注意事項
1　試験開始の合図があるまで、この問題冊子の中を見てはいけません。 2  この問題冊子は、表紙を含めて20ページあります。試験中に問題冊子の印刷不鮮明、ページの落丁、乱丁及び解答用紙の汚れ等に気づいた場合は、手を挙げて監督者に知らせてください。 3解答用紙には、解答欄以外に次の記入欄があるので、監督者の指示に従って、それぞれ正しく記入し、マークしてください。 (1)氏名欄(2)受験番号欄4　受験番号が正しくマークされていない場合は、採点できないことがあります。 5　解答は、解答用紙の「記入方法」に従って、正しくマークしてください。 6試験終了後、問題冊子は持ち帰ってください。本文はWeb上の以下のサイトから引用・一部改変して使用しています。著作権処理の都合上、掲載することは出来ませんので、問題文と正解のみ記します。本文は以下の記事から編集して作成したTime Compression in Virtual Reality https://doi.org/10.1163/22134468-bja10034 (最終アクセス日2021/07/01) Virtual Reality Warps Your Sense of Time https://neurosciencenews.com/time-compression-virtual-reality-18414/ (最終アクセス日2021/07/01) Do You Experience Time Differently in VR? https://www.psychologytoday.com/us/blog/illusions-delusions-and-reality/202105/do-you- experience-time-differently-in-vr (最終アクセス日2021/07/01) 【問1 】文中の空欄［ア］～［エ］にあてはまる最も適切な語を1～4から遥びなさい。 [ア] [イ] [ウ] [エ]
次の文章の【問2 】に入れるのに最も適切なものを1〜5から選びなさい。 (1) While Grayson Mullen was playing a virtual reality game at a friend's house解答番号[5] 1. he had to stop playing every ten minutes so other people could play. 2. there were so many people taking turns he couldn't recall his game. 3. he couldn't even guess how many times he had taken turns playing. 4. everybody complained that he was taking too long to finish his game. 5. he became aware he no longer knew how long he had been playing. (2) "Time compression" is a phenomenon where 解答番号[6] 1. game players feel they haven't had enough time to enjoy VR games. 2. a person's sense of time before and after playing games is different. 3. it feels as though time passes more quickly than it does in reality. 4. time seems to speed up in reality after taking your headphones off. 5. game players try to do as much as possible in a fixed period time. (3) The purpose of Mullen's study was to 解答番号[7] 1. design new types monitor that can overcome effects of time compression. 2. test what difference each type of monitor had on a player's sense of time. 3. compare how CM and VR affect a player's ability to get a high score. 4. see how long it would take to publish their results in Timing & Time Perception. 5. demonstrate that VR monitors make the game experience more enjoyable. (4) The results of Mullen's experiment showed that 解答番号[8] 1. participants using VR first played on average for almost 30% longer. 2. participants using CM first played on average for almost 30% longer. 3. 39% of players using VR played significantly longer than five minutes. 4. 39% of players using CM played significantly longer than five minutes. 5. only the two outliers were able to judge when five minutes had passed. (5) A problem with Mullen's experiment was that [解答番号[9] 1. some participants preferred the VR format and didn't want to play using CM. 2. limits of time-keeping methodology made it impossible to compare VR and CM. 3. playing with different formats twice in a row caused participants to break down. 4. playing with CM first gave participants an advantage in judging VR play time. 5. students often play computer games so it is easy for them to estimate five minutes. 【問3 】
① He learned that there have been a number of researches showing that video games can解答番号[12]解答番号[10]解答番号[11] of time, l. cause
5. track ② Since VR often __ _解答番号[13] _解答番号[14]解答番号[15] | from sight, it is possible that the inability to see one's own body in VR keeps the players away from these bodily rhythms, 1. body
4. own 5. user's 【問4 】文中の下線部(あ)～(う)が示す内容として最も適切なものを1～4から選びなさい。 （あ） he wanted the participants to keep the time-keeping task in their mind. 1．実験協力者達に後からふり返って経過時間を思い出してもらう調査法を採用した2.実験協力者達に一定時間で答える課題を事前に知らせる調査法を採用した3.実験協力者達に終了時間をあらかじめ伝えておく方法を採用した4.実験協力者達が予想し、それを念頭に時間測定する調査法を採用した解答番号[16] (い) The game is made in two formats which are identical to each other in their content and mode of control but only different in their display type: 1.そのゲームは、内容と操作法がそれぞれ特殊で、さらに画面表示が異なる、二つの形式で制作されている2.そのゲームは、搭載されている操作法が二方式あってそれぞれが別々であり、画面表示もかなり異なるように設計されている3.そのゲームは、搭載されている二つの操作法が酷似しているが、画面表示はかなり異なる4.そのゲームは、内容と操作法においてはほぼ同一であるが、画面表示のみが異なる二つの形式で制作されている解答番号[17] （う） this research leaves many open questions about time compression: 1.今回の研究は時間圧縮について未解決事項を多く残した2.今回の調査は時間圧縮に関する多くの質問を受けて行われた3.今回の研究は時間圧縮について寄せられた質問の教々に対して未回答である4.今回の調査は時間圧縮をめぐる沢山の疑問を明快に解き明かした解答番号[18]
正解