Pub Date : 2018-07-01DOI: 10.1109/IIAI-AAI.2018.00013
Duen-Ren Liu, Yun-Cheng Chou, Ciao-Ting Jian
Online news websites provide diverse article topics, such as fashion news, entertainment and movie articles to attract more users and create more benefits. Analyzing users' browsing behaviors and preferences to provide online recommendations is an important trend for online news websites. In this research, we propose a novel online recommendation method for recommending movie articles to users when they are browsing the news. Specifically, association rule mining is conducted on user browsing news and movies to find the latent associations between news and movies. A novel online recommendation approach is proposed based on Latent Dirichlet Allocation, enhanced Collaborative Topic Modeling and the diversity of recommendations. We evaluate the proposed approach via an online evaluation on a real news website. The online evaluation results show that our proposed approach can enhance the click-through rate for recommending movie articles and alleviate the cold-start issue.
{"title":"Online Recommendation Based on Collaborative Topic Modeling and Item Diversity","authors":"Duen-Ren Liu, Yun-Cheng Chou, Ciao-Ting Jian","doi":"10.1109/IIAI-AAI.2018.00013","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00013","url":null,"abstract":"Online news websites provide diverse article topics, such as fashion news, entertainment and movie articles to attract more users and create more benefits. Analyzing users' browsing behaviors and preferences to provide online recommendations is an important trend for online news websites. In this research, we propose a novel online recommendation method for recommending movie articles to users when they are browsing the news. Specifically, association rule mining is conducted on user browsing news and movies to find the latent associations between news and movies. A novel online recommendation approach is proposed based on Latent Dirichlet Allocation, enhanced Collaborative Topic Modeling and the diversity of recommendations. We evaluate the proposed approach via an online evaluation on a real news website. The online evaluation results show that our proposed approach can enhance the click-through rate for recommending movie articles and alleviate the cold-start issue.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"46 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":"132160512","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.2018.00147
Tomoaki Yatsuka, A. Ishigaki, Hiromasa Ijuin, Y. Kinoshita, Tetsuo Yamada, M. Inoue
In many real-life situations, it is necessary to optimize two or more objects simultaneously. In such problems, the objectives under consideration conflict with each other, and optimizing a solution with respect to a single objective can result in unacceptable results with respect to the other objectives. The technique of bringing two or more mutually opposite objective functions close to the desired value set up under the constraints is called goal programming. Goal programming is generally applied only to linear problems. Though nonlinear objective functions and constraints may be handled in real-life problems, a method for applying them to nonlinear goal programming is not shown clearly. The aim of this research is to design a decision-making model for solving multi-player nonlinear goal programming. In this research, based on the Linear Physical Programming (LPP) procedure to solve GP with nonlinear constraints, we design a model to deal with multi-player nonlinear GP. The part of the developed procedure corresponding to negotiation among several decision makers, called Suriawase process, was installed using the concept of robust optimization. Finally, to clarify the meaning of multi-player nonlinear GP procedure, numerical experiments using the production planning problem in the supply chain were performed.
{"title":"Mathematical Modeling of Multi-player Multi-objective Decision Making by Linear Physical Programming","authors":"Tomoaki Yatsuka, A. Ishigaki, Hiromasa Ijuin, Y. Kinoshita, Tetsuo Yamada, M. Inoue","doi":"10.1109/IIAI-AAI.2018.00147","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00147","url":null,"abstract":"In many real-life situations, it is necessary to optimize two or more objects simultaneously. In such problems, the objectives under consideration conflict with each other, and optimizing a solution with respect to a single objective can result in unacceptable results with respect to the other objectives. The technique of bringing two or more mutually opposite objective functions close to the desired value set up under the constraints is called goal programming. Goal programming is generally applied only to linear problems. Though nonlinear objective functions and constraints may be handled in real-life problems, a method for applying them to nonlinear goal programming is not shown clearly. The aim of this research is to design a decision-making model for solving multi-player nonlinear goal programming. In this research, based on the Linear Physical Programming (LPP) procedure to solve GP with nonlinear constraints, we design a model to deal with multi-player nonlinear GP. The part of the developed procedure corresponding to negotiation among several decision makers, called Suriawase process, was installed using the concept of robust optimization. Finally, to clarify the meaning of multi-player nonlinear GP procedure, numerical experiments using the production planning problem in the supply chain were performed.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"16 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":"121299758","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.2018.00060
Y. S. Wong, M. H. M. Yatim
In order to understand the important of object-oriented programming in tertiary level, a propriety game-based learning multiplatform game has been designed and develops as a learning tool to improve the student understanding toward object-oriented programming paradigm such as encapsulation, abstraction, inheritance and polymorphism. The proposed game is a 2D role-playing game in computer and mobile platform that allow players to learn Object-Oriented programming in an interaction way. Players will play along the flow of each game world and they will learn object-oriented programming paradigm subconsciously. Total of 214 undergraduate year one student had been participate to this research to determine the proposed game that design based on game-based learning approach is able to improve their understanding toward object-oriented programming paradigm compare to the traditional teaching and learning method. Thus, this paper is a research paper of an academic who worked with game designers, game developer to design and develop a propriety game-based learning game for learning object-oriented programming.
