Junya Morita

dblp:11/402 · DBLP profile ↗
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47ranked-venue papers
11as first author
21since 2021 · last 2025
0000-0002-9451-8358ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 35 · 8 first-author · 16 since 2021Artificial intelligence and machine learning · 24 · 6 first-author · 11 since 2021Human-computer interaction and ubiquitous computing · 19 · 5 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2025 Common Ground Building through Generative Cognitive Modules: Examining the Roles of Initial Perception, Imaging and Captioning
Ryunosuke Baba, Junya Morita, Takeru Amaya, Ryuichiro Higashinaka, Yugo Takeuchi
CogSci2
2025 From Brainwaves to Understanding: A Study on EEG-Based Communication Systems
Umme Farhana, Junya Morita
CogSci2
2025 Developing a Mentoring System Based on Behavior Logging and Personalized Cognitive Modeling
Nilupul Heshan Randika Kodikara, Junya Morita
CogSci2
2025 A cognitive model of the factors controlling the characteristics of Shiritori word sequences
Jumpei Nishikawa, Kosuke Sasaki, Junya Morita
CogSci3
2025 Emergence of Communication: A Comparative Study of Instance-Based Learning in ACT-R and PyIBL
Kenya Sasaki, Junya Morita
CogSci2
2025 Emotional Parameters in Cognitive Architecture: Examination Through Simple Memory Performance
Kohei Shimbori, Masaru Shirasuna, Junya Morita
CogSci3
2024 Changes of self-others relation by synchronizing facial expressions
Ryunosuke Baba, Junya Morita
CogSci2
2024 Traits Inference on Virtual Agents Driven by Cognitive Curiosity Models
abstract
In the field of Human-Agent Interaction (HAI), many researchers have so far studied trait inference on artificial agents. However, most of them have used appearance and behavior as manipulation factors and have not directly manipulated the internal factors underlying the generation of agent behavior. To solve such issues, we argue the use of cognitive models as a tool to examine the process of participants’ trait inference on virtual agents. By using cognitive models that detail internal states, we can experimentally assume the link between behavior and cognitive characteristics. In this study, we use the Adaptive Control of Thought–Rational (ACT-R), which is a framework for constructing cognitive models, to construct a model and examine whether the properties of the model can be evaluated by humans. We focused on “curiosity,” a property of agents, and visualized the behavior of multiple cognitive models of curiosity as material for subjective ratings on agents’ traits. As a result, we confirmed that participants can estimate the properties of the models of curiosity. This suggests that it is possible to connect psychological findings with issues in the domain of HAI by using cognitive models.
Kazuma Nagashima, Junya Morita
HAI2
2023 Generating body images from distributed word representation
Kosuke Sasaki, Jumpei Nishikawa, Junya Morita
CogSci3
2023 Model-Based Support for Collaborative Concept Mapping in Open-ended Domains
Junya Morita, Masaji Kano, Shigen Shimojyo, Yoshimasa Ohmoto, Yugo Hayashi
ITS1
2022 Estimating Personal Model Parameters from Utterances in Model-based Reminiscence
abstract
Reminiscence therapy is mental health care based on the recollection of memories. However, the effectiveness of this method varies amongst individuals. To solve this problem, it is necessary to provide more personalized support; therefore, this study utilized a computational model of personal memory recollection based on a cognitive architecture adaptive control of thought-rational (ACT-R). An ACT-R memory model reflecting the state of users is expected to facilitate personal recollection. In this study, we proposed a method for estimating the internal states of users through repeated interactions with the memory model. The model, which contains the lifelog of the user, presents a memory item (stimulus) to the user, and receives the response of the user to the stimulus, based on which it adjusts the internal parameters of the model. Through the repetition of these processes, the parameters of the model will reflect the internal states of the user. To confirm the feasibility of the proposed method, we analyzed utterances of users when using a system that incorporates this model. The results confirmed the ability of the method to estimate the memory retrieval parameters of the model from the utterances of the user. In addition, the ability of the method to estimate changes in the mood of the user caused by using the system was confirmed. These results support the feasibility of the interactive method for estimating human internal states, which will eventually contribute to the ability to induce memory recall and emotions for our well-being.
