループ学習支援システム.pdf

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    • Various Aspects of Learning by Experience

      Yoshikawa Atsushi

      年会論文集  29 8 2001 

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      体験型学習は職務経験の豊富な社会人教育にとっても有用である。本稿では, 経済・経営分野における体験型学習であるビジネスゲームと市場シミュレーションゲームの経験について報告する。我々の接近法は、ゲーミングにおいて学習者と同等の役割でコンピュータエージェントが参加すること、ならびに、学習者自らがゲームを設計し実践することにある。これによって、理科系と文科系の学習者がともに学べる環境となっている.

      File: 2001_「体感することと学び」について.pdf

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    • Computer as a Learning Tool for Science Education

      稲垣 成哲, 杉本 雅則, 楠 房子, 稲垣 成哲, 吉川 厚, 橋爪 宏達, 杉本 美穂子, 佐伯 胖, 楠 房子, 須藤 正人, 鈴木 栄幸, 舟生 日出男, 竹中 真希子, 稲垣 成哲, 大島 純, 大島 律子, 村山 功, 中山 迅, 山口 悦司, 長戸 基, 山本 智一, 加藤 浩

      年会論文集  29 7 2001 

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

      Ohno Takehiko, Mukawa Naoki, Yoshikawa Atsushi

      情報処理学会研究報告  11 6 2001 

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      Language:Japanese  

      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.

      File: 2001_眼球形状モデルに基づく視線測定システム - 視線入力デバイスの実現に向けて.pdf

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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  Information Processing Society of Japan (IPSJ)

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      Event date: 2001 - 2001

      Language:Japanese  

      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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    • Move Distribution and Pattern Frequencies in Tsume-Go

      Taniguchi Kazutomo, Kojima Takuya, Yoshikawa Atsushi, Ueda Kazuhiro

      情報処理学会研究報告  26 11 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, ...

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    • Mutual-Acquisition of Knowledge and Terms in Go

      KOJIMA Takuya, YOSHIKAWA Atsushi

      人工知能学会全国大会論文集  3 8 2000 

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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 Society  30 7 2000 

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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 Society  30 6 2000 

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      Event date: 30 6 2000 - 30 6 2000

      Language:Japanese  

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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  17 3 2000 

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      以前我々が行った棋譜を再生する記憶実験から、囲碁の棋譜の記憶では、石の配置という空間的チャンクとともに、石を置く順番という時間的チャンクが重要であることが分かってきた。しかし、従来の実験では、手順のような時系列情報の影響と、置いてある石のような静的な情報の影響が混在していた。この両者の影響を切り分ける実験を行い、棋譜の記憶には両者が関わっているが、静的情報の方が時系列情報よりも重要であることが示された。静的情報が必要な理由として、囲碁としてふさわしい着手を絞れるという理由と、チャンクを形成するのに必要という理由が考えられる。前者では盤面全体を眺める必要があるが、後者では部分だけを見ていれば良い。これを確かめるために、着手の周囲の1路だけを見せる実1験2を行ったところ、効果があることが分かった。以上のことから、静的情報はチャンクを作る上で必要であり、盤面全体を示さずとも部分だけで全体を示したのと同様の結果が得られるという仮説を得た。今後は、これを検討するための実験を行う。Our previous studies showed that in memorizing a game record of Go, sequential chunks (move order), as well as spatial chunks (placed stones), play an essential role. However, in the previous studies, both spatial and sequential information was given in memorizing it. In this paper, we made an experiment to separate the effect of the two information and we found that spatial information is more important than sequential one. There are two possible ways to utilize spatial information. One is that you can guess the next move from the current situation, and the other is that the information is necessary to construct chunks. For the former purpose you should see the whole board, while only a part of the board is necessary for the latter purpose. In order to investigate these two possibilities, we made an experiment and found that showing the small part is useful to memorize a game record. From the result, we form a hypothesis that spatial information is essential to construct chunks. We will conduct experiments to test this hypothesis as a future work.

      File: 1994_囲碁における空間的チャンクと時間的チャンク.pdf

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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  17 3 2000 

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      我々は囲碁プレイヤが対局や相談囲碁、ペア碁をうつ時の発話プロトコルを大量に集めている。実験環境下で対局などは行われており、相手に聞こえないように留意したり、また思考を発話していただくようにお願いして得られたプロトコルである。これらを詳細に見ていくといくつかの仮説が生じる。たとえば、「先読みは、大きな構想に対して実現性があるかどうかを、むしろ検証する行為である」などである。これらの仮説を、仮説生成にいたったプロトコルを示しながら説明する。We have collected a large number of verbal protocol data (spoken data) while Go players play normal games, discussion Go (Soudan Go), and pair Go. They are collected under experimental circumstances, where opponents cannot hear what players speak and players are asked to speak out what they are thinking. We have formed many hypotheses from these data. One of them is that look-ahead is the act to verify whether a plan can be realized. These hypotheses are explained by showing protocol evidences.

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

      KOJIMA TAKUYA, YOSHIKAWA ATSUSHI

      情報処理学会シンポジウム論文集  15 10 1999 

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    • Interaction between Knowledge Acquisition and Term Acquisition in Go.

      KOJIMA TAKUYA, YOSHIKAWA ATSUSHI

      情報処理学会研究報告  24 6 1999 

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      Language:Japanese  

      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 acqui...