{"title":"A Propriety Multiplatform Game-Based Learning Game to Learn Object-Oriented Programming","authors":"Y. S. Wong, M. H. M. Yatim","doi":"10.1109/IIAI-AAI.2018.00060","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00060","url":null,"abstract":"In order to understand the important of object-oriented programming in tertiary level, a propriety game-based learning multiplatform game has been designed and develops as a learning tool to improve the student understanding toward object-oriented programming paradigm such as encapsulation, abstraction, inheritance and polymorphism. The proposed game is a 2D role-playing game in computer and mobile platform that allow players to learn Object-Oriented programming in an interaction way. Players will play along the flow of each game world and they will learn object-oriented programming paradigm subconsciously. Total of 214 undergraduate year one student had been participate to this research to determine the proposed game that design based on game-based learning approach is able to improve their understanding toward object-oriented programming paradigm compare to the traditional teaching and learning method. Thus, this paper is a research paper of an academic who worked with game designers, game developer to design and develop a propriety game-based learning game for learning object-oriented programming.","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":"116055001","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.2018.00137
Almog Boanos, S. Chandrababu, D. Bastola
Plant secondary metabolites are critical factors that aid plants in adaptation to their environment and are important sources of pharmaceuticals. Growth environment chambers nowadays are employed only to improve the overall production of the plant, while paying less attention to its quality. Automated strategies can be applied to attune the existing model, making it compatible for precisely controlling the environmental factors, which are the significant effectors of changes in the metabolic pathways of secondary metabolites. Previously, MIT has developed a Personal Food Computer (PFC) to control the growth environment of plants to maintain uniformity in their production in an urban setting. However, several challenges remained untouched, especially when the PFC was used in a research setting. One such instance was that an increase in the daylight negatively impacted the level of humidity, which could be undesirable and requires manual intervention to maintain grow-condition stability. To overcome the shortcomings of the existing model we have modified MIT's PFC by implementing cloud-based flexible automation techniques along with robotics to develop a Cost-Effective Automated Food Computer (CEAFC). The present article is aimed at addressing the automated features of CEAFC and its eloquent use in the production of secondary metabolites of therapeutic value.
