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タッピングゲームの長期的な利用を通じた聴覚障害者のリズム認知能力に関する検討

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(1)Vol.2016-AAC-2 No.8 2016/12/3. ৘ใॲཧֶձ‫ڀݚ‬ใࠂ IPSJ SIG Technical Report. λοϐϯάήʔϜͷ௕‫ظ‬తͳར༻Λ௨ͨ͡ ௌ֮ো֐ऀͷϦζϜೝ஌ೳྗʹؔ͢Δ‫ݕ‬౼ ङ໺ ௚࠸1. দ‫ ݪ‬ਖ਼थ2. ࣉᖒ ༸ࢠ2,3. ฏլ ྤඒ4. ֓ཁɿຊ‫Ͱڀݚ‬͸ɼௌ֮ো֐ऀΛର৅ͱͨ͠ϦζϜೝ஌ೳྗ޲্ͷͨΊͷԻָήʔϜʮλοϐϯάήʔϜʯ Λ։ൃ͠ɼ௕‫ظ‬తར༻ͷ࣮‫ݧ‬Λߦͬͨɽ࣮‫ݧ‬Λ௨ͯ͡λοϐϯάήʔϜ͕ௌ֮ো֐ऀͷϦζϜೝ஌ೳྗʹ༩ ͑Δ௕‫ظ‬తͳτϨʔχϯάޮՌΛ‫ݕ‬౼ͨ͠΄͔ɼΞϯέʔτʹΑΔҙ‫ݟ‬ௌऔ΍ௌ֮ো֐ऀͷϦζϜʹؔ͢ Δೳྗͷ෼ੳ΋͓͜ͳͬͨɽ࣮‫Ͱݧ‬͸ௌྗϨϕϧ 76dB Ҏ্ͷௌ֮ো֐ऀ 4 ໊͕ࢀՃ͠ɼ5 ϲ݄ʹ౉ͬͯτ ϨʔχϯάͱςετΛަ‫ͨͬͳ͓͜ʹޓ‬ɽ݁Ռͱͯ͠͸ϦζϜೝ஌ೳྗͷ޲্͸͔֬ΊΒΕͣɼϓϨΠ࣌ ؒͷෆ଍ͳͲͷ࣮‫ݧ‬खଓ͖ͷෆඋʹ‫ى‬Ҽ͢Δ΋ͷͱਪ࡯͞Εͨɽඃ‫ʹऀݧ‬ର͓͜͠ͳͬͨΞϯέʔτͰ͸ɼ λοϐϯάήʔϜͷޮՌΛߠఆ͢Δ஌‫͕ݟ‬ಘΒΕɼ௕‫ظ‬తͳτϨʔχϯάޮՌ͸‫׬‬શʹ൱ఆ͞Εͨ΋ͷͰ ͸ͳ͍ͱ༧૝͞Εͨɽ࣮‫݁ݧ‬Ռͷ෭࣍తͳ෼ੳ͔Β͸ɼௌ֮ো֐ऀͷϦζϜೝ஌ʹؔ͢Δ஌‫͕ݟ‬ಘΒΕͨɽ. Investigation about hearing-impaired people’s rhythm-cognition ability by means of their long-term use of tapping game Kano Naoya1. Matsubara Masaki2. 1. ͸͡Ίʹ ௌ ֮ ো ֐ ऀ ͕ Ի ָ Λ ड ͚ ೖ Ε ɼ༗ ޮ ‫ ͖ Ͱ ༻ ׆‬Δ ͜. Terasawa Hiroko2,3. Hiraga Rumi4. Δ΋ͷ [6], [8] ͕͋Δɽ͜ΕΒͷ‫ڀݚ‬͸ɼௌ֮ো֐ऀ͕τ ϨʔχϯάΛ௨ͯ͡Իߴͷ஌֮΍ָ‫ث‬ͷԻ৭ͷௌ͖෼͚ͷ ೳྗΛ޲্ͤ͞Δ͜ͱ͕ՄೳͰ͋Δ͜ͱΛ͍ࣔࠦͯ͠Δɽ. ͱ ͸ ɼ༷ ʑ ͳ ෼ ໺ Ͱ ͷ ‫ ͞ ࠦ ࣔ ͯ ͍ ͓ ʹ ڀ ݚ‬Ε ͯ ͍. ຊ‫Ͱڀݚ‬͸ɼԻָͷதͷϦζϜʹண໨ͨ͠τϨʔχϯ. Δ [3], [5], [18], [23], [24]ɽ·ͨɼௌ֮ো֐ऀͷ൒਺Ҏ্. άΛ‫ݕ‬౼͢ΔɽϦζϜ͸Իָʹ͓͍ͯɼϝϩσΟɼϋʔϞ. ͸ԻָΛੵ‫ۃ‬తʹָ͠ΜͰ͍Δ͜ͱ͕ෳ਺ͷΞϯέʔτௐ. χʔɼԻ৭ͳͲͱฒΜͰॏཁͳཁૉͷҰͭͰ͋Δɽಛʹɼ. ͔ࠪΒ෼͔͍ͬͯΔ [7], [16], [21]ɽ൴Β͸ɼ୯ʹԻָΛௌ. ௌ֮ো֐ऀʹͱͬͯɼϦζϜ͸ԻָΛ൑ผɾಉఆ͢Δࡍʹ. औ͢ΔҎ֎ʹ΋ɼΧϥΦέɼԻָήʔϜɼμϯε΍ָ‫ث‬ԋ. ࠷΋ॏཁͳཁૉͰ͋Δ [9], [13]ɽҰํͰɼΖ͏ֶߍʹ޲͚. ૗ͳͲɼ༷ʑͳ‫Ͱܗ‬Իָͱਂؔ͘Θ͍ͬͯΔ [16]ɽҰํͰɼ. ͨΞϯέʔτௐࠪͰ͸ɼԻָͷत‫Ͱۀ‬ੜెʹϦζϜͷཧղ. Իָௌऔʹෆ҆Λ‫͍ͯ͡ײ‬Δௌ֮ো֐ऀ΋͍Δɽࣗ෼ͷௌ. Λଅ͢͜ͱ͕ࠔ೉Ͱ͋Δͱ͍ͯ͠Δ [20]ɽҎ্ͷΑ͏ͳঢ়. ͍͍ͯΔԻָ͕݈ௌऀͱಉ͡Ͱ͸ͳ͍ՄೳੑΛߟ͑ͨΓɼ. ‫͔گ‬Βɼௌ֮ো֐ऀͷϦζϜೝ஌ೳྗΛτϨʔχϯά͢Δ. ΧϥΦέͰʮೖΓ͕෼͔Βͳ͍ʯͱযΔ͜ͱ΋͋Δɽ. ͜ͱ͸ҙ͕ٛ͋Δͱߟ͑Δɽ. ԻָΛָ͠ΈɼΑΓࣗ৴Λָ࣋ͬͯ͠Έ͍ͨͱ͍͏ௌ֮ ো֐ऀʹ޲͚ͨԻָτϨʔχϯά͸༗༻Ͱ͋Δɽઌߦ‫ڀݚ‬. 1.1 ϦζϜೝ஌ೳྗ. ʹ͓͍ͯɼௌ֮ো֐ऀʹ޲͚ͨԻָτϨʔχϯάͷՄೳੑ. ҰൠʹɼਓؒͷϦζϜʹؔ͢Δೳྗʹ͍ͭͯ͸༷ʑͳ‫ݚ‬. Λௐࠪͨ͠΋ͷ [15] ΍ɼ࣮ࡍͷτϨʔχϯάΛఏҊ͍ͯ͠. ‫ͳ͓͕͜ڀ‬ΘΕ͓ͯΓɼͦͷ‫ܭ‬ଌํ๏΋༷ʑͰ͋Δɽௌ֮ ো֐ऀΛର৅ͱͨ͠ϦζϜೳྗͷ‫ܭ‬ଌํ๏΋༷ʑʹఏҊ͞. 1 2 3 4. ஜ೾େֶେֶӃਤॻ‫ؗ‬৘ใϝσΟΞ‫ڀݚ‬Պ ஜ೾େֶਤॻ‫ؗ‬৘ใϝσΟΞ‫ܥ‬ JST ͖͕͚͞ ஜ೾ٕज़େֶ࢈‫ٕۀ‬ज़ֶ෦. ⓒ 2016 Information Processing Society of Japan. Ε͍ͯΔ [1], [2], [10], [11], [14], [25] ͕ɼͦΕΒ͸ɼྫ͑͹ ਖ਼‫ݭ‬೾ͳͲΛ༻͍ͨϦζϜύλʔϯͷಉఆ՝୊ͳͲͷΑ͏. 1.

