Author: Kurita Masahiro
The Second Department of Internal Medicine, Faculty of Medicine, University of Tokyo, Tokyo, Japan
Conference/Journal: J Intl Soc Life Info Science
Date published: 1997
Other: Volume ID: 15 , Issue ID: 1 , Pages: 143-154 , Special Notes: Also in Japanese. Third Symposium of Life Information Science. , Word Count: 168
Although resonance (or synchronization) in human mental activity has
been variously observed and reported on, a method to quantitatively analyze intellectual resonance based on a concrete message has not been established. We have proposed a card game named 'synchro-X' which introduces a method to analyze how and to what extent intellectual resonance occurs in a group, using digital information, such as numbers and characters and analog information, such as figures and visual images. In this game participants take their seats and fill out special cards according to instructions. The degree of coincidance among neighboring participants is then examined and scores are assigned to the results. We have also designed mathematical tools to evaluate the results within a framework of probability theory. As an experimental study we carried out 480 trials. Here, the data of 400 participants (11 groups) with no preconception of resonance were analyzed. The digital information falls into the theoretically expected range. The data may also be useful for evaluating a trial in which resonance is a specific aim.