Shoki Sakai, Kazuki Itabashi, Junya Morita
ACII3
2022 Effect of self-experience on empathic helping to virtual agents
Junya Morita, Yuna Kano
CogSci1
2022 Analyzing the Effect of External Environments on Mind Wandering during a Perceptual-Motor Task
Ryo Yoneda, Jumpei Nishikawa, Kazuma Nagashima, Junya Morita, Tetsuya Terada
CogSci4
2022 Effects of Self-Experience and Situational Awareness on Empathic Help to Virtual Agents
abstract
What factors induce human empathy for virtual agents? To explore this question, we examined the relationship between humans and agents through the inverted cyberball game, wherein a participant is able to help an ostracized agent. In particular, this study attempted to distinguish factors of self-experience from situational awareness as the basis for empathy. In one scenario, participants completed a pre-task in which they had the same experience as the ostracized agent, while in another scenario, participants just observed ostracizing relations between three agents. As a result, self-experience with the pre-task did not influence the occurrence of helping behavior for the ostracized agent in the main task. Rather, the factor inducing the helping behavior was whether the participants noticed the ostracizing relations. This attentiveness was also associated with an empathetic trait, measured as the empathy quotient (EQ). From these results, we concluded that empathy is an ability to adopt others’ perspectives, even without direct or first-hand experience with others’ pain.
Junya Morita, Yuna Kano
HAI1
2022 The Influence of Awareness of a Difference between Concept Maps on Transfer: Experimental Investigation on the Efficacy in Collaborative Learning
Shigen Shimojyo, Yoshimasa Ohmoto, Junya Morita, Yugo Hayashi
ICCE3
2022 Investigating Clues for Estimating Near-Future Collaborative Work Execution State Based on Learners' Behavioural Data During Collaborative Learning
Yoshimasa Ohmoto, Shigen Shimojyo, Junya Morita, Yugo Hayashi
ITS3
2021 Simulating the factors that correct the erroneous process of phonological generation in Japanese
Jumpei Nishikawa, Junya Morita
CogSci2
2021 Cognitive Models Leading to Behavior-Reading in a Card Game
abstract
In everyday life, humans often try to understand and predict other’s behavior. However, the cognitive process behind this is not well understood. To clarify this, we require a model that describes the cognitive process of “behavior-reading” in detail. In this study, we proposed a card game in which behavior-reading occurs and several Adaptive Control of Thought-Rational (ACT-R) models that play the game. Besides, we conducted a simulation where models played the game against each other. The results suggest that imitation reproduces complex behavior-reading.
Atsushi Hosokawa, Junya Morita
HAI2
2021 The Internal State Mediating Between Decision-Making and Arousal
abstract
To improve cognitive performance with the support of computational systems such as virtual agents, it is necessary to examine changes in decision-making caused by emotions. Many studies have examined the relationship between emotions and decision-making by manipulating external factors. However, most of these studies only present the stimuli that evoke emotions and do not consider the internal characteristics of the participants. Therefore, it is necessary to consider the interactions between the internal and external factors. Based on the dual-process model of decision-making, the fast process (System 1) and the slow process (System 2) were considered as internal factors of the decision-makers. To examine the effect of each internal factor, two experiments were conducted,where participants completed a gambling task, in which multimodal external factors, such as the lightning color as a visual stimulus, the background music (BGM) as an auditory stimulus, and the facial expressions of agents as a social stimulus, were manipulated. In Experiment 1, the participants’ processes were assumed to be under System 1, as their attention was reduced in crowdsourcing experiments. In Experiment 2, the state of the participants was assumed to be under System 2 by implementing additional rewards, depending on the score and questions for rule confirmation. Consequently, the arousal level evoked by stimuli was found to have a significant impact on decision-making in Experiment 1 than in Experiment 2. The indices of decision-making that varied with stimuli were also different between the two experiments. Thus, the distinction between the two processes intermediates the effects of emotional arousal on decision-making.