(2) Vol.2016-AAC-2 No.8 2016/12/3. ৘ใॲཧֶձ‫ڀݚ‬ใࠂ IPSJ SIG Technical Report. ήʔϜΛϓϨΠ͢Δͱ୹‫ظ‬తʹ͸ֶशޮՌ͕ੜ͡Δ͜ͱ͕ ෼͔ͬͨ [17]ɽ͢ͳΘͪɼήʔϜͷϓϨΠ௚લͰϦζϜΛ ௌ͖औΕͳָ͔ͬͨ‫͕ۂ‬ɼϓϨΠ௚‫Ͱޙ‬͸ϦζϜΛௌ͖औ ΕΔΑ͏ʹͳͬͨɽ͜ͷ୹‫ظ‬తͳֶशޮՌ͸ɼλοϐϯά ήʔϜͷಛ௃Ͱ͋ΔʮՄࢹԽ͞ΕͨϦζϜͷදࣔʢࢹ֮ख ͕͔Γʣʯʹ‫ى‬Ҽ͢Δ͜ͱ͕֬ೝ͞Εͨɽͭ·Γɼಉָ͡ ‫ۂ‬Λ‫܁‬Γฦ͠ௌ͍ͯϦζϜΛ֮͑Δɼͱ͍͏Α͏ͳྨͷ΋ ͷͰ͸ͳ͘ɼϦζϜೝ஌ೳྗͷ޲্Λ͍ࣔࠦͯ͠Δɽͨͩ ͠ɼ୹‫ظ‬తͱশ͍ͯ͠ΔΑ͏ʹɼήʔϜͷϓϨΠͷ௚લͱ ௚‫ޙ‬ɼ͔ͭಉָ͡‫ʹۂ‬ରͯ͠ɼͱ͍͏‫ݶ‬ఆతͳϦζϜೝ஌ ೳྗͷ޲্Λࣔͨ͠ʹ͗͢ͳ͍ɽ Αͬͯຊ‫Ͱڀݚ‬͸ɼλοϐϯάήʔϜ͕ɼ௕‫ظ‬తʹɼ༷ʑ ਤ 1 λοϐϯάήʔϜͷը໘. ͳָ‫ʹۂ‬Ԡ༻ՄೳͳϦζϜೝ஌ೳྗͷτϨʔχϯάʹ଍Γ. Fig. 1 Tapping Game Interface. ͏Δ͔ɼͱ͍͏఺Λ‫ݕ‬౼͢Δɽ‫͑׵͍ݴ‬Ε͹ɼ୹‫ظ‬తͳ࣮ ‫؍Ͱݧ‬ଌ͞ΕֶͨशޮՌʹର͠ɼ൚Խ͕ੜ͡Δ͔Λ‫͢ূݕ‬. ͳ‫ૅج‬తͳϦζϜೳྗͷଌఆʹͱͲ·͍ͬͯΔɽ. Δ΋ͷͰ͋Δɽ. ࣮ࡍͷԻָΛௌ͘ͱ͖ʹඞཁͱ͞ΕΔೳྗ͸ɼ͞Βʹෳ. ·ͨɼ࣮‫ݧ‬Λ௨ͯ͠ɼλοϐϯάήʔϜͷվળΛࢼΈͨ. ࡶͰ͋Δɽ͢ͳΘͪɼෳࡶʹॏ৞͞Εͨෳ਺ͷԻ͔ΒɼϦ. ΄͔ɼௌ֮ো֐ऀͷϦζϜʹؔ͢Δೳྗͷ‫ૅج‬σʔλͷऩ. ζϜΛ‫͢ىש‬ΔԻΛબ୒తʹௌ͖औ্ͬͨͰɼϦζϜΛೝ. ू΋͓͜ͳͬͨɽ. ஌͠ཧղ͢Δ͜ͱ͕‫ٻ‬ΊΒΕΔɽຊߘͰ͸ɼ͜ͷΑ͏ͳɼ ԻָͷϦζϜΛೝ஌͠ཧղ͢Δೳྗͷ͜ͱΛʮϦζϜೝ஌ ೳྗʯͱ‫Ϳݺ‬ɽ ຊ‫Ͱڀݚ‬͸ɼϦζϜೝ஌ೳྗΛ‫ܭ‬ଌ͢ΔͨΊͷख๏ͱ͠ ͯɼIversen Βͷ‫[ ڀݚ‬12] Λࢀߟͱ͢ΔɽIversen ΒͷఏҊ ͢ΔϦζϜೝ஌ೳྗςετ”Beat Alignment Test” ͸ɼ࣮. 2. ํ๏ զʑͷ։ൃͨ͠λοϐϯάήʔϜ͕ɼௌ֮ো֐ऀͷϦζ Ϝೝ஌ೳྗΛ޲্ͤ͞Δ͔Λௐ΂ΔͨΊʹɼ௕‫ظ‬తͳ࣮‫ݧ‬ Λ͓͜ͳͬͨɽ ࣮‫ݧ‬͸τϨʔχϯάύʔτͱςετύʔτʹ෼͔ΕΔɽ. ࡍͷԻָΛ༻͍ͨख๏Λ࠾༻͍ͯ͠ΔͨΊɼ࣮ફతͳϦζ. τϨʔχϯάύʔτͰ͸λοϐϯάήʔϜΛϓϨΠ͠ɼς. Ϝೝ஌ೳྗ͕‫ܭ‬ଌͰ͖ΔͷͰ͸ͳ͍͔ͱߟ͑Δɽ. ετύʔτͰϦζϜೝ஌ೳྗͷ֬ೝΛߦ͏ɽτϨʔχϯά ύʔτ͸Ұճʹ͖ͭ 1 ϲ݄ఔ౓Ͱ͋ΓɼͦΕΛ‫ ܭ‬5 ճɼؒ. 1.2 λοϐϯάήʔϜ. Λۭ͚ͣʹߦͬͨɽςετύʔτ͸ 1 ճ 20 ෼ఔ౓ͷςε. ήʔϛϑΟέʔγϣϯʢඇήʔϜతͳίϯςΫετʹ. τͰ͋Γɼ࣮‫ݧ‬ͷ։࢝લʢτϨʔχϯάະ࣮ࢪ࣌ʣ ɼ͓Αͼ. ήʔϜσβΠϯͷཁૉΛ࢖༻͢Δ͜ͱ [4]ʣ͸ɼֶश΍τ. ֤τϨʔχϯάύʔτͷऴྃ࣌ʹ࣮ࢪͨ͠ɽ‫ ܭ‬6 ճ࣮ࢪ͠. Ϩʔχϯάͷޮ཰Λ޲্ͤ͞Δ͜ͱ͕஌ΒΕ͍ͯΔɽΑͬ. ͨςετύʔτͷ݁ՌΛൺֱ͢Δ͜ͱʹΑΓɼϦζϜೝ஌. ͯɼຊ‫Ͱڀݚ‬͸ɼԻָήʔϜΛ༻͍ͨɼௌ֮ো֐ऀ޲͚ͷ. ೳྗͷมԽΛ‫ͨ͠ূݕ‬ɽ. ϦζϜೝ஌ೳྗτϨʔχϯάͷՄೳੑΛ‫ݕ‬౼͢Δɽ. ·ͨɼ࣮‫ݧ‬Λ௨ͯ͠ɼௌ֮ো֐ऀͷϦζϜʹؔ͢Δೳྗ. ҰൠతͳԻָήʔϜͷଟ͘͸ʮՄࢹԽ͞ΕͨϦζϜΛࢀ. ͷ෼ੳ΋ߦͬͨɽ࣮‫ݧ‬ͷओ໨త͸ϦζϜೝ஌ೳྗͷมԽΛ. ߟʹ͠ͳ͕ΒɼԻָͷϦζϜʹ߹ΘͤͯͳΜΒ͔ͷૢ࡞. ‫͢ূݕ‬Δ͜ͱͰ͋Δ΋ͷͷɼͦΕҎ֎ͷ‫ૅج‬σʔλͷऩू. ʢϘλϯΛԡ͢౳ʣΛߦ͏ʯͱ͍͏‫ࣜܗ‬Λͱ͍ͬͯΔɽͦ͠. ΋Ҏ‫ޙ‬ͷ‫͍͓ͯʹڀݚ‬༗༻Ͱ͋Δͱߟ͑ɼ͜ΕΛ෭࣍తʹ. ͯɼ͜ͷ‫ࣜܗ‬͸ϦζϜೝ஌ೳྗΛඞཁͱ͢Δ΋ͷͰ͋Δɽ ͜ͷΑ͏ͳԻָήʔϜΛ‫܁‬Γฦ͠ϓϨΠ͢Δ͜ͱ͸ɼϦζ Ϝೝ஌ೳྗͷ޲্ʹͭͳ͕ΔͷͰ͸ͳ͍͔ͱߟ͑Δɽ ͜ͷߟ͑ͷ΋ͱɼզʑ͸ɼҰൠతͳԻָήʔϜʹ‫ڞ‬௨͢ Δ‫ࣜܗ‬Λγϯϓϧͳ‫Ͱܗ‬நग़ͨ͠ʮλοϐϯάήʔϜʯΛ ։ൃͨ͠ɽλοϐϯάήʔϜͷը໘ͷྫΛਤ 1 ʹࣔ͢ɽը. ௐ΂Δ͜ͱͱͨ͠ɽ ࣮‫ؒظݧ‬தɼλοϐϯάήʔϜʹؔͯ͠ඃ‫ʹऀݧ‬ҙ‫ݟ‬ௌ औΛߦ͍ɼτϨʔχϯάύʔτͷ‫ڥ‬໨͝ͱʹλοϐϯά ήʔϜͷΞοϓσʔτΛ͓͜ͳͬͨɽৄࡉ͸ҎԼͷτϨʔ χϯάύʔτɾςετύʔτͷ߲໨Ͱड़΂Δɽ ·ͨɼ࣮‫ݧ‬ऴྃ‫ʹޙ‬͸ɼओ‫؍‬ධՁΞϯέʔτΛ͓͜ͳͬͨɽ. ໘ʹදࣔ͞ΕΔϦζϜ৘ใΛཔΓʹ͠ͳ͕ΒɼԻָʹ߹Θ ͤͯࢦఆͷ৔ॴΛλονύωϧͰλοϓ͢ΔήʔϜͰ͋ Δɽਖ਼͍͠λΠϛϯάͰਖ਼͍͠৔ॴΛλοϓͰ͖Ε͹ಘ఺ ͕ೖΓɼϓϨΠϠʔ͸ߴಘ఺ΛऔΔ͜ͱΛ໨ඪͱ͢Δɽ զʑ͕Ҏલߦ࣮ͬͨ‫Ͱݧ‬͸ɼௌ֮ো֐ऀ͕λοϐϯά. ⓒ 2016 Information Processing Society of Japan. 2.1 ඃ‫ऀݧ‬ ࣮‫ʹݧ‬͸ 4 ໊ͷௌ֮ো֐ऀ͕ࢀՃͨ͠ɽҎԼͰ͸ɼඃ‫ݧ‬ ऀΛͦΕͧΕ S1, S2, S3, S4 ͱ‫ݺ‬শ͢Δɽ͍ͣΕ΋ 20 ࡀ ͔Β 21 ࡀͷେֶੜͰ͋ΓɼS2 ͸ฏ‫ۉ‬ௌྗϨϕϧ 76dB, ଞ. 2.

