In this paper, we propose model based on user behavior analysis for noncontact interactive contents and method using the model for scene extraction of oral explanation. Scenes for replacement from oral explanation to screen description were extracted by using the proposed method. As the results, scenes of oral explanation were replaced to screen description by the proposed method. Thus, workload of attendant was reduced.
{"title":"Scene Extraction of Oral Explanation for Interaction in a Pointing System","authors":"Nobuhiko Hama, Kenta Amahaya, Keiya Sugihara, N. Nakamichi, Shota Morita, Keita Watanabe","doi":"10.1109/IIAI-AAI.2018.00213","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00213","url":null,"abstract":"In this paper, we propose model based on user behavior analysis for noncontact interactive contents and method using the model for scene extraction of oral explanation. Scenes for replacement from oral explanation to screen description were extracted by using the proposed method. As the results, scenes of oral explanation were replaced to screen description by the proposed method. Thus, workload of attendant was reduced.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134346401","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00185
T. Fujimoto, Arisa Fujinoki
There are a lot of opportunities to purchase merchandise based on word-of-mouth that we heard from the acquaintances. The word-of-mouth information has increased drastically than before by a popularization of SNS and it has great influence. Many websites and applications for the consumers' reviews have been released. However, in a number of the reviews, there are false reviews that were not posted by the real consumers. Thereupon, in this research, we have developed the prototype of an SNS application for the video reviews with a time limit. In order to express only the first impression, we restricted the time for the video review to 3 seconds. The previous video-review SNS have been based on texts, The application proposed in this research can improve reliability and accuracy of information by using movies. Regarding the video method, the interference of marketing strategies by vendors or traders is also considered difficult. This research also aims to activate consumer purchasing behavior.
{"title":"Prototype of Word-of-Mouth Video SNS to Support Reliable and Accurate Information","authors":"T. Fujimoto, Arisa Fujinoki","doi":"10.1109/IIAI-AAI.2018.00185","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00185","url":null,"abstract":"There are a lot of opportunities to purchase merchandise based on word-of-mouth that we heard from the acquaintances. The word-of-mouth information has increased drastically than before by a popularization of SNS and it has great influence. Many websites and applications for the consumers' reviews have been released. However, in a number of the reviews, there are false reviews that were not posted by the real consumers. Thereupon, in this research, we have developed the prototype of an SNS application for the video reviews with a time limit. In order to express only the first impression, we restricted the time for the video review to 3 seconds. The previous video-review SNS have been based on texts, The application proposed in this research can improve reliability and accuracy of information by using movies. Regarding the video method, the interference of marketing strategies by vendors or traders is also considered difficult. This research also aims to activate consumer purchasing behavior.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133613285","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00088
Ankit A. Ravankar, Shotaro Imai, A. Ravankar, Tomohiro Agatsuma, Tomomichi Kato, Taichi E. Takasuka, Teruyuki Tsuji, Kaori K. Shigetomi, Ken Saito
The current graduate school education system has largely been focusing on producing better learners and problem solvers. The rise of problem based learning approaches are testimonial to the importance of such skills at all levels of education from early childhood to graduate school level. However, most of the programs so far have focused primarily on producing better problem solvers neglecting problem finding at large. Problem finding, an important skill is a subset and first step in creative problem solving. Most studies on problem finding skills have only focused on industries and corporations for training employees to think out of the box for innovative product design and development. At school or university level, students are generally given a well-defined problem in most Problem Based Learning (PBL) scenarios and problem discovery or how to deal with ill-structured problems is mostly ignored. In this study, we present the Nitobe School Program and discuss our unique curriculum to teach problem finding in graduate school education. We show how introducing problem finding at graduate level increases student's ability to comprehend difficult and wicked problems in a team based learning environment. Moreover, we present how it influences creativity in graduate students resulting in better problem solvers.