Ryo Yoneda, Junya Morita
HAI2
2021 Integrating Knowledge in Collaborative Concept Mapping: Cases in an Online Class Setting
Junya Morita, Yoshimasa Ohmoto, Yugo Hayashi
ITS1
2021 Investigating Clues for Estimating ICAP States Based on Learners' Behavioural Data During Collaborative Learning
Yoshimasa Ohmoto, Shigen Shimojyo, Junya Morita, Yugo Hayashi
ITS3
2020 The Effect of Experience and Embodiment on Empathetic Behavior toward Virtual Agents
abstract
To realize a harmonized relationship between human and computational systems, it is necessary to understand the nature of empathy for a virtual agent and the kinds of behaviors elicited by such mental activity. By setting a ball-tossing game in which a participant and two virtual agents were involved, we examined how ostracism experiences affect cognitive empathy and how embodiment induced by VR (Virtual Reality) influences behaviors that elicit emotional empathy. Thirty-two participants were divided into two groups by manipulating the experience of being ostracized in the preparatory task. In the main task, the participants played the game under two conditions: an equitable condition, in which the virtual agents tossed the ball evenly to the participant and the other agent, and an inequitable condition, in which one agent tossed the ball only to the participant. The data obtained in the experiment was analyzed from the viewpoint of helping behaviors to the agent who was ostracized and examined the relation of this behavior with the EQ (Empathy Quotient), an index to measure an individual's empathetic traits. As a result, the ostracized experience made the participants notice the ostracizing behaviors of the agent and fostered helping behavior toward the agent who was ostracized. In addition, the participants with a high EQ tended not to notice the ostracizing behavior in the situation without embodiment induced by VR, whereas they exhibited more helping behaviors when they experienced the task with the VR device. We consider that these findings contribute to the design of smoother interaction between humans and virtual agents.
Yuna Kano, Junya Morita
HAI2
2019 Interactive Cognitive Modeling: Understanding and Supporting Individual Human Cognition
Junya Morita
CogSci1
2019 Factors Influencing Empathic Behaviors for Virtual Agents: -Examining about the Effect of Embodiment-
abstract
Empathy is important for smooth interaction. In this research, we focused on EQ (Empathy Quotient), which is an index to measure individuals' empathic ability, and analyzed behavior related to EQ, particularly the effect of participants' embodiment on empathic behavior. In the experiment, participants played a ball-tossing game with two agents. The experimental task was created by adapting the Cyberball game that has been used in studies of social psychology. We conducted the experiment under two conditions: an equitable scenario where the two agents toss evenly to participants and other agents; and an inequitable scenario where only one agent tosses only to participants. Then we compared the number of tosses performed by each participants. As a result, we found that the participants with high EQ tended to exclude the agent who did not receive tosses from the other agent, but that this exclusion was alleviated by embodiment.
Yuna Kano, Junya Morita
HAI2
2019 Cognitive Modeling of Intrinsic Motivation for Long-Term Interaction
abstract
In the field of Human-Agent Interaction (HAI), continuation of interaction is one of the main areas of research. If the behavior of the agent is too predictable, humans stop interacting with it when they get bored. In this study, we aim to build agents that people want to keep interacting with, by employing the Adaptive Control of Thought-Rational (ACT-R) cognitive architecture. As a preliminary step, we attempt to clarify the conditions required to maintain interaction between humans and agents, by modeling the experiences of fun and boredom based on intrinsic motivation.