(3) Vol.2016-AAC-2 No.8 2016/12/3. ৘ใॲཧֶձ‫ڀݚ‬ใࠂ IPSJ SIG Technical Report. 3 ਓ͸ 100dB Ҏ্ͷௌྗଛࣦΛ࣋ͭɽ͍ͣΕͷඃ‫ऀݧ‬΋‫ݴ‬. Կ΋ฉ͔ͣʹɼࣗ෼ͷୟ͖΍͍͢ςϯϙͰɼ౳ִؒͷ. ‫֫ޠ‬ಘલʹௌྗΛଛࣦ͍ͯ͠Δɽඃ‫ ऀݧ‬S1 ͸ยࣖʹਓ޻. λοϐϯάΛߦ͏ʢ15 ඵؒɼ2 ճʣ ɽ. ಺ࣖΛ૷༻͓ͯ͠Γɼͦͷଞͷඃ‫ऀݧ‬͸࣮‫ݧ‬தʹิௌ‫ث‬Λ. ( 2 ) ϝτϩϊʔϜλοϐϯά. ૷༻͍ͯͨ͠ɽ. ౳ִؒͰ୹͍Ի͕໐ΔܹࢗʢϝτϩϊʔϜʣΛௌ͖ͳ ͕ΒɼͦΕʹ߹ΘͤͨλοϐϯάΛߦ͏ɽ. 2.2 τϨʔχϯάύʔτ. ( 3 ) Ϗʔτλοϐϯά. τϨʔχϯάύʔτͰ͸ɼλοϐϯάήʔϜΛΠϯε. ԻָΛௌ͖ͳ͕Βɼͦͷഥʹ߹ΘͤͯλοϐϯάΛ. τʔϧͨ͠λϒϨοτ୺຤ʢSurface Pro 3, Windows8.1ʣ Λඃ‫͠ିʹऀݧ‬ɼૢ࡞ํ๏Λઆ໌্ͨ͠Ͱ֤ࣗࣗ༝ʹϓϨ. ߦ͏ɽ. ( 4 ) Ϗʔτύʔηϓγϣϯ. Πͯ͠΋Βͬͨɽͪ͜Β͔ΒϓϨΠ࣌ؒɾස౓ͳͲͷࢦఆ. ԻָͱϝτϩϊʔϜ͕ಉ࣌ʹ໐ΔͷΛௌ͍ͯɼϝτϩ. ͸͠ͳ͔ͬͨɽ. ϊʔϜ͕Իָͷഥʹ߹͍ͬͯΔ͔Ͳ͏͔Λ 2 ୒Ͱ൑அ. λοϐϯάήʔϜͷ‫ج‬ຊతͳΠϯλʔϑΣʔε͸ɼ1.2. ͢Δɽ. અͰड़΂ͨ௨Γɼʮը໘ʹදࣔ͞ΕΔϦζϜ৘ใΛཔΓʹ. ͳ͓ɼഥͱ͸ԻָͷʮλΠϛϯάͷΑΓͲ͜ΖͱͳΔ࣌. ͠ͳ͕ΒɼԻָʹ߹Θͤͯࢦఆͷ৔ॴΛλοϓ͢Δʯͱ͍. ؒͷ୯Ґ *1 ʯͰ͋ΓɼԻָʹ߹Θͤͨखഥࢠ΍ɼࢦ‫ऀش‬ͷ. ͏ήʔϜͰ͋Δɽͨͩ͠ɼ࣮‫ͨ͠༻࢖Ͱݧ‬λοϐϯάήʔ. खͷಈ͖ʹ‫ݟ‬ΒΕΔΑ͏ͳɼԻָͷ‫ج‬ຊతͳ౳ִؒͷϦζ. Ϝ͸ҎԼͷ 3 ͭͷϞʔυΛ༻ҙͨ͠ɽ. Ϝߏ଄Ͱ͋Δɽ. • ʮ೉͍͠ʯϞʔυ. ·ͨɼ ʮλοϐϯάʯͱ͸ɼຊߘͰ͸ʮҰఆͷϦζϜʹ͠. Իָͷ༷ʑͳϦζϜʹ߹Θͤͯ 4 ͭͷՕॴΛλοϓ͢. ͕ͨͬͯ‫ܧ‬ଓతʹλονύωϧΛλοϓ͢Δʯͱ͍͏ߦҝ. Δʢਤ 1ʣ ɽ. Λࢦ͢ɽλοϐϯά͸ϦζϜ‫͍༻͘޿͍͓ͯʹڀݚ‬ΒΕͯ. • ʮγϯϓϧʯϞʔυ. ͍Δ [22]ɽ. Իָͷഥʹ߹Θͤͯ 1 ͭͷՕॴΛλοϓ͢Δɽ. • ʮςετʯϞʔυ. 2.4 ςετύʔτͷܹࢗ. ը໘ͷϦζϜՄࢹԽ৘ใΛඇදࣔʹͯ͠ɼԻָͷഥΛ. ςετύʔτ͸ຖճಉܹࢗ͡Λ࢖༻ͨ͠ɽͨͩ͠ɼςε. λοϓ͢Δɽ͢ͳΘͪɼ‫ޙ‬ड़͢ΔςετύʔτͷʮϏʔ. τύʔτͷ 3 ճ໨͔Β͸ɼऩूσʔλΛ૿Ճͤ͞ΔͨΊʹɼ. τλοϐϯάʯͱಉ༷ɽ. ϏʔτλοϐϯάɾϏʔτύʔηϓγϣϯʹ͓͍ܹͯࢗΛ. ·ͨɼ࣮‫ݧ‬த͸ɼඃ‫ʹऀݧ‬దٓҙ‫ݟ‬ΛืΓɼΞοϓσʔ. ௥Ճͨ͠ɽ. τΛ͓͜ͳͬͨɽ࣮ࡍʹ͓͜ͳͬͨΞοϓσʔτͷྫΛҎ Լʹ‫͛ڍ‬Δɽ. • Ϟʔυͷ‫ݟ‬௚͠ɽʮ೉͍͠ʯϞʔυ͸్த͔Βഇࢭ͠ɼ ʮςετʯϞʔυΛ్த͔Β௥Ճͨ͠ɽ. ϝτϩϊʔϜλοϐϯάͰ͸ɼ100msec, 1000Hz ͷਖ਼‫ݭ‬ ೾͕౳ִؒͰ໐ΔԻྻʢ͜͏͍ͬͨԻྻͷ͜ͱΛຊߘͰ ͸ϝτϩϊʔϜͱ‫Ϳݺ‬ʣΛ࢖༻ͨ͠ɽ͜͜Ͱ͸ɼԻͱԻ ͷִؒʢInter-Onset Interval: IOIʣ͕ 400msec, 550msec,. • λοϓͨ͠ͱ͖ͷϑΟʔυόοΫԻͷ༗ແͷઃఆɽ. 700msec ͷ 3 छྨͷϝτϩϊʔϜΛ࢖༻ͨ͠ɽ͍ͣΕͷࢗ. • ϋΠείΞͷอଘɼߴಘ఺Λͱָͬͨ‫΁ۂ‬ͷҹ͚ͮɽ. ܹ΋શମͰ 15 ඵͷ௕͞ͱͨ͠ɽͳ͓ɼ࣮‫ݧ‬લʹࣄલʹͦ. • ʮςετʯϞʔυͷϓϨΠ‫ʹޙ‬ɼഥͱλοϓΛ࣌ؒ࣠ ʹԊͬͯՄࢹԽදࣔ͢ΔϑΟʔυόοΫͷ௥Ճɽ. ΕͧΕͷඃ‫͍ͯͭʹऀݧ‬ɼ1000Hz ͷਖ਼‫ݭ‬೾Λ‫ݕ‬஌Ͱ͖Δ ͜ͱ͸֬ೝࡁΈͰ͋Δɽ. • ϢʔβʔΠϯλʔϑΣʔεɾը໘σβΠϯͷมߋɽը ໘ΤϑΣΫτͷ௥Ճɽ. ϏʔτλοϐϯάͰ࢖༻ܹͨࢗ͠Λද 1 ʹ‫͢ࡌه‬Δɽࢗ ܹͷ͏ͪ൒෼͸ΦϦδφϧͷ BAT[12] ͷ΋ͷΛ࢖༻͠ɼ࢒. • ָ‫ۂ‬ͷ௥Ճɽ. Γͷ൒෼͸೔ຊͷָ‫ۂ‬Λ࢖༻ͨ͠ɽܹࢗ͸ͦΕͧΕɼָ‫ۂ‬. λοϐϯάήʔϜʹ࢖༻ͨ͠Իָ͸ J-POP Λத৺ʹɼς. தͷҰ෦෼Λ 15 ඵ-25 ඵఔ౓Λநग़ͨ͠ɽςετύʔτͰ. ετύʔτͰ͸࢖༻͠ͳָ͍‫ۂ‬Λ 30 ‫ۂ‬ఔ౓Λ༻ҙ͠ɼͦ. ࢖༻ָͨ͠‫ۂ‬͸͢΂ͯɼτϨʔχϯάύʔτͰ࢖༻ָͨ͠. ͷ͏ͪͷ 20 ඵ-40 ඵఔ౓Λநग़ͨ͠΋ͷΛ࢖༻ͨ͠ɽ. ‫ͱۂ‬͸ҟͳΔ΋ͷͰ͋Δɽ·ͨɼςετύʔτͷ 3 ճ໨͔ ΒܹࢗΛ௥Ճͨ͠ɽ1 ճ໨͔Β࢖༻ܹͨࢗ͠͸൪߸ 1-8 Ͱ. 2.3 ςετύʔτ. ͋Γɼ9-12 ͸௥Ճܹͨࢗ͠Ͱ͋Δɽ. ςετύʔτͰ͸ɼඃ‫ऀݧ‬ͷϦζϜೝ஌ೳྗͷςετΛ. ϏʔτύʔηϓγϣϯͰ͸ɼϏʔτλοϐϯάͰ࢖༻͠. ߦ͏ɽςετʹ͸ɼIversen Βͷ։ൃͨ͠ Beat Alignment. ָͨ‫ۂ‬ͷ͏ͪ൒෼ͷ 6 ָ‫ۂ‬Λ࢖༻ͨ͠ʢද 1 ύʔηϓγϣ. Test[12] (ҎԼɼBAT) Λ࢖༻ͨ͠ɽγεςϜࣗମ͸ΦϦδ. ϯͷྻʣɽͦΕͧΕͷָ‫ʹۂ‬ରͯ͠ɼҎԼͷ 4 ͭͷύλʔ. φϧͷ BAT ͷ··Ͱ͋Δ͕ɼ࢖༻͢Δܹࢗ͸มߋͨ͠ɽ. ϯͷϝτϩϊʔϜΛ༻ҙͨ͠ɽ. BAT ͸ҎԼͷ 4 ͭͷαϒςετʹΑͬͯߏ੒͞ΕΔɽ ( 1 ) ౳ִؒλοϐϯά. ⓒ 2016 Information Processing Society of Japan. *1. ೔ຊԻ‫ֶڹ‬ձ. (2003). ৽൛Ի‫ࣙޠ༻ڹ‬య.. 3.