{"title":"Automation of Personal Food Computers for Research in Drug Development and Biomedicine","authors":"Almog Boanos, S. Chandrababu, D. Bastola","doi":"10.1109/IIAI-AAI.2018.00137","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00137","url":null,"abstract":"Plant secondary metabolites are critical factors that aid plants in adaptation to their environment and are important sources of pharmaceuticals. Growth environment chambers nowadays are employed only to improve the overall production of the plant, while paying less attention to its quality. Automated strategies can be applied to attune the existing model, making it compatible for precisely controlling the environmental factors, which are the significant effectors of changes in the metabolic pathways of secondary metabolites. Previously, MIT has developed a Personal Food Computer (PFC) to control the growth environment of plants to maintain uniformity in their production in an urban setting. However, several challenges remained untouched, especially when the PFC was used in a research setting. One such instance was that an increase in the daylight negatively impacted the level of humidity, which could be undesirable and requires manual intervention to maintain grow-condition stability. To overcome the shortcomings of the existing model we have modified MIT's PFC by implementing cloud-based flexible automation techniques along with robotics to develop a Cost-Effective Automated Food Computer (CEAFC). The present article is aimed at addressing the automated features of CEAFC and its eloquent use in the production of secondary metabolites of therapeutic value.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"34 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":"114772960","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}
Agent-based traffic simulation has become more and more attractive and important to develop new ITS (Intelligent Transport Systems) services. So far a variety of studies and developments that combine simulators and evaluate ITS services on the combined simulators have been conducted. In this paper, we introduce a simulation environment, called Agent-based USE (Agent-based Unified Simulation Environment), and some application examples for ITS services. The Agent-based USE provides an easy-to-build simulation environment for ITS-related services. In particular, by connecting simulators with ITS services, the Agent-based USE determines behaviors to be changed on the simulators using the data of the services such as recommendation results generated by the services, tells the decisions to simulators; the Agent-based USE then obtains the data representing the current situation on the simulators and sends the data to the services as feedback so as to enable the services to generate the next recommendation. In addition, by using the Agent-based USE, it is possible to construct a co-simulation environment where simulation is performed by synchronizing some kinds of simulators and services and by sharing each simulation information. In this paper, we introduce the overview and architecture of the Agent-based USE for traffic simulation, and discuss its usefulness through some application examples.
{"title":"Overview and Application Examples of Agent-Based Unified Simulation Environment","authors":"Takahiro Ando, Ryo Fujii, K. Hisazumi, Tsunenori Mine, Tsuneo Nakanishi, Akira Fukuda","doi":"10.1109/IIAI-AAI.2018.00027","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00027","url":null,"abstract":"Agent-based traffic simulation has become more and more attractive and important to develop new ITS (Intelligent Transport Systems) services. So far a variety of studies and developments that combine simulators and evaluate ITS services on the combined simulators have been conducted. In this paper, we introduce a simulation environment, called Agent-based USE (Agent-based Unified Simulation Environment), and some application examples for ITS services. The Agent-based USE provides an easy-to-build simulation environment for ITS-related services. In particular, by connecting simulators with ITS services, the Agent-based USE determines behaviors to be changed on the simulators using the data of the services such as recommendation results generated by the services, tells the decisions to simulators; the Agent-based USE then obtains the data representing the current situation on the simulators and sends the data to the services as feedback so as to enable the services to generate the next recommendation. In addition, by using the Agent-based USE, it is possible to construct a co-simulation environment where simulation is performed by synchronizing some kinds of simulators and services and by sharing each simulation information. In this paper, we introduce the overview and architecture of the Agent-based USE for traffic simulation, and discuss its usefulness through some application examples.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"60 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":"116583295","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.2018.00168
H. Ono
An environmental problem is in a serious situation. In order to suppress and advance environmental discharge, the measure which grasps the quantity of the substance of the environmental impact which affects various kinds of environment is advanced. The PRTR system was enacted in order to grasp the quantity of discharge and transfers in industry. The unification evaluation which grasps the environment impact of category, and the technique of evaluating influence using the quantity of discharge of an environmental impact are proposed. Moreover, this study has grasped it as various kinds of transfers and the tendency of the quantity of discharge by PRTR system, and clarified the quantity of discharge using the characterization factor to the carcinogen which is the environmental impact in PRTR.
{"title":"Study on Environmental Evaluation Using PRTR","authors":"H. Ono","doi":"10.1109/IIAI-AAI.2018.00168","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00168","url":null,"abstract":"An environmental problem is in a serious situation. In order to suppress and advance environmental discharge, the measure which grasps the quantity of the substance of the environmental impact which affects various kinds of environment is advanced. The PRTR system was enacted in order to grasp the quantity of discharge and transfers in industry. The unification evaluation which grasps the environment impact of category, and the technique of evaluating influence using the quantity of discharge of an environmental impact are proposed. Moreover, this study has grasped it as various kinds of transfers and the tendency of the quantity of discharge by PRTR system, and clarified the quantity of discharge using the characterization factor to the carcinogen which is the environmental impact in PRTR.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"245 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":"116922068","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.2018.00023
Chun-Chia Wang, J. C. Hung, Chun-Hong Huang, Jia-Yu Chen
Traditionally, previous studies computed the click-through rate (CTR) to estimate a number of people who reviewed the advertisements placed online or used a self-report indicator to measure the effectiveness. However, these research results couldn't reveal potential customers for lack of valid common view on Internet advertising. This study recruited 65 participants whose eye movements were tracked and recorded by the eye tracking system, of which 35 were assigned to Facebook friend group and the other 30 were assigned to non-Facebook friend group according to the interpersonal relationships with the researcher. Eye tracking measurements, including total fixation duration (TFD) and latency of first (LFF) on the defined regions of interest (ROIs) of Facebook page were compared to indicate their visual attentions. The experimental results showed that 1) participants of the two groups spent less time viewing the ads at the right hand side (RHS) of Facebook based on TFD and 2) participants of non-Facebook friend group spent much time than participants of Facebook friend group while viewing the ads in the desktop news feed (DNF) of Facebook based on TFD. 3) Participants of the two groups have the same sequences of viewing ROIs placed ads at the right hand side (RHS). 4) Participants of the two groups have different sequences of viewing ROIs placed ads in the desktop news feed (DNF).