Kazuma Nagashima, Junya Morita, Yugo Takeuchi, Yoshimasa Ohmoto
HAI2
2017 Neural Phase Synchrony on Understanding Meanings of Symbols
Masayuki Fujiwara, Takashi Hashimoto, Guanhong Li, Jiro Okuda, Takeshi Konno, Kazuyuki Samejima, Junya Morita
CogSci7
2017 Preliminary Study on Learning by Constructing a Cognitive Model Based on Problem-Solving Processes
Kazuaki Kojima, Kazuhisa Miwa, Ryuichi Nakaike, Nana Kanzaki, Hitoshi Terai, Junya Morita, Hitomi Saito, Miki Matsumuro
ICCE6
2016 Skilled gaze behavior extraction based on dependency analysis of gaze patterns on video scenes
abstract
The eye gaze behavior of individuals changes depending on their knowledge and experience of the event occurring in their field of view. In past studies, researchers formulated a hypothesis concerning this dependency on a specific scene and then analyzed the gaze behavior of viewers observing the scene. We depart from this hypothesis-testing paradigm. In this paper, we propose a data-mining framework for extracting skilled gaze behaviors of experts while watching a video based on a comprehensive comparison of viewers in terms of the dependency of their gaze patterns on video scenes. To quantitatively analyze the changes in the gaze behavior of experts according to the events in the scene, video and eye movement sequences are classified into video scenes and gaze patterns, respectively, by using an unsupervised clustering method focusing on short-time dynamics. Then, we analyze the dependency based on the distinctiveness and occurrence frequency of gaze patterns for each video scene.
Atsushi Iwatsuki, Takatsugu Hirayama, Junya Morita, Kenji Mase
ETRA3
2016 Model-based Reminiscence: Guiding Mental Time Travel by Cognitive Modeling
abstract
This paper proposes an approach to elderly mental care called model-based reminiscence, which utilizes cognitive modeling to guide a user's mental time travel. In this approach, a personalized cognitive model is constructed by implementing a user's lifelog (a photo library) in the ACT-R cognitive architecture. The constructed model retrieves photos based on human memory characteristics such as learning, forgetting, inhibition, and noise. These memory characteristics are regulated with parameter values corresponding to cognitive and emotional health. The authors assumed that a user's mental health could be assessed from their reactions to photo sequences retrieved by models with various parameter settings. The authors also assumed that it would be possible to motivate a user by guiding their memory recall with photo sequences generated from a healthy optimal state model. A simulation study indicates the potential of this approach presenting a variety of model behaviors corresponding cognitive / emotional states.
Junya Morita, Takatsugu Hirayama, Kenji Mase, Kazunori Yamada
HAI1
2016 Basic Framework for Learning by Constructing Cognitive Models Based on Problem-Solving Processes
Kazuaki Kojima, Kazuhisa Miwa, Ryuichi Nakaike, Nana Kanzaki, Hitoshi Terai, Junya Morita, Hitomi Saito, Miki Matsumuro
ICCE6
2016 Multimodal biofeedback system integrating low-cost easy sensing devices
abstract
We built a multimodal biofeedback system integrated with low-cost sensors and applied the system to support meditation training utilizing multimodal biofeedback to the user. Our meditation support system employs Electroencephalogram, heart rate variability and eye tracking. The first two biosignals are employed to assess the mental stress during meditation, and eye tracking is equipped to detect an interval where the user engages in meditation by monitoring the open/closed states of the eyes.
Wataru Hashiguchi, Junya Morita, Takatsugu Hirayama, Kenji Mase, Kazunori Yamada, Mayu Yokoya
ICMI2
2015 Learning Mental Models of Human Cognitive Processing by Creating Cognitive Models
Kazuhisa Miwa, Nana Kanzaki, Hitoshi Terai, Kazuaki Kojima, Ryuichi Nakaike, Junya Morita, Hitomi Saito
AIED6
2015 Cognitive Modeling of Life Story: Reconstructing Our Memories from a Photo Library
Junya Morita, Takatsugu Hirayama, Kenji Mase, Kazunori Yamada
CogSci1
2014 Experimental Investigation of Simultaneous Use of Automation and Alert Systems
Akihiro Maehigashi, Kazuhisa Miwa, Hitoshi Terai, Kazuaki Kojima, Junya Morita
CogSci5
2014 Use of a Cognitive Simulator to Enhance Students' Mental Simulation Activities