(4) Vol.2016-AAC-2 No.8 2016/12/3. ৘ใॲཧֶձ‫ڀݚ‬ใࠂ IPSJ SIG Technical Report ද 1. ϏʔτλοϐϯάͰ༻͍ܹͨࢗ. ͖ΌΓʔͺΈΎ. 3. ࢖༻. Happy. ͺΈΎʢΧόʔʣ. ຾Γඣ. SEKAI. NO. OWARI 4. ཚΕ൅. ඒۭͻ͹Γ. ࢖༻. 5. Hard to Han-. Black Crowes. ࢖༻. 0.7. Ҫ্͋ͣΈ. Super Scooter. ● ●. 0.6. ͱͳΓͷττϩ. 2. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. Panama. Van Halen. 7. Tuxedo junc-. Glenn Miller. ࢖༻. ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. S1 S2 S3 S4. ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ●. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. 0. 10. 20. 30. 40. ਤ 2. ͢΂ͯͷ౳ִؒλοϐϯάʹ͓͚Δ ITI ͷมભ. Fig. 2 ITI transition of Every Even-Tapping Trial. tion Richard. Boston Pops. Rogers. 3. ݁Ռ. Waltzes Howlʟs Mov-. ‫ٱ‬ੴৡ. 3.1 ౳ִؒλοϐϯά. ing Castle. ౳ִؒλοϐϯάͰ͸ɼςετύʔτͷճ਺ؒͷൺֱ͸. 10. ͍Ζ͸. ΰεϖϥʔζ. ࢖༻. 11. Superman. Boston Pops. ࢖༻. 12. Stompin’ the savoy. ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ●. ●. Index. 6. 9. ●. ●. dle. 8. ●. ● ●. 0.5. 1. ύʔηϓγϣϯ Inter−Tap Interval [sec]. ΞʔςΟετ. 0.4. ָ‫໊ۂ‬. 0.3. ൪߸. 0.8. Table 1 Stimuli Used in Beat Tapping Test. at. ҙຯΛͳ͞ͳ͍ͨΊʢ·ͨɼൺֱͯ͠΋ࠩ͸ͳ͔ͬͨͨ. Benny Good-. Ίʣ ɼ͢΂ͯͷճΛ·ͱΊͯ෼ੳͨ͠ɽ͢ͳΘͪɼ6 ճͷς. man. ετύʔτʷ֤ 2 ճͷ౳ִؒλοϐϯάʷ 4 ໊ͷඃ‫ऀݧ‬ɼ ‫ ܭ‬48 σʔλΛɼ4 ໊ͷඃ‫ ͕ऀݧ‬12 ճͣͭ౳ִؒλοϐϯ. • On Beat: ָ‫ۂ‬ͷഥͱಉҰλΠϛϯάɽ • Tempo Error: ָ‫ۂ‬ͷഥΑΓςϯϙ͕ 10%଎͍ɼ·ͨ ͸஗͍ɽ. • Phase Error: ָ‫ͱۂ‬ςϯϙ͸ಉҰ͕ͩλΠϛϯά͕ഥ ͔Β 1/4 ഥ෼ζϨ͍ͯΔɽ. άΛߦͬͨ΋ͷͱΈͳ͢ɽ ͦΕͧΕͷ౳ִؒλοϐϯάͰͷɼλοϓͱλοϓͷؒ ͷ࣌ؒʢInter-Tap Interval: ITIʣͷมભΛ 48 ࢼߦʹର͠ ͯϓϩοτͨ͠΋ͷΛਤ 2 ʹࣔ͢ɽਤͷԣ࣠͸Կ‫ݸ‬໨ͷ. ITI ͔Λࣔ͠ɼॎ࣠͸ ITI(sec) Λࣔ͢ɽ. • Syncopation: ָ‫ͱۂ‬ςϯϙ͸ಉҰ͕ͩλΠϛϯά͕ഥ. ͦΕͧΕͷ౳ִؒλοϐϯάʹ͓͚Δ ITI ͷฏ‫ۉ‬Λɼͦ. ͔Β 1/2 ഥ෼ζϨ͍ͯΔɽ͢ͳΘͪɼγϯίϖʔγϣ. ͷࢼߦͰඃ‫͕ऀݧ‬ୟ͍ͨ ITI ͷ୅ද஋ʢ୅ද ITIʣͱͨ͠. ϯͷλΠϛϯάͰ໐Δɽ. ͱ͖ͷɼ‫ ܭ‬48 ࢼߦʹ͓͚Δ୅ද ITI ͷώετάϥϜΛਤ 3. 6 ָ‫ ͱۂ‬4 ͭͷϝτϩϊʔϜͷύλʔϯʹ͍ͭͯɼ͢΂. ʹࣔ͢ɽ. ͯͷ૊Έ߹ΘͤͰܹࢗΛ࡞੒͠ɼ‫ ܭ‬24 ‫ݸ‬ͷܹࢗΛ༻ҙ͠ ͨɽOn Beat ͷύλʔϯ͸ʮԻָͷഥʹ߹͍ͬͯΔʯܹࢗ Ͱ͋ΓɼTempo Error, Phase Error, Syncopation ͸͍ͣ Ε΋ʮԻָͷഥʹ߹͍ͬͯͳ͍ʯܹࢗͱͨ͠ɽ. 3.2 ϝτϩϊʔϜλοϐϯά ϝτϩϊʔϜλοϐϯάͰ͸શඃ‫ऀݧ‬ɼ֓Ͷϝτϩϊʔ Ϝʹ߹Θͤͨλοϐϯά͕ߦ͍͑ͯͨͨΊɼ෼ੳ͸ׂѪ ͢Δɽ. 2.5 Ξϯέʔτ ࣮‫ݧ‬ऴྃ‫ʹޙ‬͸ඃ‫ʹऀݧ‬ର࣮ͯ͠‫ݧ‬શମ΁ͷΞϯέʔτ Λ͓͜ͳͬͨɽΞϯέʔτ߲໨ΛҎԼʹࣔ͢ɽ. ( 1 ) λοϐϯάήʔϜ͸ԻָௌऔͷͨΊͷτϨʔχϯάʹ ༗ޮͩͱࢥ͍·͔ͨ͠ʁ. ( 2 ) λοϐϯάήʔϜΛϓϨΠ͢Δ͜ͱͰɼࣗ෼ͷԻָௌ औೳྗ΍ϦζϜ‫͔͢·͍ࢥͱ্ͨ͠޲͕ײ‬ʁ. ( 3 ) λοϐϯάήʔϜΛϓϨΠ͢Δ͜ͱͰɼීஈԻָΛௌ. 3.3 Ϗʔτλοϐϯά ϏʔτλοϐϯάͰ͸ɼͦͷࢼߦ͕Ͳͷ͙Β্͍ख͘Ͱ ͖͔ͨʢͲͷ͙Β͍ԻָͷϦζϜΛೝ஌Ͱ͖͍͔ͯͨʣΛɼ. F ஋ʢF-Measureʣͱ͍͏ࢦඪΛ࢖ͬͯද͢ɽF ஋͸զʑ ͷҎલͷ‫[ ڀݚ‬17] Ͱ΋༻͍ͨࢦඪͰ͋ΓɼF ஋͕ 1 ʹ͚ۙ Ε͹ϦζϜΛೝ஌Ͱ͖͍ͯΔ͜ͱΛࣔ͢ɽ. F ஋͸ҎԼͷࣜͰఆٛ͢Δɽ. ͘ͱ͖ͷௌ͖ํ͕มΘΓ·͔ͨ͠ʁ·ͨɼมΘͬͨͷ. ద߹཰ P: શλοϓதͷਖ਼֬ʹୟ͚ͨλοϓͷׂ߹. Ͱ͋Ε͹ͲͷΑ͏ʹมΘΓ·͔ͨ͠ʁ. ࠶‫ ཰ݱ‬R: શഥதͷਖ਼֬ʹୟ͔Εͨഥͷׂ߹. ( 4 ) λοϐϯάήʔϜͷվળ఺Λࣗ༝ʹ‫ه‬ड़͍ͯͩ͘͠͞ɽ ( 5 ) ͦͷଞɼ࣮‫ݧ‬શମ΁ͷҙ‫ݟ‬΍‫ײ‬૝ͳͲ͕͋Ε͹‫ه‬ड़͠ ͍ͯͩ͘͞ɽ. ⓒ 2016 Information Processing Society of Japan. F -M easure =. 2·P ·R P +R. ͜͜Ͱɼ ʮਖ਼֬ʹୟ͚ͨʯͱ͸ɼഥͱഥͷִؒΛ IBI(Inter-. 4.