{"title":"Towards Better Problem Finding and Creativity in Graduate School Education: A Case Study of Nitobe School Program","authors":"Ankit A. Ravankar, Shotaro Imai, A. Ravankar, Tomohiro Agatsuma, Tomomichi Kato, Taichi E. Takasuka, Teruyuki Tsuji, Kaori K. Shigetomi, Ken Saito","doi":"10.1109/IIAI-AAI.2018.00088","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00088","url":null,"abstract":"The current graduate school education system has largely been focusing on producing better learners and problem solvers. The rise of problem based learning approaches are testimonial to the importance of such skills at all levels of education from early childhood to graduate school level. However, most of the programs so far have focused primarily on producing better problem solvers neglecting problem finding at large. Problem finding, an important skill is a subset and first step in creative problem solving. Most studies on problem finding skills have only focused on industries and corporations for training employees to think out of the box for innovative product design and development. At school or university level, students are generally given a well-defined problem in most Problem Based Learning (PBL) scenarios and problem discovery or how to deal with ill-structured problems is mostly ignored. In this study, we present the Nitobe School Program and discuss our unique curriculum to teach problem finding in graduate school education. We show how introducing problem finding at graduate level increases student's ability to comprehend difficult and wicked problems in a team based learning environment. Moreover, we present how it influences creativity in graduate students resulting in better problem solvers.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129580468","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00071
J. Yen, Wei-Chi Liao
The aim of the study was to examine the effects of different cognitive styles on the elementary students' learning performance and play behavior in a programming board game. This quasi-experimental design study lasted two weeks with 3 hours per week. The subjects were 25 field-independent and field-dependent 6th grade students (assessed by the Group Embedded Figures Test) who participated in a learning programming board game course. An ANCOVA (analysis of covariance) and t-test analysis were performed on the definitive test data. Conclusions of the findings are as follows. First, in the programming board game, field-independent learners achieved significantly improved learning outcomes over field-dependent learners. Second, although no significant difference was found in gaming behavior between field-independent and field-dependent learners, the field-independence group demonstrated more learning behavior related to the execution of complex thinking. This study suggests to provide differentiated instruction for learners of different cognitive styles, should be more to enhance the effectiveness of programming performance and positive gaming behavior.
{"title":"Effects of Cognitive Styles on Learning Performance and Gaming Behavior in a Programming Board Game","authors":"J. Yen, Wei-Chi Liao","doi":"10.1109/IIAI-AAI.2018.00071","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00071","url":null,"abstract":"The aim of the study was to examine the effects of different cognitive styles on the elementary students' learning performance and play behavior in a programming board game. This quasi-experimental design study lasted two weeks with 3 hours per week. The subjects were 25 field-independent and field-dependent 6th grade students (assessed by the Group Embedded Figures Test) who participated in a learning programming board game course. An ANCOVA (analysis of covariance) and t-test analysis were performed on the definitive test data. Conclusions of the findings are as follows. First, in the programming board game, field-independent learners achieved significantly improved learning outcomes over field-dependent learners. Second, although no significant difference was found in gaming behavior between field-independent and field-dependent learners, the field-independence group demonstrated more learning behavior related to the execution of complex thinking. This study suggests to provide differentiated instruction for learners of different cognitive styles, should be more to enhance the effectiveness of programming performance and positive gaming behavior.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132099851","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00094
Soichiro Aihara
Doctoral student survey which conducted as part of the National Research Council 2010 assessment is analyzed. Graduate schools in the United States form a world-class academic center. However, it turned out that graduate education has its own unique characteristics by each school and major field. The purpose of this study is to suggest the fluctuation factors in the American higher education system focusing on major field. I examine characteristics of the five major fields: Physical and Mathematical Sciences, Engineering, Biological and Health Sciences, Social and Behavioral Sciences, and Humanities about the attributions of doctoral students and primary sources of financial support.
