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Proceedings. Second International Conference on Creating, Connecting and Collaborating through Computing, 2004.最新文献

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Development of computer learning environment for beginners using model railway layout 铁道模型布置图初学者计算机学习环境的开发
Hirokazu Sasamoto, H. Noma, K. Susami, Yuichi Itoh, Y. Kitamura, F. Kishino, N. Tetsutani
The best way to learn abstract knowledge in the initial phase is to liken it with some concrete illustrations. For example, we start acquiring literacy by using a picture storybook. Children notice the correspondence between the picture and the shape of the characters beside it first, and acquire literacy step by step. In this research, we aim to develop a new methodology and its supporting technologies for beginners to learn about computation and programming using the same step. We describe technical subjects for this system and build the 1st trial system.
在最初阶段学习抽象知识的最好方法是将其与一些具体的插图进行比较。例如,我们开始通过使用绘本故事书来获得读写能力。儿童首先注意到图片与旁边文字形状的对应关系,并逐步获得识字能力。在这项研究中,我们的目标是开发一种新的方法及其支持技术,让初学者使用相同的步骤学习计算和编程。对该系统进行了技术主体描述,建立了首个试验系统。
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引用次数: 0
Design for an extensible Croquet-based framework to deliver a persistent, unified, massively multi-user, and self-organizing virtual environment 设计一个可扩展的基于croquet的框架,以提供持久的、统一的、大规模的多用户和自组织的虚拟环境
M. McCahill, J. Lombardi
We describe a design for a collaborative virtual learning environment (VLE) to support massively multi-user and multi-institutional learning communities. This architecture extends Croquet to encompass a tier of distributed cache servers that allow intelligent caching and pre-fetching of objects, scene definitions, and textures. The design also provides for interactivity servers tied to specific regions in the VLE. Interactivity servers provide persistence for neighborhoods, coordinate modification and transient phenomena for locales in the virtual space, and ensure trust relations by managing user identification, authentication, and authorization via integration with existing institutional authentication infrastructure. This system supports real-time interactions that promote a self organizing, interdisciplinary knowledge sharing system within a scalable VLE in a manner that ensures accountability and trust relations.
我们描述了一个协作式虚拟学习环境(VLE)的设计,以支持大规模的多用户和多机构学习社区。这个架构扩展了Croquet,包含了一层分布式缓存服务器,允许智能缓存和预取对象、场景定义和纹理。该设计还提供了与VLE中特定区域绑定的交互性服务器。交互性服务器为社区提供持久性,协调虚拟空间中区域的修改和瞬态现象,并通过与现有机构身份验证基础设施集成来管理用户识别、身份验证和授权,从而确保信任关系。该系统支持实时交互,以确保问责制和信任关系的方式,在可扩展的VLE中促进自组织、跨学科的知识共享系统。
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引用次数: 18
Application of Squeak/Croquet environment for embedded systems development Squeak/Croquet环境在嵌入式系统开发中的应用
M. Sakai, Y. Ishizaki, A. Togawa, Tsuyoshi Yamamoto
Development processes of embedded systems have been discussed many years and there exist number of advanced development environments. A well-designed development system may give us a unified design concept but such environment consists of components provided by a single vender in most case. A mixed-vendor environment can pick up nice feature of each system, however the coherency of concept and operation may be sacrificed. We discuss about unification of design process based on UML methodology. We are developing prototype of Squeak/Croquet based embedded system development environment in which mixed-vender design components are integrated in unified operation style.
嵌入式系统的开发过程已经讨论了很多年,并且存在许多先进的开发环境。一个设计良好的开发系统可能会给我们一个统一的设计概念,但这种环境在大多数情况下由单个供应商提供的组件组成。混合供应商环境可以获得每个系统的良好特性,但可能会牺牲概念和操作的一致性。讨论了基于UML方法的设计过程统一问题。我们正在开发基于Squeak/Croquet的嵌入式系统开发环境的原型,其中混合厂商的设计组件以统一的操作方式集成。
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引用次数: 0
Operating mechanism for device cooperative content on ubiquitous networks 泛在网络中设备协同内容的运行机制
Y. Kidawara, K. Zettsu
We propose an operating mechanism for device cooperative content, which is a concept to provide new content on ubiquitous networks. There are two types of device cooperative content. The first is temporal synchronizing content and the second is semantical synchronizing content. Therefore, the content operation mechanism consists of two types of cooperative operation. Device cooperative playing plays various content synchronously after distributing user profile information to other accessible devices in setting up a cooperative playing environment. Device cooperative browsing is an interactive method, which can be used to browse related content for being content watched. Both operation mechanisms are based on multi-device operation, which are connected to a peer-to-peer network; the former operates cooperatively to find its own interests and maintains these around itself, the latter is a synchronous multi-device player. Multi-devices sharing common information might have common interest topics on various user devices. When new devices are connected to the environment, they detect suitable information through filtering, and obtain this from other devices on a local ubiquitous network. We describe this concept and discuss the device cooperative SMIL player and WebBoard, which are implementations of our concept.