(5) Vol.2016-AAC-2 No.8 2016/12/3. ৘ใॲཧֶձ‫ڀݚ‬ใࠂ. Mean correct answer rate. 6 0. 2. 4. Freq. 8. 10. mean ± 2sd. 0.3. 0.4. 0.5. 0.6. 0.7. 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0. IPSJ SIG Technical Report. ●. ●. ●. 4. 5. 6. S1 S2 S3 S4. ●. 0.8. 1. 2. 3. Number of BAT. ਤ 3 ౳ִؒλοϐϯάͰඃ‫͕ऀݧ‬ୟ͍ͨ ITIʢPreferred ITIʣͷ. ਤ 5. Ϗʔτύʔηϓγϣϯʹ͓͚Δฏ‫ۉ‬ਖ਼౴཰ͷมભ. Fig. 5 Transition of Mean Correct Answer Rate in Beat-. ώετάϥϜ. Fig. 3 Histogram of Preferred ITI. 1.0. Perception Test. ●. ●. ●. 4. 5. ●. ●. 1. 0.2. S1 S2 S3 S4 2. 3. 0.0. ●. 0.6. 0.8. 1st BAT 2nd BAT 3rd BAT 4th BAT 5th BAT 6th BAT. 0.4. ●. Mean correct answer rate. Mean F−Measure. ●. ●. Preferred ITI. 0.0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0. ●. 6. On Beat. Number of BAT. Tempo Error. Phase Error. Syncopation. Stimulus group. ਤ 4. Ϗʔτλοϐϯάʹ͓͚Δ F ஋ฏ‫ۉ‬ͷมભ. Fig. 4 Transition of Mean F-Measure in Beat-Tapping Test. ਤ 6. Ϗʔτύʔηϓγϣϯʹ͓͚Δܹࢗύλʔϯ͝ͱͷશඃ‫ऀݧ‬ ฏ‫ۉ‬ਖ਼౴཰. Beat Interval) ͱͨ͠ͱ͖ɼഥͷલ‫ ޙ‬IBI/4 ͷ۠ؒʹλο. Fig. 6 Mean Correct Answer Rate by Stimulus Pattern. ϓ͕͋Δ৔߹Λࢦ͢ɽ·ͨɼP = R = 0 Ͱ͋Δ৔߹͸. F -M easure = 0 ͱ͢Δɽ ςετύʔτͷճ͝ͱͷɼશܹࢗʹର͢Δ F ஋ͷฏ‫ۉ‬ͷ. ͪɼղ౴͕෼͔ΒͣϥϯμϜʹ౴͑ͨ৔߹ɼਖ਼౴཰͸ 0.5 ෇ۙͱͳΔɽ. มભΛਤ 4 ʹࣔ͢ɽਤͷԣ͕࣠ςετύʔτʢBATʣͷճ. ςετύʔτͷճ͝ͱͷɼશܹࢗʹର͢Δฏ‫ۉ‬ਖ਼౴཰ͷ. ਺Ͱ͋Γɼॎ͕࣠ F ஋Λද͢ɽඃ‫ऀݧ‬Λ৭Ͱ෼͚͍ͯΔɽ. มભΛਤ 5 ʹࣔ͢ɽਤͷԣ͕࣠ςετύʔτʢBATʣͷճ ਺Ͱ͋Γɼॎ͕࣠ਖ਼౴཰Λද͢ɽඃ‫ऀݧ‬Λ৭Ͱ෼͚͍ͯΔɽ. 3.4 Ϗʔτύʔηϓγϣϯ. ܹࢗͷύλʔϯʢOn Beat, Tempo Error, Phase Error,. ϏʔτύʔηϓγϣϯͰ͸ɼਖ਼౴཰Λࢦඪͱͨ͠ɽͨͩ. Syncopationʣ͝ͱͷਖ਼౴཰ʢશඃ‫ऀݧ‬ฏ‫ۉ‬ʣΛਤ 6 ʹࣔ. ͠ɼ2 ୒Ͱ͋ΔͷͰνϟϯεϨϕϧ͸ 0.5 Ͱ͋Δɽ͢ͳΘ. ͢ɽ֤๮ͷ৭ͷೱ͞͸ςετύʔτͷճ਺Λ͍ࣔͯ͠Δɽ. ⓒ 2016 Information Processing Society of Japan. 5.

(6) Vol.2016-AAC-2 No.8 2016/12/3. ৘ใॲཧֶձ‫ڀݚ‬ใࠂ IPSJ SIG Technical Report ද2. τϨʔχϯά۠ؒ͝ͱͷλοϐϯάήʔϜͷϓϨΠ࣌ؒͷ֓ࢉ. Λ‫ݟ‬ΔͱɼF ஋ɼਖ਼౴཰͍ͣΕ΋ճʹΑΔมಈ͸͋Δ΋ͷ. Table 2 Estimated Play Time of Tapping Game by Training. ͷɼϥϯμϜʹ‫͜ى‬Γ͏Δ‫ࠩޡ‬ͷൣғͰ͋Γɼֶश‫ۂ‬ઢͷ. Period. Α͏ͳ܏޲͸‫ݟ‬ΒΕͣɼϦζϜೝ஌ೳྗʹมԽ͸ͳ͔ͬͨ. 1 ճ໨. 2 ճ໨. 3 ճ໨. 4 ճ໨. 5 ճ໨. S1. 1෼. 0෼. 23 ෼. 5෼. 50 ෼. S2. 18 ෼. 3෼. 16 ෼. 11 ෼. 42 ෼. S3. 0෼. 43 ෼. 33 ෼. 13 ෼. 31 ෼. S4. 5෼. 15 ෼. 21 ෼. 19 ෼. 18 ෼. ͱߟ͑ΒΕΔɽ ϦζϜೝ஌ೳྗʹมԽ͕ͳ͔ͬͨୈҰͷཧ༝ͱͯ͠ߟ͑ ΒΕΔͷ͸ɼϓϨΠ࣌ؒͷෆ଍Ͱ͋Δʢද 2ʣ ɽ౰વɼֶश ͕࣌ؒগͳ͚Ε͹ֶश͸ੜ͡ͳ͍ɽ ·ͨɼඃ‫ ऀݧ‬S2 ʹ͍ͭͯ͸ॳΊ͔Βߴ͍੒੷Λग़ͯ͠. 3.5 λοϐϯάήʔϜͷϓϨΠ࣌ؒ. ͍ΔͨΊɼఱҪޮՌʹΑΓֶशͷ֬ೝ͕Ͱ͖ͳ͔ͬͨɽඃ. 