      File: 1999_囲碁における知識獲得と用語獲得の相互作用.pdf

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    • コンピュータ囲碁の難しさ

      吉川厚

      第32回ファジィフロント資料, 1999  1999 

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

      KOJIMA TAKUYA, UEDA KAZUHIRO, NAGANO SABURO, YOSHIKAWA ATSUSHI

      情報処理学会シンポジウム論文集  12 1998 

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      Language:Japanese   Presentation type:Oral presentation (general)  

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    • The Treatment of dialog in ITS

      YOSHIKAWA Atsushi

      年会論文集  10 8 1998 

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      What kind of dialogue between a learner and an ITS has the field of ITS sought to realise? We survey the short history of ITS studies, focussing on the aspect of dialogue, highlighting four necessary conditions for a learner to successfully learn from an ITS. As a result of this study, we have identified two key factors which undelie and support these four conditions. One is the learner's model of ITS. The other is the belief that "the knowledge should be directly transported from the system to the learner" .

      File: 1998_ITSにおける対話.pdf

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      Other Link: https://doi.org/10.14935/jssep.22.0_215

    • 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 Society  25 6 1998 

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      Event date: 25 6 1998 - 25 6 1998

      Language:Japanese  

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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.

      KOJIMA TAKUYA, YOSHIKAWA ATSUSHI, UEDA KAZUHIRO, NAGANO SABURO

      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  12 1997 

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    • Can games produce new topics for recognition research ?

      YOSHIKAWA ATSUSHI

      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  12 1997 

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

      AIYOSHI EITARO, YOSHIKAWA ATSUSHI

      電気学会電子・情報・システム部門大会講演論文集  8 1997 

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    • Can You Believe Realistic Information?

      Yoshikawa Atsushi

      年会論文集  28 8 1996 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      近年騒がれるようになってきた情報リテラシは、何を対象として新しい技能として身につけることを目指しているのか、またどんな対象は従来と変わらないのかを見据え、情報リテラシの訴えている新しい側面を考える。

      File: 1996_リアルな情報はどこまで信用できるか?.pdf

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      Other Link: https://doi.org/10.14935/jssep.20.0_45

    • An Analysis of Difficulty Factors in Problem Solving Situation

      高木 啓伸, 吉川 厚

      年会論文集  28 8 1996 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      電気回路課題において、同一の課題であっても回路の見かけの違いにより、学習者の正答率が変化することがすでに知られている。我々は学習者の誤答要因を探るためにために、電気回路の一対比較課題を解いている過程の学習者の視線と回答時間、正答率を調べた。その結果、学習者にかかる負担は回路の見かけの違いから大きな影響を受けていることが分かった。

      File: 1996_電気回路課題における誤答要因.pdf

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    • Paradigm of Collaborative Learning.

      YOSHIKAWA ATSUSHI

      教育システム情報学会全国大会講演論文集  8 1996 

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

      TAKAGI HIRONOBU, YOSHIKAWA ATSUSHI

      教育システム情報学会全国大会講演論文集  8 1996 

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    • Introduction of panel discussion : Collaboration Method and Supporting Tools in Distributed Learning Environment

      Yoshikawa Atsushi

      Proceedings of the IEICE General Conference  11 4 1996 

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      近年CSCL(computer supported collaborative learning)という、グループで学習する行為を支援するシステムに注目が集まっている。CAI,ICAI,ILE,ITSといった、これまでは個別学習の支援を試みてきた教育システムは、グループ的な扱いはシステムを運用する現場に任されており、システムそのものがグループの学習を扱うことはなかった。しかし、個別の形態の学習支援を含むものの、複数人の学習者で学ぶことを支援する研究が、ここ数年で急速に現れてきた。このような変革の中で、CSCLはどのような学習形態をめざし、どのように支援していくのか、また、どの程度人間にとって受け入れすいものかを考えることは、CSCL研究にとって有益な指針を与えることになるだろう。そこで、この分野と関連分野でご活躍の4人のパネラーにCSCL研究、認知研究、internet利用の学習実践の立場から、CSCLについて意見を述べていただくことを考えた。本パネルから、CSCLにおける協調・学習の形態とそれをサポートするツール構築のための必要な研究、技術を見いだすことが、パネルの目的である。

      File: 1996_パネル討論「分散環境における協調の方法とその支援ツール」にあたって.pdf

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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  3 1996 

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    • 先読みをしないと詰碁は解けない?

      吉川厚

      ゲームプログラミングワークショップ'96  1996 

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

      高木 啓伸, 吉川 厚

      年会論文集  31 8 1995 

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      Language:Japanese   Presentation type:Oral presentation (general)  

      従来、知的教育システムにおいて学習者の知識、学習段階等を推定する手法が開発されてきたが[Mizoguchi][Oohata]、推定のための入力情報の少なさのため完全なものはできてない。本研究ではプログラミング教育過程における学習者の視線情報から学習者のレベル、学習に困難を感じている時点といった情報を抽出するための解析法を提案する。

      File: 1995_学習情報を抽出するための視線情報解析手法.pdf

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      Other Link: https://doi.org/10.14935/jssep.19.0_301

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

      TAKAGI HIRONOBU, YOSHIKAWA ATSUSHI

      教育システム情報学会全国大会講演論文集  8 1995 

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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 Society  15 6 1995 

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      Event date: 15 6 1995 - 15 6 1995

      Language:Japanese  

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