我们提出了一种设备协同内容的运行机制,这是一种在泛在网络上提供新内容的概念。设备合作内容有两种类型。第一种是时间同步,第二种是语义同步。因此,内容运行机制由两种类型的协同运行组成。设备协同播放通过设置协同播放环境,将用户配置信息分发到其他可访问的设备上,同步播放各种内容。设备协同浏览是一种交互方式,可用于浏览相关内容以供内容观看。两种操作机制均基于多设备操作,连接到点对点网络;前者合作运作,寻找自己的利益并维持这些利益,后者是一个同步的多设备播放器。共享公共信息的多设备可能在不同的用户设备上具有共同的兴趣主题。当新设备连接到环境中时,它们通过过滤检测合适的信息,并从本地无处不在的网络上的其他设备获得这些信息。我们描述了这一概念,并讨论了设备合作SMIL播放器和WebBoard,这是我们的概念的实现。
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引用次数: 1
Digital campus project: a "dream university" over the Internet Web 数字校园工程:基于互联网的“梦想大学”
R. Nishide, S. Ueshima
This work presents the lifestyle of a "dream university" of the future, digitalized out of a real university campus. This "dream university" is actually a multipurpose digital campus facilitating for a better e-learning environment as the core of the research. It is an elaborate digital campus created with virtual collaborative environment in 3D system in the virtual world where users can learn and experience the campus life of the university while collaborating with other users involved. We propose all the available features that the digital campus can provide and discuss the points that have been proven to be advantageous for the users. Our goal is to create a dream university on the Web so that anybody can participate anytime, anywhere, depending upon his/her needs, removing all the barriers and solving problems involved in the real university.
这个作品呈现了未来“梦想大学”的生活方式,数字化的真实大学校园。这所“梦想大学”实际上是一个多功能的数字校园,促进更好的电子学习环境作为研究的核心。它是一个精心设计的数字校园,在虚拟世界中使用3D系统创建虚拟协作环境,用户可以在与其他用户协作的同时学习和体验大学的校园生活。我们提出了数字校园可以提供的所有可用功能,并讨论了已被证明对用户有利的要点。我们的目标是在网络上创建一个梦想的大学,这样任何人都可以根据自己的需要随时随地参与,消除所有的障碍,解决真正的大学所涉及的问题。
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引用次数: 7
TranSqueak - making the world a smaller place: on-the-fly translation of Etoy projects and instant messaging TranSqueak -让世界变得更小:即时翻译Etoy项目和即时通讯
Michael Rüger, Y. Ohshima
This work presents an extension to the existing multilingualization work (ml7n) which allows people to collaborate on Squeak Etoy projects across different natural languages. Squeak etoys support several languages, both ISO-Latin based ones (erg., English, German, French), and nonISO languages (e.g., Japanese). Switching between languages for the Etoy tiles is fairly easy to support as the tiles provide a predefined set of words and phrases, which only need to be translated once. There are two areas where we need to go beyond the predefined and pretranslated set of phrases: user supplied names and communication between collaborators. This work presents an approach based on online translation services. We demonstrate a working prototype and a first analysis of the feasibility of this approach.
这项工作是对现有多语言工作(ml7n)的扩展,它允许人们跨不同的自然语言在Squeak Etoy项目上进行协作。Squeak玩具支持多种语言,包括基于ISO-Latin的语言。如英语、德语、法语)和非iso语言(如日语)。Etoy贴片的语言切换非常容易支持,因为贴片提供了一组预定义的单词和短语,只需要翻译一次。我们需要超越预定义和预翻译的短语集的两个领域:用户提供的名称和协作者之间的通信。本文提出了一种基于在线翻译服务的方法。我们展示了一个工作原型,并对这种方法的可行性进行了初步分析。
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引用次数: 0
Collaborative visualization for supporting joint researches in ITBL project 支持ITBL项目联合研究的协同可视化
Yoshio Suzuki, N. Matsumoto, Kazunori Sai
Summary form only given. In order to discuss experimental results or simulation results in the joint research between remote locations, it is indispensable to share visualization results (collaborative visualization). The Center for Promotion of Computational Science and Engineering of Japan Atomic Energy Research Institute (CCSE/JAERI) has performed the research and development of the visualization system having such a function in the Information-Technology-Based Laboratory (ITBL) project. The ITBL project aims to construct the virtual research environment which shares intellectual resources such as the remote computers, the programs and data in Japanese research institutions and supports joint researches between remote locations. Six institutions have joined as initial project members: National Institute for Materials Science (NIMS), National Research Institute for Earth Science and Disaster Prevention (NIED), Japan Aerospace Exploration Agency (JAXA), the Physical and Chemical Research Institute (RIKEN), Japan Science and Technology Agency (JST) and Japan Atomic Energy Research Institute (JAERI). In this project, CCSE/JAERI has developed the ITBL infrastructure software. An environment for operating the infrastructure software is composed of user terminals, ITBL servers and supercomputers. The infrastructure software offers a communication and security service, an application development service, etc. In the communication and security service, the communication function which can coexist with a firewall has been constructed using HTTPS protocol. Moreover, in the application development service, various services to share intellectual resources and support joint researches are constructed. The visualization system is positioned as one of these services. CCSE has developed two visualization systems: the parallel tracking steering (Patras) ZITBL and the application visualization system (AVS)/ITBL.