5 ճ͋ΔτϨʔχϯάύʔτͦΕͧΕʹ͍ͭͯɼ֤ඃ‫ݧ‬. ‫ ऀݧ‬S2 ʹͱͬͯ͸ςετύʔτ͕؆୯͕͗ͨ͢ɼଞͷ 3. ऀͷλοϐϯάήʔϜͷϓϨΠ࣌ؒͷ֓ࢉΛද 2 ʹࣔ͢ɽ. ໊ʹ͓͍ͯ͸ద੾͋Δ͍͸೉͔ͬͨ͠ͱ͍͏͜ͱͰ͋Δɽ. ֤ߦ͸֤ඃ‫ऀݧ‬Λද͠ɼ֤ྻ͸τϨʔχϯά۠ؒͷճ਺Λ. ௌ֮ো֐ऀͱ͍ͬͯ΋ɼ‫ݸ‬ਓ‫ݸ‬ਓͷௌऔೳྗͷҧ͍͸େ͖. ද͢ɽϓϨΠ࣌ؒ͸λοϐϯάήʔϜͷϩά͔Βࢉग़ͨ͠ɽ. ͘ɼͦΕΛߟྀͨ͠ςετʹ͢΂͖Ͱ͋Δɽ. ϝχϡʔը໘΍୯ʹ‫ى‬ಈ͍ͯ͠Δ͚ͩͷ࣌ؒ͸‫ͣ·ؚ‬ɼ७. Ξϯέʔτ߲໨ (1)(2) ͷ݁Ռ͔Βɼඃ‫ऀݧ‬Β͸ɼλοϐ. ਮʹԻָΛௌ͖ͳ͕ΒλοϐϯάΛߦ͍ͬͯͨ࣌ؒͰ͋. ϯάήʔϜ͸ޮՌ͕͋Γͦ͏ͩͱ‫ͨ͡ײ‬΋ͷͷɼ࣮ࡍʹࣗ. Δɽ·ͨɼ͜ΕΒ֓ࢉ͸ 1 ͭͷτϨʔχϯά۠ؒʢ1 ϲ݄. ෼ʹޮՌ͕͋ͬͨͱ͸‫͍ͳ͍ͯ͡ײ‬΋ͷͱਪ࡯͞ΕΔɽͨ. લ‫ޙ‬ʣͰͷ߹‫͋Ͱܭ‬Δ͕ɼ࣮ࡍʹ͸ 1 ϲ݄ͷ͏ͪͷ਺೔ʹ. ͩ͠ɼΞϯέʔτ߲໨ (3) Ͱ͸ 2 ໊͕ීஈͷԻָௌऔ΁ͷ. ूதͯ͠ϓϨΠ͢Δ܏޲͕‫ݟ‬ΒΕͨɽ. Ө‫ڹ‬Λ౴͓͑ͯΓɼϦζϜೝ஌ೳྗͷ໨ʹ‫Ͱ·্޲ͨ͑ݟ‬ ͸͍͔ͣͱ΋ɼλοϐϯάήʔϜʹΑΔҙࣝͷมԽ͕͋ͬ. 3.6 Ξϯέʔτ݁Ռ Ξϯέʔτʹର͢Δճ౴Λཁ໿ͯ͠‫͢ࡌه‬Δɽ. ͨ͜ͱ͕ࣔࠦ͞ΕΔɽ ૯ͯ͡ɼ࣮‫ݧ‬Λ௨ͯ͠ϦζϜೝ஌ೳྗͷมԽ͸‫؍‬ଌ͞Ε. Ξϯέʔτ߲໨ (1)ʮλοϐϯάήʔϜ͸Իָௌऔͷͨ. ͳ͔ͬͨ΋ͷͷɼओཁͳཧ༝͸ϓϨΠ࣌ؒͷෆ଍ͳͲɼ࣮. ΊͷτϨʔχϯάʹ༗ޮͩͱࢥ͍·͔ͨ͠ʁʯʹ͍ͭͯ͸ɼ. ‫ݧ‬σβΠϯͷෆඋʹΑΔ΋ͷͰ͋ΓɼΞϯέʔτ݁ՌͳͲ. 4 ໊த 3 ໊͕ʮࢥ͏ʯͱ౴͑ɼ1 ໊͕ʮΘ͔Βͳ͍ʯͱ౴. ΋Ճຯ͢Ε͹ɼλοϐϯάήʔϜͷ௕‫ظ‬తͳτϨʔχϯά. ͑ͨɽ. ޮՌ͕‫׬‬શʹ൱ఆ͞Εͨ΋ͷͰ͸ͳ͍ͱߟ͑Δɽ. Ξϯέʔτ߲໨ (2)ʮλοϐϯάήʔϜΛϓϨΠ͢Δ͜ ͱͰɼࣗ෼ͷԻָௌऔೳྗ΍ϦζϜ‫·͍ࢥͱ্ͨ͠޲͕ײ‬ ͔͢ʁʯ͸ 4 ໊શһ͕ʮΘ͔Βͳ͍ʯͱ౴͑ͨɽ Ξϯέʔτ߲໨ (3)ʮλοϐϯάήʔϜΛϓϨΠ͢Δ͜. 4.2 ࣮‫ݧ‬σβΠϯͷվળ ϦζϜೝ஌ೳྗͷ޲্͕‫ݟ‬ΒΕͳ͔ͬͨୈҰͷ‫ݪ‬Ҽ͸ɼ ϓϨΠ࣌ؒͷෆ଍Ͱ͋Δͱߟ͑Δɽ. ͱͰɼීஈԻָΛௌ͘ͱ͖ͷௌ͖ํ͕มΘΓ·͔ͨ͠ʁ·. ద੾ͳֶश࣌ؒΛ֬อ͢ΔͨΊʹ͸ɼ࣮‫ݧ‬ͷํ๏΍‫ࣔڭ‬. ͨɼมΘͬͨͷͰ͋Ε͹ͲͷΑ͏ʹมΘΓ·͔ͨ͠ʁʯʹ. Λ‫ݟ‬௚͢͜ͱ͕ඞཁͰ͋Δɽྫ͑͹ɼτϨʔχϯάύʔτ. ͍ͭͯ͸ɼ4 ໊த 2 ໊͕ʮมΘͬͨʯͱ౴͑ͨɽͦͷ಺༁. ΋ɼςετύʔτͱಉ༷ɼ࣮‫ཱ͕ͪऀࢪ࣮ݧ‬ձܾͬͯΊΒ. ͸ʮΧϥΦέͰϦζϜΛҙࣝ͢ΔͱՎ͍΍͘͢ͳͬͨͱࢥ. Ε͓ͨ࣌ؒ͜ͳ͏ํ๏ͳͲ͕ߟ͑ΒΕΔɽ. ͏ͱ͖͕͋ͬͨʯͱ͍͏΋ͷͱɼ ʮָ‫ث‬Ի͕ͳʹ͔Λूத͠ ͯௌ͘Α͏ʹͳͬͨʯͱ͍͏΋ͷͰ͋ͬͨɽ Ξϯέʔτ߲໨ (4) ͱ (5) Ͱ͸ɼ༷ʑͳҙ‫͕ݟ‬ग़ͨͷͰɼ. ͨͩ͠ɼຊདྷ๬·͍͠ͷ͸ɼඃ‫ऀݧ‬ͷࣗ༝ҙࢤͰϓϨΠ ͍ͨ͠ͱࢥ͑ΔΑ͏ͳήʔϜΛ։ൃ͢Δ͜ͱͰ͋ΔɽΞϯ έʔτͰ΋ 1 ໊͔Βʮ‫ܧ‬ଓͰ͖Δັྗ͕଍Γ͍ͯͳ͍ʯͱ. ͦͷҰ෦Λ‫͢ࡌه‬ΔɽλοϐϯάήʔϜʹରͯ͠͸Πϯ. ࢦఠ͞Ε͍ͯΔɽͦ΋ͦ΋ήʔϛϑΟέʔγϣϯ͕༗ޮͰ. λʔϑΣʔε΍σβΠϯʹؔ͢Δҙ‫͕ݟ‬ෳ਺͋ͬͨ΄͔ɼ. ͋Δཧ༝ͷҰͭ͸ɼָ͍͔͠Β‫ܧ‬ଓͰ͖Δͱ͍͏఺Ͱ͋Γɼ. ʮৼಈ΍ޫΛ࢖͑͹໘നͦ͏ʯͱ͍͏ఏҊɼʮ‫ܧ‬ଓͰ͖Δ ັྗ͕଍Γ͍ͯͳ͍ʯͱ͍͏ҙ‫͕ͨͬ͋ݟ‬ɽςετύʔτ. ຊ࣮‫Ͱݧ‬ϓϨΠ͕࣌ؒগͳ͔ͬͨͷ͸ήʔϜͷ໘ന͕͞଍ Γͳ͔ͬͨͨΊͱߟ͑Δͷ͕ࣗવͰ͋Δɽ. ʹର͢Δҙ‫ͯ͠ͱݟ‬ɼ ʮϝτϩϊʔϜͷԻʢ1000Hz ͷਖ਼‫ݭ‬. τϨʔχϯάύʔτ͕ 1 ճ 1 ϲ݄ɼ͔ͭͦΕΛ 5 ճͱ͍. ೾ʣ͕Իָͱࠞ͟Δͱௌ͖औΓͮΒ͍ʯͱ͍͏ҙ‫͕Ͳͳݟ‬. ͏‫ؒظ‬ઃఆʹ΋‫ݟ‬௚͠ͷ༨஍͕͋Δɽຊ࣮‫Ͱݧ‬͸ɼඃ‫ऀݧ‬. ͋ͬͨɽ. ͷҙ‫ݟ‬ΛऔΓೖΕͳ͕ΒλοϐϯάήʔϜΛΞοϓσʔτ. 4. ߟ࡯ 4.1 ϦζϜೝ஌ೳྗͷมԽ. ͍ͯ͘͠ɼͱ͍͏͜ͱΛࢼΈͨͨΊɼτϨʔχϯάύʔτ ͕௕͘ͳͬͯ͠·͕ͬͨɼޮՌͷ‫ূݕ‬Λओ໨తͱ͢ΔͷͰ ͋Ε͹΋͏গ͠୹͍ํ͕Α͍ͩΖ͏ɽྫ͑͹ɼλεΫ͕ҟ. ԻָͷϦζϜೝ஌ೳྗ͸ɼBAT ͷϏʔτλοϐϯά͓Α. ͳΔͨΊࢀߟఔ౓Ͱ͸͋Δ͕ɼௌ֮ো֐ऀͷָ‫ث‬Իࣝผͷ. ͼϏʔτύʔηϓγϣϯͷ݁Ռ͔Β൑அ͢Δɽਤ 4ɼਤ 5. τϨʔχϯάΛߦͬͨઌߦ‫[ ڀݚ‬6] Ͱ͸τϨʔχϯά‫ؒظ‬. ⓒ 2016 Information Processing Society of Japan. 6.

