The Quiet Eye, a kind of eye movement, has received attention in recent years. It is observed when people concentrate on the task. It is revealed that duration of experts tends to be longer than that of novices and training of the Quiet Eye makes people more tolerant to pressure. However it is difficult to measure QE and there are few studies to investigate the relationship between QE and pupil diameter. Therefore, we established a simple measurement system of QE and propose the method to analyze the relationship between QE and pupil diameter by taking putting golf balls as a case study. Also we compared three training methods for putting and show the efficient method for QE training.
In this study, we suggest Datsuryoku evaluation algorithm for the purpose of quantification of the Datsuryoku that is the important skill in the Japanese drum. By the suggestion technique, we measure angular velocity and the line electric potential of the Japanese drum player and evaluate the estimate of the element of the movement and the Datsuryoku. In the estimate of the element of the movement, we suggested algorithm using cross-correlation function and DTW(Dynamic Time Warping). In addition, in the evaluation of the Datsuryoku, we suggested technique with the maximum value of the line electric potential. As a result of experiment, we confirmed that an evaluation not to depend on the level of the player was possible using suggestion technique. In addition, we confirmed that we could quantify a part of the skill of the Datsuryoku using suggestion technique.
We have been able to prove that subtle, small differences in the movements of practitioners of the Japanese Tea Ceremony are not trivial and thus are enough to characterize the whisking. This characterization showed that the practitioners follow a path that is where the motion converges to. In order to produce the movements over this track, the whole arm is needed. We have demonstrated that coordination is a key element of a good whisking action. By this effect, we have introduced the skills of the Japanese Tea Ceremony practitioners to the light of skill science.
We had five beginners practice this skill for 4 week (until forming body representation) by using "Tenchi-ken Dai-ikkei" as a learning task. We executed an experiment by using "Tenchi-ken Dai-ikkei" as a learning task. We had five beginners practice this skill for 4 week (till forming body representation). We focused to analyze on the difference between early and slow learners. It was suggested that it is important not to set the achievement goal to be too high without sticking to the fine degree of completeness in order to form the representation of this technique quickly.
The goal of this paper is to find the difference of Erhu's bowing between expert players and novice players. Erhu is a two-stringed instrument created in China. It is much different from other string instruments such as the violin because Erhu's stick is located between two strings. In this experiment, I ask the subjects to play four songs that are very simple so that even the novice players can learn them quickly. These songs include some of the most basic actions in Erhu's bowing, such as up-bowing, down-bowing and string change. Electromyogram is attached on eight parts (M.thenar,M.felexor carpi radialis, M.biceps brachii, M.triceps brachii, M.deltoideus, M,supraspinatus. ) of the subject's right arm. I found the difference between expert players and novice players after analyzing the average amplitude and using FFT analysis method. The muscle activity is usually more stable in experts than experienced players, and the experienced players present better stability than novice players. The M.thenar ,M.felexor carpi radialis and M.deltoideus have the clearest difference between expert players and novice players. Novice players always put unnecessary power in those muscles, so it can be said they are tense when bowing. But I could not find a clear influence of the M.felexor carpi radialis, M.biceps brachii, M.triceps brachii and M.deltoideus muscles in the bowing action and thus found no difference in between subjects. Then I found that both experienced and novice players usually put more power in M.thenar when they are up-bowing. And I also understood that expert players' muscles have activity pattern when they change the stick, they always use the M.thenar at the first, and then use the M.deltoideus and M.felexor carpi radialis sequentially but novice players do not do it. Even experts have their own customs to play Erhu, so it is difficult to decide the correct activity of muscles by only looking at 3 expert players in my experiment. It is necessary to increase the number of subjects and analyze their characteristics to know the correct activity of muscles.
Embodied meta-cognition, which is a cognitive method to verbalize one's body feeling and thinking, augments learning embodied-skills. The first author is a track and field athlete specializing in decathlon. Through embodied meta-cognition, the first author has been training for about 1.5 years. Consequently, the first author has become sensitive to motion and evoked body feeling in daily lives. We conclude that learning embodies skills with embodied meta-cognition extends even the outlook on skills.
The purpose of this study is to reveal whether a whole-body coordination balance training "slackline" has task-specific effects or generalizability/transferability of adaptations to other tasks. As a first step, the current pilot study investigated its task-specific effect with a few data. Once-a-week training partially improved a task-specific balance ability of participants. We discuss its limited effects and individual differences on the improvement of balance ability and slacklining performance.
For learning actions from observation of others' physical movements, often one need to identify how the movements would be generated by the others. By seeing a physical body as a dynamical system, we set our problem to identify the dynamical system from observation of movements. In our attempts for this problem, similarity of movements are measured in relation to a fractal dimension of movements - an invariant under some types of transformation.
Drawing is one of the basic skills in learning art, it is a necessary skill for beginners to master. The acquisition of skills by individuals is difficult and is acquired by correct repetition. The purpose of this study is to build a drawing learning support system for beginners in a network environment. The student can obtain evaluation and advice from the tutor without being restricted by time and place. In this paper, from the geometrically specificity of experts' drawing process data acquired with the digital pen, we examine the drawing process model and describe the drawing learning support system.
In the realization of a sustainable society, the use of old wooden architecture has been focused on. This research focuses on case study by one researcher based on practical work on architectural design and design, from an internal viewpoint reflection analysis was conducted. We report design issues and design view in wooden architecture.