{"title":"Advertising Visual Attention to Facebook Social Network: Evidence from Eye Movements","authors":"Chun-Chia Wang, J. C. Hung, Chun-Hong Huang, Jia-Yu Chen","doi":"10.1109/IIAI-AAI.2018.00023","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00023","url":null,"abstract":"Traditionally, previous studies computed the click-through rate (CTR) to estimate a number of people who reviewed the advertisements placed online or used a self-report indicator to measure the effectiveness. However, these research results couldn't reveal potential customers for lack of valid common view on Internet advertising. This study recruited 65 participants whose eye movements were tracked and recorded by the eye tracking system, of which 35 were assigned to Facebook friend group and the other 30 were assigned to non-Facebook friend group according to the interpersonal relationships with the researcher. Eye tracking measurements, including total fixation duration (TFD) and latency of first (LFF) on the defined regions of interest (ROIs) of Facebook page were compared to indicate their visual attentions. The experimental results showed that 1) participants of the two groups spent less time viewing the ads at the right hand side (RHS) of Facebook based on TFD and 2) participants of non-Facebook friend group spent much time than participants of Facebook friend group while viewing the ads in the desktop news feed (DNF) of Facebook based on TFD. 3) Participants of the two groups have the same sequences of viewing ROIs placed ads at the right hand side (RHS). 4) Participants of the two groups have different sequences of viewing ROIs placed ads in the desktop news feed (DNF).","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"87 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":"116283900","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.2018.00052
Qi-Zhone Huang, Chih-Chao Hsu, Tzone-I Wang
Scientific experiments are essential for science and technology education. Experiments in laboratory cost materials, require preparations, and sometimes cause hazards. A widely used educational tool with many advantages, e.g. cheap, repeatable, suspendable, and safe, virtual laboratory has gradually become a major experimental tool in most elementary and high schools. In educational science experiments, one major challenge is how to initiate students on scientific inquiry and ensure there are multiple opportunities for their formative self-assessment and revision. The self-explanation strategy has proven effective in deepen students' understanding of the concepts they are trying to learn. Using self-explanation strategy in educational science experiments might be an effective way to help students think about the observed results of science experiments and build correct scientific concepts. On the other hand, researches point out that using open-ended questions is better than traditional multiple-choice questions for self-explanation strategy. But when using open-ended question self-explanation strategy, without proper prior knowledge and guidance, a student may go wrong in the processes of deduction and result in constructing misconceptions that will become obstacles in further knowledge constructions. Therefore, a learning system that uses open-ended question self-explanation strategy should give proper feedback in order to help students build correct concepts when in self-learning mode. To help students operating in virtual science laboratory and constructing correct concepts from observed results this study constructs an online virtual laboratory learning system with open-ended question self-explanation strategy and proper feedback for natural science course of primary schools. The system uses natural language processing (NLP) technology to analyze students' self-explanation strings, compares the results with coded classification rules, established by an expert from reference explanations, to check the correctness of the strings and possible misconceptions in them, and gives proper learning material, as feedback, for the students to revise possible misconceptions. In the final experiment, the system records and checks all self-explanation strings from 53 students and gives them proper feedback, which reaches an average accuracy of 84.45% after the expert verify the results.