{"title":"Doctoral Students in the American Research Universities: The Difference by Major Field","authors":"Soichiro Aihara","doi":"10.1109/IIAI-AAI.2018.00094","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00094","url":null,"abstract":"Doctoral student survey which conducted as part of the National Research Council 2010 assessment is analyzed. Graduate schools in the United States form a world-class academic center. However, it turned out that graduate education has its own unique characteristics by each school and major field. The purpose of this study is to suggest the fluctuation factors in the American higher education system focusing on major field. I examine characteristics of the five major fields: Physical and Mathematical Sciences, Engineering, Biological and Health Sciences, Social and Behavioral Sciences, and Humanities about the attributions of doctoral students and primary sources of financial support.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"155 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133287018","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00164
Dóra Ori, B. Molnár
This paper provides a description about a hypergraph-based formalism for representing enterprise architecture, including formalized constraints for enterprise architecture definition. The paper describes a solid concept using the TOGAF Content Metamodel and the hypergraph theory. Hypergraphs provide a flexible mathematical structure to describe complex relationships in an enterprise architecture, mirroring the dependencies among components, and exploring integrity and consistency issues. The approach outlined in this paper offers extended analytical potential for discrepancy checking in complex enterprise architecture structures utilizing the tool set of hypergraph theory. The proposed approach can be used for extending EAM-based analysis of business information systems.
{"title":"A Hypergraph Based Formal Description Technique for Enterprise Architecture Representation","authors":"Dóra Ori, B. Molnár","doi":"10.1109/IIAI-AAI.2018.00164","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00164","url":null,"abstract":"This paper provides a description about a hypergraph-based formalism for representing enterprise architecture, including formalized constraints for enterprise architecture definition. The paper describes a solid concept using the TOGAF Content Metamodel and the hypergraph theory. Hypergraphs provide a flexible mathematical structure to describe complex relationships in an enterprise architecture, mirroring the dependencies among components, and exploring integrity and consistency issues. The approach outlined in this paper offers extended analytical potential for discrepancy checking in complex enterprise architecture structures utilizing the tool set of hypergraph theory. The proposed approach can be used for extending EAM-based analysis of business information systems.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114523990","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00129
Wen-Chiung Lee, Jen-Ya Wang
In the field of job scheduling, multi-agent scheduling has been studied for years. Past research focused on only two agents and how they compete for limited resources. In this study, we introduce a three-agent scheduling problem. In the problem, these agents can cooperate on minimizing the total weighted completion time. Experimental results show that these cooperating agents achieve lower objective costs and shorter processing times.
{"title":"Minimizing the Total Weighted Completion Time for Three Cooperating Agents","authors":"Wen-Chiung Lee, Jen-Ya Wang","doi":"10.1109/IIAI-AAI.2018.00129","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00129","url":null,"abstract":"In the field of job scheduling, multi-agent scheduling has been studied for years. Past research focused on only two agents and how they compete for limited resources. In this study, we introduce a three-agent scheduling problem. In the problem, these agents can cooperate on minimizing the total weighted completion time. Experimental results show that these cooperating agents achieve lower objective costs and shorter processing times.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114867014","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00162
Michael Walch
Putting conceptual models into operation traditionally relies on capabilities of humans. The digitalization of just about everything challenges the dependence on humans as the operationalization of conceptual models by cyber-physical systems (CPSs) is becoming a potential alternative. To enable this transition, this study focuses on the conceptualization of a description framework that revolves around the co-construction of functional capabilities by design-time and run-time aspects of conceptual models and CPSs. Thereby, the shift of CPS architectures towards service oriented architectures leads to new requirements for modelling formalisms. Consequently, the description framework provides means to operate and semantically describe functional capabilities of CPSs that are deployed as microservices. To validate the approach, a case study is conducted in which a modelling method is constructed that realizes a mock-up implementation of the description framework. Furthermore, the modelling method is applied as a modelling tool to build "smart" models that employ CPSs for operationalization.