Kazuhisa Miwa, Junya Morita, Hitoshi Terai, Nana Kanzaki, Kazuaki Kojima, Ryuichi Nakaike, Hitomi Saito
Intelligent Tutoring Systems2
2013 Information flow across individuals in formation of symbol communication systems
Takeshi Konno, Junya Morita, Takashi Hashimoto
CogSci2
2013 Relations between Body Motion and Emotion: Analysis based on Laban Movement Analysis
Junya Morita, Yukari Nagai, Tomoyuki Moritsu
CogSci1
2013 A Discussion on the Consistency of Driving Behavior across Laboratory and Real Situational Studies
Hitoshi Terai, Kazuhisa Miwa, Hiroyuki Okuda, Yuichi Tazaki, Tatsuya Suzuki 0001, Kazuaki Kojima, Junya Morita, Akihiro Maehigashi, Kazuya Takeda
CogSci7
2013 Construction of a Cognitive Simulator for Human Memory Process and Class Practice
abstract
For practice-based science education, the authors developed a cognitive simulator that demonstrates the human memory process and simulates the serial position effect in different experimental situations. Our cognitive simulator as a learning tool is established on the basis of the dual storage model; it visualizes the items stored in the short-term and long-term memories. The participants learn how the model works while confirming which items are rehearsed in the short-term memory, encoded into the long-term memory, or overflowed from the memory. We designed and performed practice-based psychological training through two university class sessions of the author’s cognitive science class. The results of the practice showed that participants’ data interpretation and data prediction were improved through class activities. More specifically, the participants explained the observed data using naïve concepts prior to the learning phase, but they subsequently explained them using theoretically defined concepts of the dual storage model. Further more, the participants were successfully guided to predict the experimental results more accurately by the learning activities using the cognitive simulator.
Kazuhisa Miwa, Junya Morita, Hitoshi Terai, Nana Kanzaki, Ryuichi Nakaike, Kazuaki Kojima, Hitomi Saito
ICCE2
2012 Three co-creation stages in formation of symbol communication systems
Takeshi Konno, Junya Morita, Akihito Kishino, Takashi Hashimoto, Jiro Okuda, Maki Suzuki
CogSci2
2012 Experimental Investigation of Relationship between Complacency and Tendency to Use Automation System
Akihiro Maehigashi, Kazuhisa Miwa, Hitoshi Terai, Kazuaki Kojima, Junya Morita
CogSci5
2012 The Role of Imitation in Generating a Shared Communication System
Junya Morita, Takeshi Konno, Takashi Hashimoto
CogSci1
2012 Multi-platform Experiment to Discuss Behavioral Consistency across Laboratory and Real Situational Studies
Hitoshi Terai, Kazuhisa Miwa, Hiroyuki Okuda, Yuichi Tazaki, Tatsuya Suzuki 0001, Kazuaki Kojima, Junya Morita, Akihiro Maehigashi, Kazuya Takeda
CogSci7
2011 Selection Strategy of Effort Control: Allocation of Function to Manual Operator or Automation System
Akihiro Maehigashi, Kazuhisa Miwa, Hitoshi Terai, Kazuaki Kojima, Junya Morita
CogSci5
2011 Modeling Decision Making on the Use of Automation
Junya Morita, Kazuhisa Miwa, Akihiro Maehigashi, Hitoshi Terai, Kazuaki Kojima, Frank E. Ritter
CogSci1
2009 Development of Production System for Anywhere and Class Practice
abstract
The authors have developed a web-based production system that users can use whenever and anywhere by the Internet. The authors held two cognitive science introductory classes with the system. In our class activities, participants were required to construct running cognitive models on the production system architecture that can solve pulley problems. The participants not only constructed cognitive models but also produced original problems, which were distributed to the other class members. The participants found the defects in their models while trying to solve the problems from other members and trying to improve their models. A posttest indicated that the participants who successfully constructed high performance models revealed deeper understanding of pulley systems.
Kazuhisa Miwa, Ryuichi Nakaike, Junya Morita, Hitoshi Terai
AIED3
2008 Interactions of perceptual and conceptual processing: Expertise in medical image diagnosis
Junya Morita, Kazuhisa Miwa, Takayuki Kitasaka, Kensaku Mori, Yasuhito Suenaga, Shingo Iwano, Mitsuru Ikeda, Takeo Ishigaki
Int. J. Hum. Comput. Stud.1