{"title":"An Open-Ended Question Self-Explanation Classification Methodology for a Virtual Laboratory Learning System","authors":"Qi-Zhone Huang, Chih-Chao Hsu, Tzone-I Wang","doi":"10.1109/IIAI-AAI.2018.00052","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00052","url":null,"abstract":"Scientific experiments are essential for science and technology education. Experiments in laboratory cost materials, require preparations, and sometimes cause hazards. A widely used educational tool with many advantages, e.g. cheap, repeatable, suspendable, and safe, virtual laboratory has gradually become a major experimental tool in most elementary and high schools. In educational science experiments, one major challenge is how to initiate students on scientific inquiry and ensure there are multiple opportunities for their formative self-assessment and revision. The self-explanation strategy has proven effective in deepen students' understanding of the concepts they are trying to learn. Using self-explanation strategy in educational science experiments might be an effective way to help students think about the observed results of science experiments and build correct scientific concepts. On the other hand, researches point out that using open-ended questions is better than traditional multiple-choice questions for self-explanation strategy. But when using open-ended question self-explanation strategy, without proper prior knowledge and guidance, a student may go wrong in the processes of deduction and result in constructing misconceptions that will become obstacles in further knowledge constructions. Therefore, a learning system that uses open-ended question self-explanation strategy should give proper feedback in order to help students build correct concepts when in self-learning mode. To help students operating in virtual science laboratory and constructing correct concepts from observed results this study constructs an online virtual laboratory learning system with open-ended question self-explanation strategy and proper feedback for natural science course of primary schools. The system uses natural language processing (NLP) technology to analyze students' self-explanation strings, compares the results with coded classification rules, established by an expert from reference explanations, to check the correctness of the strings and possible misconceptions in them, and gives proper learning material, as feedback, for the students to revise possible misconceptions. In the final experiment, the system records and checks all self-explanation strings from 53 students and gives them proper feedback, which reaches an average accuracy of 84.45% after the expert verify the results.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"142 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":"123451501","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.2018.00069
Shiori Sunakawa, Y. Ono
This paper constructed an auditory Writing Support System for Japanese English as a Foreign Language (EFL) visually-impaired learners and reports about the results of user evaluation. Four Japanese visually-impaired Japanese students participated in the study. After the user's test and interview, all of them basically agreed that the system is useful and they would like to use the system for their English study. However, this paper reports that they pointed out that the system would need some important modifications for better operability.
{"title":"English Writing Support for Japanese EFL Visually-Impaired Learners: A Preliminary Study","authors":"Shiori Sunakawa, Y. Ono","doi":"10.1109/IIAI-AAI.2018.00069","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00069","url":null,"abstract":"This paper constructed an auditory Writing Support System for Japanese English as a Foreign Language (EFL) visually-impaired learners and reports about the results of user evaluation. Four Japanese visually-impaired Japanese students participated in the study. After the user's test and interview, all of them basically agreed that the system is useful and they would like to use the system for their English study. However, this paper reports that they pointed out that the system would need some important modifications for better operability.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"116 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":"124138599","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.2018.00209
Mitsugu Suzuki, Kohei Iduka
The ratio of aged persons is increasing in Japan, and solitary death of them have became one of significant social issues. Our objective in this study is to avoid such misfortune. Some systems that observe their liveliness are presented or developed, but they have rawbacks such as higher costs, miss-alert and so on. In this article, we show two requirement for such system, present a system that satisfies the two, report trial implementation and the result, and conclude with the future direction.
{"title":"A Liveliness Sensing System for Solitary Aged Persons","authors":"Mitsugu Suzuki, Kohei Iduka","doi":"10.1109/IIAI-AAI.2018.00209","DOIUrl":"https://doi.org/10.1109/IIAI-AAI.2018.00209","url":null,"abstract":"The ratio of aged persons is increasing in Japan, and solitary death of them have became one of significant social issues. Our objective in this study is to avoid such misfortune. Some systems that observe their liveliness are presented or developed, but they have rawbacks such as higher costs, miss-alert and so on. In this article, we show two requirement for such system, present a system that satisfies the two, report trial implementation and the result, and conclude with the future direction.","PeriodicalId":309975,"journal":{"name":"2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI)","volume":"8 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":"121841414","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}