(7) Vol.2016-AAC-2 No.8 2016/12/3. ৘ใॲཧֶձ‫ڀݚ‬ใࠂ IPSJ SIG Technical Report. Λ‫ ܭ‬5 िؒͱઃఆ͓ͯ͠Γɼ࣮ࡍʹ͸ 3 िؒఔ౓Ͱे෼ͳ. ͋͘·Ͱ͜͏͍͏܏޲͕͋Δ͔΋͠Εͳ͍ͱ͍͏ఔ౓ͷ΋. ֶश͕‫ݟ‬ΒΕͨͱ͍ͯ͠Δɽ. ͷͰ͋Δɽ͔͠͠ɼඃ‫ऀݧ‬Λ૿΍݈ͯ͠ௌऀͱͷൺֱΛ͓. ΞϯέʔτͰ͸ςετύʔτͰͷϝτϩϊʔϜͷԻ৭΁ ͷҙ‫͕ͨͬ͋ݟ‬ɽϝτϩϊʔϜͷԻ৭͸ 1000Hz ͷਖ਼‫ݭ‬೾ Ͱ͋Γɼ୯ಠͰ͋Ε͹ฉ͑͜Δͱͷ͜ͱ͕ͩͬͨɼԻָͱ ಉ࣌ʹྲྀΕΔͱԻָʹຒ΋Εͯ෼͔ΓͮΒ͘ͳΔͱͷ͜. ͜ͳ͑͹ɼΑΓ໌֬ʹ܏޲͕‫͑ݟ‬ɼ৽ͨͳ஌‫͕ݟ‬ಘΒΕΔ ͷͰ͸ͳ͍͔ͱߟ͑Δɽ. 5. ݁࿦. ͱͰ͋Δɽௌ֮ো֐͸‫ݸ‬ਓ‫ݸ‬ਓʹΑͬͯɼྫ͑͹ʮߴԻ͕. ຊߘͰ͸ɼௌ֮ো֐ऀʹ޲͚ͨλοϐϯάήʔϜͷϦζ. ௌ͖औΓͮΒ͍ʯͳͲप೾਺ଳʹΑͬͯฉ͖औΓ΍͕͢͞. Ϝೝ஌ೳྗͷ௕‫ظ‬తͳτϨʔχϯάޮՌͷ‫ݧ࣮ূݕ‬Λߦ. ҟͳΔͨΊɼͦͷ఺Λे෼ʹߟྀܹͨࢗ͠ͷબఆ͕‫ٻ‬ΊΒ. ͍ɼͦͷ݁Ռʹ͍ͭͯ‫ه‬ड़ͨ͠ɽ. ΕΔɽ. ࣮‫Ͱݧ‬͸ϦζϜೝ஌ೳྗͷ޲্͸֬ೝͰ͖ͳ͔ͬͨ΋ͷ ͷɼͦͷओͳཧ༝͸ϓϨΠ࣌ؒͷෆ଍͕ओཁͳ‫ݪ‬ҼͰ͋Δ. 4.3 ౳ִؒλοϐϯάʹ͓͚Δ Preferred ITI. ͱਪ࡯͞Εɼ࣮‫ݧ‬खଓ͖ͷվળ΍ɼήʔϜࣗମͷָ͠͞ͷ. ઌߦ‫ʹڀݚ‬ΑΕ͹ɼ݈ௌऀͷ Preferred tempoʢ౳ִؒ. ௥‫ޙࠓ͕ٻ‬ͷ՝୊ͱ͞ΕͨɽΞϯέʔτ݁Ռ͔Β͸ɼλο. λοϐϯάʹΑͬͯଌΒΕΔɼ࠷΋ࣗવʹ‫͡ײ‬Δςϯϙʣ. ϐϯάήʔϜʹ͸ޮՌ͕͋Γͦ͏Ͱ͋Δͱ͍͏ௌ֮ো֐ऀ. ͸ 120BPM લ‫ूʹޙ‬த͢Δ [19]ɽ120BPM ͸ ITI ʹ‫ࢉ׵‬. ͷҙ‫͕ݟ‬ಘΒΕɼීஈͷԻָௌऔ΁ͷӨ‫ڹ‬΋ࣔࠦ͞Εͨɽ. ͢Δͱ 500msec Ͱ͋Γɼຊ࣮‫Ͱݧ‬ͷ݁Ռʢਤ 2ɼਤ 3ʣͱಉ. ࣮‫ݧ‬Λ௨ͯ͠ௌ֮ো֐ऀͷϦζϜೝ஌ʹؔͯ͠ͷ෼ੳΛ. ༷ͷ܏޲Ͱ͋Δɽ·ͨɼਤ 2 Ͱ͸ 48 ࢼߦ͢΂ͯΛϓϩο. ͓͜ͳͬͨ݁Ռɼௌ֮ো֐ऀ͕ࣗવʹ‫͡ײ‬ΔςϯϙʢPre-. τ͕ͨ͠ɼ1 ͭ 1 ͭͷࢼߦΛ‫ݟ‬Δͱɼେ͖ͳόϥ͖ͭ͸ແ. ferred Tempoʣ͸݈ௌऀͱಉ༷Ͱ͋Δ͜ͱɼϏʔτύʔη. ͘ɼ͍ͣΕͷඃ‫ऀݧ‬΋ҰఆͷςϯϙΛΩʔϓ͢Δೳྗ͕͋. ϓγϣϯͷ࣮‫Ͱݧ‬͸݈ௌऀͱͷࠩҟ͕͋Δ͜ͱ͕ࣔࠦ͞Ε. Δ͜ͱ͕ࣔࠦ͞ΕΔɽ. ͨɽ͜ΕΒͷ఺ʹ͍ͭͯ͸ɼඃ‫਺ऀݧ‬Λ૿΍ͯ͠௥Ճ࣮‫ݧ‬. ͜ΕΒ݁Ռ͔Βɼ౳ִؒλοϐϯάʹ͓͍ͯ͸݈ௌऀɾௌ. Λߦ͑͹ɼΑΓ໌֬ʹ৽ͨͳ஌‫͕ݟ‬ಘΒΕΔͱਪ࡯͞Εͨɽ. ֮ো֐ऀͰಉ༷ͷ܏޲͕͋Δͱߟ͑ΒΕΔɽઌߦ‫[ ڀݚ‬19]. ँࣙ ࣮‫ࢀʹݧ‬Ճ͍͍ͯͨͩͨ͠ 4 ໊ͷௌ֮ো֐ֶੜʹ. Ͱɼ120BPM ͸ਓؒͷาߦͷςϯϙʹ͍ۙ͜ͱ͕ࢦఠ͞Ε. ‫͢ँײ‬Δɽຊ‫ڀݚ‬͸ JSPS Պֶ‫ڀݚ‬අ 26282001, 26790512. ͍ͯͨΑ͏ʹɼ౳ִؒλοϐϯάͷΑ͏ͳςϯϙੜ੒ɾς. ͷॿ੒Λड͚ͨɽ. ϯϙҡ࣋ʹඞཁͳ‫ߏػ‬͸ɼௌྗͱ͸ແؔ܎ʹൃୡ͢Δ΋ͷ Ͱ͋Δͱਪ࡯͞ΕΔɽ ࠓճͷ࣮‫Ͱݧ‬͸ඃ‫ ͕ऀݧ‬4 ໊ͱগͳ͔ͬͨͨΊɼΑΓඃ. ࢀߟจ‫ݙ‬ [1]. ‫ऀݧ‬Λ૿΍ͯ͠‫ݕ‬౼͢Δ͜ͱ͕๬·ΕΔɽ [2]. 4.4 Ϗʔτύʔηϓγϣϯʹ͓͚Δܹࢗύλʔϯ ϏʔτύʔηϓγϣϯͰ͸ɼܹࢗͷύλʔϯ͝ͱͷਖ਼౴ ཰Λௐ΂ͨʢਤ 6ʣɽςετύʔτͷճ਺ʹΑΔมԽ͸΄ ͱΜͲ֬ೝͰ͖ͳ͍΋ͷͷɼશମతͳ܏޲ͱͯ͠ύλʔϯ. [3]. ͝ͱͷҧ͍͕‫ݟ‬ΒΕͨɽԻָͷഥʹ߹͍ͬͯΔܹࢗʢOn. BeatʣΛʮ߹͍ͬͯΔʯͱਖ਼౴Ͱׂ͖ͨ߹͸ൺֱతߴ͍܏. [4]. ޲͕͋ͬͨɽҰํͰɼԻָͷഥʹ߹͍ͬͯͳ͍ܹࢗʹؔ͠ ͯ͸ɼTempo Error, Phase Error, Syncopation ͍ͣΕͷ ύλʔϯʹ΋ਖ਼౴཰ʹ͕ࠩ‫ݟ‬ΒΕͳ͔ͬͨɽ. Iversen ΒʹΑΔϏʔτύʔηϓγϣϯͷ࣮‫[ ݧ‬12] Ͱ͸ɼ. [5]. ݈ௌऀ 30 ໊Λର৅ͱͯ͠ɼOn Beat, Tempo Error, Phase. Error ͷਖ਼౴཰Λൺֱ͍ͯ͠Δɽ݈ௌऀʹ͓͍ͯ͸ɼOn Beat ͷਖ਼౴཰͕ߴ͍͜ͱ͸զʑͷ࣮‫ݧ‬ಉ༷Ͱ͕͋ͬͨɼ. [6]. Tempo Error ʹൺֱͯ͠ Phase Error ͷਖ਼౴཰͕༏Ґʹ௿ ͍఺͕զʑͷ࣮‫݁ݧ‬Ռͱҟͳͬͨɽ ·ͨɼSyncopation ͷܹࢗ͸ɼTempo Error, Phase Error. [7]. ʹൺֱͯࣗ͠વʹ‫͡ײ‬ΔϦζϜͰ͋ΔͨΊɼਖ਼౴཰͕௿͘ ͳΔͱ༧૝͍͕ͯͨ͠ɼ࣮ࡍʹ͸͕ࠩ‫ݟ‬ΒΕͳ͔ͬͨɽ Ҏ্ͷ݁Ռ͸ɼࠓճͷ࣮‫ݧ‬͸ඃ‫ ͕ऀݧ‬4 ໊ͱগͳ͍ͨΊɼ. ⓒ 2016 Information Processing Society of Japan. [8]. Darrow, A. A. (1979). The beat reproduction response of subjects with normal and impaired hearing: An empirical comparison. J Music Ther, 16(2), 91-98. Darrow, A. A. (1984). A comparison of rhythmic responsiveness in normal and hearing impaired children and an investigation of the relationship of rhythmic responsiveness to the suprasegmental aspects of speech perception. J Music Ther 21(2), 48-66. Darrow, A. A. (2006). The role of music in deaf culture: Deaf studentsʟ perception of emotion in music. J Music Ther, 43(1), 2-15. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM. Dikla, K. (2009). The effect of music therapy on spontaneous communicative interactions of young children with cochlear implants. Ph.D thesis, Aalborg University, Denmark. Driscoll, V. D. (2012, November). The effects of training on recognition of musical instruments by adults with cochlear implants. In Seminars in hearing (Vol. 33, No. 04, pp. 410-418). Thieme Medical Publishers. Gfeller, K., Christ, A., Knutson, et al. (2000). Musical backgrounds, listening habits, and aesthetic enjoyment of adult cochlear implant recipients. J Am Acad Audiol, 11, 390-406. Gfeller, K., Mehr, M. & Witt, S. (2001). Aural rehabilita-. 7.

