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Secondary Publication
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Secondary Publication Engineering in General Information Sciences
- Masayuki Matsui
Our study on 3M&I-artifacts body looks at the (intangible) problems from the traditional Taylor-style static to dynamic (cock-pit) e-management approaches. Since the invention of pair-map (1983) at profit max, we are attempting to advance the on (moving-space)-management by pair (accelerator, brake) matrix approach. This attempt could be now characterized as the problem of profit max by pair (revenue, cost) method, and would be visualized and digitalized such as such a heliocentric vs. geocentric science as mobile “enterprise x computer” robots of SW (middle initiative) base. Finally, a static vs. moving-space automobile-like case on the pair-typed driving map is graphically given and discussed toward the shedding of classic pair-map at 2-center type since 1983.
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Secondary Publication Business & Management Economics
Nature Versus Artifact Body II:Sollen, Central Dualism, and Chameleon Criteria
- Masayuki Matsui
Contrary to Wiener’s work, the subject of Sein and Sollen in “nature versus artifact bodies” was logically re-examined using a white-box (pair-matrix) approach and formalized on pair-map (microcosm) under closed-earth versus smart-world conditions. This body science and Sollen of 3M&I variety (pair-map) would be probably developed at the type of ternary SW, which resembles the Eastern danshari concept, and is likely due to the motion–energy dualism under Newton’s laws (analog type), or equivalently, the amount–value dualism under Matsui’s law and dualism (discrete type). For this body’s central dualism, a pair map (rotational phase) was characterized in 1983 based on the microcosm of cross-ellipse images in a matrix of input–output pairs. At the paper, this field theory is physically formulated, solving the pair matrix, ternary SW and its central dynamism in a body of input-output. The observed underlying condensed structure (time model), and the internalized (embedded) dynamism (fractal and wave motion equations), are numerically clarified based on the expansion of the corporate-producing entity pair maps in Matsui’s theory. Furthermore, it is demonstrated that the center of the pair-map hyperplane corresponds to a black hole (manifesting in the form of a conical dip that warps spacetime), collapsing the artifact bodies. Finally, interesting issues and findings are reported regarding the central dualism, progressive physics and chameleon criteria (medium), and are related to pair-map.
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Secondary Publication Architecture Business & Management Economics Engineering in General Information Sciences Interdisciplinary Sciences
Nature versus Artifacts Body: One-Leaf Hyperboloid Type, Pair-Map Microcosm and Nested Economics
- Masayuki Matsui
Toward digital-era, there is more increasing the portion of artifacts on the earth, and is attainable to the global environment of nature versus artifacts bodies. At the paper, we first suppose One-leaf Hyperboloid and the typical cases:Social (or enterprise) and Physical bodies as the base of nature vs. artifacts bodies. Second, the traditional pair-map is here developed, is semi-finalized at a generalization including Nash’s zone, and its 3D-like body is visually embodied as the two illustrations. Third, for a fractal(nested) mother of pair-map and its Nash’s zone, the shared equilibrium problem of 3D-type is discussed on the Trickle-down effort vs. Modern money theory (up) at Mt. Fuji type in the economic society. Finally, it is remarked that the latter might be better than the former at income distribution.
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Secondary Publication Education Psychology
Effect of Multiple Object Tracking Training on Visual Search Strategies
- Ryousuke Furukado
- Daisuke Akiyama
- Tomohisa Sakuma
- Ryota Shinriki
- Goichi Hagiwara
- Hirohisa Isogai
This study aimed to understand changes in visual search strategies before and after intervention, in addition to examining the training effect of multiple object tracking (MOT) skills. Twenty-nine male university baseball players were divided into two groups: a experiment group (EXP, n = 19) and a control group (CON, n = 10). The three-week intervention comprised MOT tasks. Because of the intervention, a significant interaction was observed between the groups, and before and after intervention. EXP Group showed a significant increase in scores on the MOT tasks after intervention compared to those before the intervention. Subsequently, we examined the changes in visual search strategies among six participants with a large training effect (LTE group) and six participants with a small training effect (STE group). Consequently, the gaze travel distance of the post-intervention in the LTE group was short, and the eye’s angular speed between gaze points was large – moderate effect size without a significant difference. These results suggest that MOT skills can be acquired through training for baseball players. Furthermore, we did not observe any clear change in visual search strategies brought about by MOT skill training.
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Secondary Publication Education Psychology
An attempt to verify the positive effects of esports
- Goichi Hagiwara
- Iori Kawahara
- Saori Kihara
The purpose of this study was to clarify the relationship between cognitive skill and concentration, based on brain waves measured before and after esports activity. Participants were twenty male collegiate students belonging to an esports club (Mean Age ± 21.40, SD = 1.65). At first, participants were put on a simple electroencephalograph (EEG) and their psychological state at baseline was measured for two minutes. After that, Stroop Color Word Test (SCWT) was conducted to measure their cognitive skill (execution function) before the esports task. In addition, after the esports task, SCWT was conducted again. To examine the degree of concentration during esports task, this study adopted a simple band-type EEG that only measures the Fp1 point as defined by the international 10-20 systems. As a result, this study indicated that cognitive skill (executive function) might be improved before and after esports task, and concentration might appear during esports play.