{"title":"Operating Cyber-Physical Systems with Microservices: The s*IoT Conceptual Modelling Approach","authors":"Michael Walch","doi":"10.1109/IIAI-AAI.2018.00162","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00162","url":null,"abstract":"Putting conceptual models into operation traditionally relies on capabilities of humans. The digitalization of just about everything challenges the dependence on humans as the operationalization of conceptual models by cyber-physical systems (CPSs) is becoming a potential alternative. To enable this transition, this study focuses on the conceptualization of a description framework that revolves around the co-construction of functional capabilities by design-time and run-time aspects of conceptual models and CPSs. Thereby, the shift of CPS architectures towards service oriented architectures leads to new requirements for modelling formalisms. Consequently, the description framework provides means to operate and semantically describe functional capabilities of CPSs that are deployed as microservices. To validate the approach, a case study is conducted in which a modelling method is constructed that realizes a mock-up implementation of the description framework. Furthermore, the modelling method is applied as a modelling tool to build \"smart\" models that employ CPSs for operationalization.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"135 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115042188","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00139
Chi-Chun Chen, Chun-Cheng Lin, H. Feng, Ching‐Ping Chang
Stroke leads to physical and mental disability and severely reduces patient quality of life. Currently, physical exercise is considered a feasible approach to rehabilitation. However, basic clinical trials have yet to demonstrate an optimal method for rehabilitation training. The current study designed an electronic platform for ladder-climbing exercise for stroke rehabilitation. Rats after stroke can be subjected to rehabilitation training through the motor-driven ladder. The platform also involves position detection and speed control mechanisms, thus providing rehabilitation patterns that are different from the conventional rehabilitation programs. The designed platform will be expected to provide effective rehabilitation processes. Moreover, the operating mechanism of the designed platform is different from that of existing platforms. The approach of using automatic ladder-climbing exercise for stroke rehabilitation is unprecedented; in addition, the exercise intensity of the proposed platform can be adjusted according to the fitness of each rat. Therefore, this platform can be adopted for experiments in exercise physiology, and the study results can serve as a reference for future studies designing training programs for human stroke rehabilitation.
{"title":"Electronic Platform for Ladder-Climbing Exercise for Stroke Rehabilitation","authors":"Chi-Chun Chen, Chun-Cheng Lin, H. Feng, Ching‐Ping Chang","doi":"10.1109/IIAI-AAI.2018.00139","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00139","url":null,"abstract":"Stroke leads to physical and mental disability and severely reduces patient quality of life. Currently, physical exercise is considered a feasible approach to rehabilitation. However, basic clinical trials have yet to demonstrate an optimal method for rehabilitation training. The current study designed an electronic platform for ladder-climbing exercise for stroke rehabilitation. Rats after stroke can be subjected to rehabilitation training through the motor-driven ladder. The platform also involves position detection and speed control mechanisms, thus providing rehabilitation patterns that are different from the conventional rehabilitation programs. The designed platform will be expected to provide effective rehabilitation processes. Moreover, the operating mechanism of the designed platform is different from that of existing platforms. The approach of using automatic ladder-climbing exercise for stroke rehabilitation is unprecedented; in addition, the exercise intensity of the proposed platform can be adjusted according to the fitness of each rat. Therefore, this platform can be adopted for experiments in exercise physiology, and the study results can serve as a reference for future studies designing training programs for human stroke rehabilitation.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132133102","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00188
Po-Sheng Chiu
This study implements a cloud bookcase and uses four indicators (System quality, Information quality, Service Quality, User satisfaction) to evaluate the system for reading e-books. After the system is completed, it is evaluated and the quality is proven able to meet the needs and satisfaction of users. System quality, information quality, service quality and satisfaction are adopted as the indicators to assess the ratings from people using mobile devices to read e-books on the cloud bookcase system developed in this study in order to evaluate whether the cloud bookcase system is a successful information system as well as the relations between mobile device factors and user ratings.
{"title":"A Cloud Bookcase System for Mobile Library","authors":"Po-Sheng Chiu","doi":"10.1109/IIAI-AAI.2018.00188","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00188","url":null,"abstract":"This study implements a cloud bookcase and uses four indicators (System quality, Information quality, Service Quality, User satisfaction) to evaluate the system for reading e-books. After the system is completed, it is evaluated and the quality is proven able to meet the needs and satisfaction of users. System quality, information quality, service quality and satisfaction are adopted as the indicators to assess the ratings from people using mobile devices to read e-books on the cloud bookcase system developed in this study in order to evaluate whether the cloud bookcase system is a successful information system as well as the relations between mobile device factors and user ratings.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129400198","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}