只提供摘要形式。为了在异地联合研究中讨论实验结果或仿真结果,可视化结果的共享(协同可视化)是必不可少的。日本原子能研究所计算科学与工程促进中心(CCSE/JAERI)在基于信息技术的实验室(ITBL)项目中进行了具有这种功能的可视化系统的研究和开发。ITBL项目旨在构建共享日本研究机构远程计算机、程序和数据等智力资源的虚拟研究环境,支持远程地点之间的联合研究。6个机构作为初始项目成员加入:国家材料科学研究所(NIMS)、国家地球科学与防灾研究所(NIED)、日本宇宙航空研究开发机构(JAXA)、理化研究所(RIKEN)、日本科学技术振兴机构(JST)和日本原子能研究所(JAERI)。在这个项目中,CCSE/JAERI开发了ITBL基础设施软件。基础软件的运行环境由用户终端、ITBL服务器和超级计算机组成。基础架构软件提供通信和安全服务、应用程序开发服务等。在通信与安全服务中,采用HTTPS协议构建了可与防火墙共存的通信功能。在应用开发服务中,构建各种服务,共享智力资源,支持联合研究。可视化系统被定位为这些服务之一。CCSE开发了两个可视化系统:平行跟踪转向(Patras) ZITBL和应用可视化系统(AVS)/ITBL。
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引用次数: 1
Cooking Studio: cooking simulation from Web recipes 烹饪工作室:烹饪模拟从网络食谱
Tetsuro Takano, S. Ueshima
This work proposes Cooking Studio, a cooking support system for cooking novices. First, we describe a method to generate cooking scenario from Web recipe by morphological and semantic analysis, which is a basic document to represent cooking processes specifically in the system. We also provide cooking scheduling algorithm that maps the graph that represents cooking processes into a time chart to satisfy given restrictions. We also show a prototype system of Cooking Studio.
本作品提出了烹饪工作室,一个针对烹饪新手的烹饪支持系统。首先,我们描述了一种通过形态学和语义分析从Web菜谱生成烹饪场景的方法,该方法是系统中具体表示烹饪过程的基本文档。我们还提供了烹饪调度算法,该算法将表示烹饪过程的图形映射到满足给定限制的时间表中。我们还展示了一个烹饪工作室的原型系统。
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引用次数: 6
Squeak in Spain as part of the LinEx project Squeak在西班牙作为LinEx项目的一部分
D. G. Deck, J. Rodriguez
Extremadura regional government has started to use Squeak within the LinEx project. Cooperation from the group Small-Land, devoted to spread the use of Squeak in the Spanish-speaking community all over the world, has allowed us to install Squeak in all secondary education classrooms.
埃斯特雷马杜拉地区政府已经开始在LinEx项目中使用Squeak。Small-Land组织致力于在世界各地的西班牙语社区推广Squeak的使用,他们与我们合作,使我们能够在所有的中学教室安装Squeak。
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引用次数: 4
Development works for integrated-study with co-operations of community 发展与社区合作的综合学习工作
N. Morita, Kohei Yamamoto, T. Nakatani, M. Shirai, Masami Ichihashi
We reached a consensus that the main factor behind the current decline in community power might be the rapid deterioration in the volume and quality of communication within the community, as it sees its common conventions and goals being lost. Our research revealed that "children, women and the aged", while thought generally to be the key players in community revitalization, were also unfortunately perceived as being on the isolated side of the digital divide. Based on these premises, we set a common goal for the internal community as a whole, i.e., "to inculcate children with a sense of the community's responsibility". By assisting in the development of educational programs with which it was involved, this began to lead to the establishment of common agreement. For the following period of around a year, during the "Periods for Integrated Study" at a municipal elementary school, we implemented "the development of curricula and environments to enhance child creativity and problem-solving skills without requiring special personal or financial resources" through the use of IT.
我们一致认为,当前社区力量下降的主要原因可能是社区内部交流的数量和质量迅速恶化,因为社区认为其共同的惯例和目标正在丧失。我们的研究显示,“儿童、妇女和老年人”虽然通常被认为是社区振兴的关键角色,但不幸的是,他们也被认为是数字鸿沟的孤立一方。基于这些前提,我们为整个内部社区设定了一个共同的目标,即“向孩子们灌输对社区的责任感”。通过协助其参与的教育项目的发展,这开始导致共同协议的建立。在接下来大约一年的时间里,在一所市立小学的“综合学习期”中,我们通过使用信息技术,“开发课程和环境,以提高儿童的创造力和解决问题的能力,而不需要特殊的个人或经济资源”。
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引用次数: 0
期刊
Proceedings. Second International Conference on Creating, Connecting and Collaborating through Computing, 2004.
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