{"metadata":{"_oai":{"id":"oai:ipsj.ixsq.nii.ac.jp:00079582","sets":["581:6276:6633"]},"path":["6633"],"owner":"11","recid":"79582","title":["次の一手問題を用いた囲碁プレイヤの局面認識についての分析"],"pubdate":{"attribute_name":"公開日","attribute_value":"2011-12-15"},"_buckets":{"deposit":"3fbc03a5-5a11-44df-bb25-e8dc294238b4"},"_deposit":{"id":"79582","pid":{"type":"depid","value":"79582","revision_id":0},"owners":[11],"status":"published","created_by":11},"item_title":"次の一手問題を用いた囲碁プレイヤの局面認識についての分析","author_link":["0","0"],"item_titles":{"attribute_name":"タイトル","attribute_value_mlt":[{"subitem_title":"次の一手問題を用いた囲碁プレイヤの局面認識についての分析"},{"subitem_title":"Analysis on Go Players' Recognition when they are Thinking Next Moves","subitem_title_language":"en"}]},"item_keyword":{"attribute_name":"キーワード","attribute_value_mlt":[{"subitem_subject":"一般論文","subitem_subject_scheme":"Other"}]},"item_type_id":"2","publish_date":"2011-12-15","item_2_text_3":{"attribute_name":"著者所属","attribute_value_mlt":[{"subitem_text_value":"公立はこだて未来大学"},{"subitem_text_value":"電気通信大学"},{"subitem_text_value":"電気通信大学"},{"subitem_text_value":"公立はこだて未来大学"}]},"item_2_text_4":{"attribute_name":"著者所属(英)","attribute_value_mlt":[{"subitem_text_value":"Future University Hakodate","subitem_text_language":"en"},{"subitem_text_value":"University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"University of Electro-Communications","subitem_text_language":"en"},{"subitem_text_value":"Future University Hakodate","subitem_text_language":"en"}]},"item_language":{"attribute_name":"言語","attribute_value_mlt":[{"subitem_language":"jpn"}]},"publish_status":"0","weko_shared_id":-1,"item_file_price":{"attribute_name":"Billing file","attribute_type":"file","attribute_value_mlt":[{"url":{"url":"https://ipsj.ixsq.nii.ac.jp/record/79582/files/IPSJ-JNL5212088.pdf"},"date":[{"dateType":"Available","dateValue":"2013-12-15"}],"format":"application/pdf","billing":["billing_file"],"filename":"IPSJ-JNL5212088.pdf","filesize":[{"value":"1.7 MB"}],"mimetype":"application/pdf","priceinfo":[{"tax":["include_tax"],"price":"660","billingrole":"5"},{"tax":["include_tax"],"price":"330","billingrole":"6"},{"tax":["include_tax"],"price":"0","billingrole":"8"},{"tax":["include_tax"],"price":"0","billingrole":"44"}],"accessrole":"open_date","version_id":"f8bd8de3-1b8c-48f5-a7a4-c25320eb9aca","displaytype":"detail","licensetype":"license_note","license_note":"Copyright (c) 2011 by the Information Processing Society of Japan"}]},"item_2_creator_5":{"attribute_name":"著者名","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"高橋, 克吉"},{"creatorName":"伊藤, 毅志"},{"creatorName":"村松, 正和"},{"creatorName":"松原, 仁"}],"nameIdentifiers":[{}]}]},"item_2_creator_6":{"attribute_name":"著者名(英)","attribute_type":"creator","attribute_value_mlt":[{"creatorNames":[{"creatorName":"Katsuyoshi, Takahashi","creatorNameLang":"en"},{"creatorName":"Takeshi, Ito","creatorNameLang":"en"},{"creatorName":"Masakazu, Muramatsu","creatorNameLang":"en"},{"creatorName":"Hitoshi, Matsubara","creatorNameLang":"en"}],"nameIdentifiers":[{}]}]},"item_2_source_id_9":{"attribute_name":"書誌レコードID","attribute_value_mlt":[{"subitem_source_identifier":"AN00116647","subitem_source_identifier_type":"NCID"}]},"item_resource_type":{"attribute_name":"資源タイプ","attribute_value_mlt":[{"resourceuri":"http://purl.org/coar/resource_type/c_6501","resourcetype":"journal article"}]},"item_2_source_id_11":{"attribute_name":"ISSN","attribute_value_mlt":[{"subitem_source_identifier":"1882-7764","subitem_source_identifier_type":"ISSN"}]},"item_2_description_7":{"attribute_name":"論文抄録","attribute_value_mlt":[{"subitem_description":"囲碁は完全情報ゼロ和ゲームとして多くのチェスライクゲームと同様に分類されるが,ゲームの性質は大きく違うと考えられる.本研究は,囲碁における人の思考過程について調べ,将棋との比較を行った.被験者に次の一手問題を提示し,発話プロトコルと視線の記録をもとに思考過程を分析した.上級者は盤面全体を見ており,先読みよりも石の形によって手を決めていた.囲碁の上級者は主に石の形から情報を得ていると考えられる.将棋の上級者は視線を中央からほとんど動かさず,深い先読みを行って次の手を決定しており,囲碁と将棋で上級者の思考過程に差異があった.これは,囲碁と将棋のゲームとしての性質の違いを示していると考えられる.","subitem_description_type":"Other"}]},"item_2_description_8":{"attribute_name":"論文抄録(英)","attribute_value_mlt":[{"subitem_description":"The game of Go is classified according to a chess-like game, but it is thought that there are many difference as games exists. We analyze the human thought process in thinking Go problems with verbal protocol data and eye movement data. Strong players gaze at the stones on the whole board widely. This indicates that expert Go players acquire information by seeing formations of stones. In contrast to the previous cognitive research on shogi, the expert shogi players see only the center of the board vacantly. This shows the difference in the characteristics as games between Go and Shogi.","subitem_description_type":"Other"}]},"item_2_biblio_info_10":{"attribute_name":"書誌情報","attribute_value_mlt":[{"bibliographicPageEnd":"3805","bibliographic_titles":[{"bibliographic_title":"情報処理学会論文誌"}],"bibliographicPageStart":"3796","bibliographicIssueDates":{"bibliographicIssueDate":"2011-12-15","bibliographicIssueDateType":"Issued"},"bibliographicIssueNumber":"12","bibliographicVolumeNumber":"52"}]},"relation_version_is_last":true,"weko_creator_id":"11"},"updated":"2025-01-21T20:11:54.595627+00:00","created":"2025-01-18T23:34:17.826221+00:00","links":{},"id":79582}