百人一首かるた選手の競技時の脳の情報処理に関する研究



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Mem. Faculty. B. O. S. T. Kinki University No. 24 : 33 43 (2009) 33

34 Memoirs of The Faculty of B. O. S. T. of Kinki University No. 24 (2009) になる 音 の 先 頭 ゆら 平 均 30~ 羽 田 後 に 取 り 札 を 認 識 していることを 見 出 した0 則 明.

35 を 受 けにくい 光 脳 機 能 イメージング 装 置 を 用 いて 脳 の 活 動 を 計 調 ~する. 光 脳 機 能 イメージング 装 置 は 園 内 2 杜 ( 目

36 Memoirs of The Faculty of B. O. S. T. of Kinki University No. 24 (2009)

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38 Memoirs of The Faculty of B. O. S. T. of Kinki University No. 24 (2009) ~ ~ 害 1 試 合 ), 同 図 右 は 被 検 者 A2 ~ 害 3 試 合 )の 一 試 合 全 体 を 通 しての 脳 血 流 のへモグロピ

39

40 Memoirs of The Faculty of B. O. S. T. of Kinki University No. 24 (2009)

41

42 Memoirs of The Faculty of B. O. S. T. of Kinki University No. 24 (2009)

43 A Study of Information Processing in the Brains of Players During Playing the Hyakunin-Isshu Karuta Game Shoichi Takeda', Yu Hasegawa', Yoshiyuki Hirai', Kazuoori Kosugi', Tsutomu Tsukui'and Seiichi Yamamoto' This paper describes an experiment using an optical functional brain imaging (fnirs) aiming at clarifying infonnation processing in the brains of players during playing the Hyakunin-Isshu karuta game (traditional Japanese playing cards). We measure oxidized hemoglobin (oxy-hb) values in the prefrontal cortex, which is responsible for the most important information processing to produce tactics for winning, at 22 measuring points using 8 optical detectors. The experimental results for 4 players show the following. (I) One of the characteristics common to all the players is that a peak of the oxy-hb values is observed in every cycle of one-unit game of taking one card (one poem-reading unit). This cycle correspoods to the cycle of "tense... maximum tense... relax" in the mind of the players. (2) Oxy-Hb values in the front parts of the prefrontal cortex are greater than those in the back parts of the prefrontal cortex and are sustained until the end of the game. This suggests that various high-degree thinking continues all through the game. (3) Oxy-Hb values tend to decrease in many back parts of the prefrontal cortex as the game progresses. This tendeocy suggests that motor cootrollability decreases due to fatigue caused by repeated body movements. However, this tendency is not observed in some parts for some players, which may be caused by the factors such as difference in progress of games, difference in players, etc. (4) The results of investigation for one top-grade player about brain activities depending on situations show that there are significant differences in many parts between when the player has taken the karuta and when there is no target karuta. (5) The factors of this significant increase in oxy-hb values when the player has taken the karuta may be the production of high-degree tactics in the prefrontal cortex, command of body movements in the pre-motor cortex, etc. The above results are consistent with the information processing cycles in the brain, in which high-degree reception, coguition and processing of auditory infonnation, and quick body movements are repeated in the case that a player takes a karuta during the play. 1. Department of Electronic Systems and Information Engineering. Kink:i. University, Wakayama 649-6493, Japan 2. Program in Electronic Systems and Information Engineering, Graduate School of Biology-Oriented Science and Technology, K.inki University, Wakayama 649 6493, Japan 3. All-Japan KarutaAssociation, Tokyo 112-0012, Japan 4. Department of Information Systems Design, Doshisha University, Kyoto 610-0321, Japan