(8) ৘ใॲཧֶձ‫ڀݚ‬ใࠂ IPSJ SIG Technical Report. [9]. [10]. [11]. [12] [13]. [14]. [15]. [16]. [17]. [18]. [19]. [20]. [21] [22]. [23]. [24]. [25]. Vol.2016-AAC-2 No.8 2016/12/3. tion of music perception and enjoyment of adult cochlear implant users. Journal of the Academy for Rehabilitative Audiology, 34, 17-27. Gfeller, K., Turner, C., Mehr, M., Woodworth, G., Fearn, R., Knutson, J. F., Witt, S. & Stordahl, J. (2002). Recognition of familiar melodies by adult cochlear implant recipients and normal ʖ hearing adults. Cochlear implants international, 3(1), 29-53. Gfeller, K., Woodworth, G., Witt, S., et al. (1997). Perception of rhythmic and sequential pitch patterns by normally hearing adults and adult cochlear implant users. Ear Hear, 18, 252-260. ྛాਅࢤ, & Ճ౻༃Ղ. (2003). ௌ֮ো֐ࣇɾऀͷϦζϜ ஌֮ɾදग़ʹ‫ܹࢗ͢΅ٴ‬ఄࣔ৚݅ͷޮՌ: λοϐϯά൓Ԡ Λࢦඪͱͯ͠. ಛघ‫ڭ‬ҭֶ‫ڀݚ‬, 41(3), 287-296. Iversen, J. R., & Patel, A. D. (2008). The Beat Alignment Test (BAT). Proc. ICMPC2008, 465-468. Kong, Y. Y., Cruz, R., Jones, J. A., & Zeng, F. G. (2004). Music perception with temporal cues in acoustic and electric hearing. Ear and hearing, 25(2), 173-185. Looi, V., McDermott, H., McKay, C., & Hickson, L. (2008). Music perception of cochlear implant users compared with that of hearing aid users. Ear and hearing, 29(3), 421-434. Looi, V., & She, J. (2010). Music perception of cochlear implant users: a questionnaire, and its implications for a music training program. International Journal of Audiology, 49(2), 116-128. দ‫ݪ‬ਖ਼थ, Hansen, K. F., ࣉᖒ༸ࢠ, & ฏլྤඒ. (2014). ௌ ֮ো֐ֶੜΛର৅ͱͨ͠ௌೳ޲্ͷͨΊͷԻָτϨʔχϯ άϓϩδΣΫτ. ‫ڀݚ‬ใࠂԻָ৘ใՊֶ (MUS), 2014(24), 1-5. দ‫ݪ‬ਖ਼थ, ङ໺௚࠸, ࣉᖒ༸ࢠ, & ฏլྤඒ. (2016). ௌ֮ ো֐ऀ޲͚λοϐϯάήʔϜʹ͓͚Δࢹ֮ख͕͔ΓʹΑΔ ϦζϜೝ஌ͷ୹‫ظ‬తֶशޮՌ. ৘ใॲཧֶձ࿦จࢽ, 57(5), 1331-1340. Mitani, C., Nakata, T., Trehub, S. E., et al. (2007). Music recognition, music listening, and word recognition by deaf children with cochlear implants. Ear Hear, 28(2), 29-33. Moelants, D. (2002, July). Preferred tempo reconsidered. In Proceedings of the 7th international conference on music perception and cognition (Vol. 2002, pp. 1-4). ଠా߁ࢠ, & Ճ౻༃Ղ. (2001). ࿞ֶߍখֶ෦ʹ͓͚ΔԻ ָ‫ڭ‬ҭʹ͍ͭͯ–Իָࢦಋʹؔ͢ΔΞϯέʔτௐࠪΛ΋ͱ ʹ. Ζ͏‫ڭ‬ҭՊֶ, 43(2), 61-68. ଠా߁ࢠ, & Ճ౻༃Ղ. (2002). ௌ֮ো֐ੜెͷԻָ‫׆‬ಈ ʹؔ͢Δ࣮ଶௐࠪ. Ζ͏‫ڭ‬ҭՊֶ, 44(3), 129-139. Repp, B. H. (2005). Sensorimotor synchronization: A review of the tapping literature. Psychonomic Bull Rev, 12(6), 969-992. Torppa, R., Faulkner, A., Jarvikivi, J. J., et al. (2010). Acquisition of focus by normal hearing and cochlear implanted children: The role of musical experience. Proc. 5th International Conference on Speech Prosody. Trehub, S. E., Vongpaisal, T., & Nakata, T. (2009). Music in the lives of deaf children with cochlear implants. Ann New York Acad Sci, 1169(1), 534-542. Uys, M., & Van Dijk, C. A. (2011). Development of a music perception test for adult hearing-aid users. South African Journal for Communication Disorders, 58(1), 1947.. ⓒ 2016 Information Processing Society of Japan. 8.

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Table 1 Stimuli Used in Beat Tapping Test ൪߸ ָۂ໊ ΞʔςΟετ ύʔηϓγϣϯ 1 ͱͳΓͷττϩ Ҫ্͋ͣΈ ࢖༻ 2 Super Scooter Happy ͖ΌΓʔͺΈΎ ͺΈΎʢΧόʔʣ 3 ຾Γඣ SEKAI NO OWARI 4 ཚΕ൅ ඒۭͻ͹Γ ࢖༻ 5 Hard to  Han-dle Black Crowes ࢖༻
Fig. 3 Histogram of Preferred ITI
Table 2 Estimated Play Time of Tapping Game by Training Period 1 ճ໨ 2 ճ໨ 3 ճ໨ 4 ճ໨ 5 ճ໨ S1 1 ෼ 0 ෼ 23 ෼ 5 ෼ 50 ෼ S2 18 ෼ 3 ෼ 16 ෼ 11 ෼ 42 ෼ S3 0 ෼ 43 ෼ 33 ෼ 13 ෼ 31 ෼ S4 5 ෼ 15 ෼ 21 ෼ 19 ෼ 18 ෼ 3.5 λοϐϯάήʔϜͷϓϨΠ࣌ؒ 5 ճ͋ΔτϨʔχϯάύʔτͦΕͧΕʹ͍ͭͯɼ֤ඃݧ ऀͷλοϐϯάήʔϜͷϓϨΠ࣌ؒ

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