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2014 IIAI 3rd International Conference on Advanced Applied Informatics最新文献

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Collaborative Software Engineering Learning Environment Associating Artifacts Management with Communication Support 将工件管理与通信支持相关联的协同软件工程学习环境
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.127
A. Hazeyama
Software development is knowledge-intensive and collaborative work in nature. A large number of communications are exchanged in software development. A number of intermediate artifacts are also created there. Some artifacts are created via discussions. Some communications exchanged during software development are closely related to various types of artifacts. This study proposes a learning environment for collaborative software development that associates artifacts management with communication management. This paper describes how the function of association of artifacts with communications has been used.
软件开发本质上是知识密集型和协作性工作。在软件开发过程中需要进行大量的通信交换。在那里还创建了许多中间工件。一些工件是通过讨论创建的。在软件开发期间交换的一些通信与各种类型的工件密切相关。本研究提出了一个协作软件开发的学习环境,它将工件管理与通信管理联系起来。本文描述了如何使用工件与通信相关联的功能。
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引用次数: 4
Compromising Strategy Using Weighted Counting in Multi-times Negotiations 基于加权计数的多次协商妥协策略
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.97
Masanori Ikrashi, K. Fujita
Bilateral multi-issue closed negotiation is an important class of real-life negotiations. Usually, negotiation problems have constraints, such as a complex and unknown opponent's utility in real time or time discounting. In the class of negotiation with constraints, effective automated negotiation agents can estimate their opponent's model depending on the proposals of their opponents and the negotiation scenarios. Recently, the attention of this study has focused on interleaving learning with negotiation strategies from past negotiation sessions. By analyzing such previous sessions, agents can estimate their opponent's utility function based on exchanging bids. In this paper, we propose an automated agent that estimates its opponent's strategies based on past negotiation sessions. Our agent decides the estimated values of its opponent using effective weighted functions based on the negotiation time. By using the estimated values of each issue, our agent can calculate its opponent's utility. In addition, we employ the estimated method proposed in this paper to the compromise strategy, which is the agent of the basic strategy of our proposed agent. In our experiments, we compared seven different weighted functions to determine the most effective one. In addition, we demonstrated that our proposed agent has better outcomes and a greater search technique for the Pareto frontier than existing ANAC2013 agents. We also compared our proposed agent and the basic compromising strategy.
双边多议题封闭式谈判是现实谈判的重要类别。通常,谈判问题具有约束条件,如对手的实时效用或时间贴现的复杂性和未知性。在有约束的谈判中,有效的自动谈判代理可以根据对手的提议和谈判场景来估计对手的模型。近年来,本研究的焦点集中在谈判策略的交叉学习上。通过分析这些先前的会话,代理可以根据交换出价来估计对手的效用函数。在本文中,我们提出了一个基于过去谈判会话来估计对手策略的自动代理。我们的智能体使用基于协商时间的有效加权函数来决定对手的估计值。通过使用每个问题的估计值,我们的智能体可以计算对手的效用。此外,我们将本文提出的估计方法应用于妥协策略,妥协策略是我们所提出的代理的基本策略的代理。在我们的实验中,我们比较了七个不同的加权函数,以确定最有效的一个。此外,我们证明了我们提出的代理比现有的ANAC2013代理具有更好的结果和更大的帕累托边界搜索技术。我们还比较了我们提出的代理和基本妥协策略。
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引用次数: 4
Development Environment for a Multimodal Interactive System Based on Ontological Knowledge 基于本体知识的多模态交互系统开发环境
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.158
Daisuke Takegoshi, Masahiro Araki
The aim of the present research is to develop MrailsBuilder, a multimodal interactive system development environment, based on ontological knowledge. MrailsBuilder supports the process of data modeling on MrailsScript by visualizing the structure of ontology. MrailsScript automatically generates a set of prototype codes for a multimodal interactive system based on an MVC model. In addition, MrailsBuilder automatically generates background knowledge of a multimodal interactive system by issuing SPARQL queries from MrailsScript and collecting contents from Linked Open Data. We examined the functionality of MrailsBuilder by developing a typical retrieval system for a multimedia archive.
本研究的目的是开发基于本体知识的多模态交互系统开发环境MrailsBuilder。MrailsBuilder通过可视化本体结构,支持在MrailsScript上进行数据建模的过程。MrailsScript为基于MVC模型的多模态交互系统自动生成一组原型代码。此外,MrailsBuilder通过从MrailsScript发出SPARQL查询并从Linked Open Data收集内容,自动生成多模式交互系统的背景知识。我们通过为多媒体档案开发一个典型的检索系统来研究MrailsBuilder的功能。
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引用次数: 1
An Analysis of the Relationship between a Write Access Reduction Method for NVM/DRAM Hybrid Memory with Programming Language Runtime Support and Execution Policies of Garbage Collection 具有编程语言运行时支持的NVM/DRAM混合内存写访问减少方法与垃圾回收执行策略的关系分析
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.128
Gaku Nakagawa, S. Oikawa
There are several research projects about new generation non-volatile memory (NVM), such as STT-MRAM, PCM and ReRAM. Non-volatile main memory makes it possible to integrate secondary storages in main memory. The integration enables to reduce I/O to slow block devices. It is, however, impossible to construct large capacity main memory with a single NVM in this point. It is required to combine DRAM and NVM or combine NVM and another NVM to construct unified non-volatile main memory. The previous researches discussed NVM/DRAM hybrid main memory architecture, which combine PCM and DRAM. In our previous work, we proposed a method to manage NVM/DRAM hybrid main memory with programming language runtimes supports. Language runtimes, such as Java runtimes, have more detailed informaion about write acceess to data than operating system has. The language runtime supports are useful to manage NVM/DRAM hybrid memory therefore. In the proposed method, the runtime migrates objects between NVM and DRAM based on the characteristics of write access. The language runtime executes the migration processes during garbage collection processes. The performance of the proposed method rely on the frequency of garbage collection. In this paper, we will discuss and do an experiment about how the frequency of garbage collection effects the performance of the proposed method. The results of the experiment shows that the improved method cut 91 percent of write access. The results also show that the improved method cut 50 percent of the usage of DRAM.
新一代非易失性存储器(NVM)有几个研究项目,如STT-MRAM、PCM和ReRAM。非易失性主存储器使得在主存储器中集成辅助存储器成为可能。这种集成可以减少I/O以减慢块设备的速度。然而,在这一点上,不可能用单个NVM构建大容量主内存。需要将DRAM与NVM组合或将NVM与另一个NVM组合以构建统一的非易失性主存。以往的研究讨论了将PCM和DRAM相结合的NVM/DRAM混合主存架构。在我们之前的工作中,我们提出了一种具有编程语言运行时支持的管理NVM/DRAM混合主存的方法。语言运行时(如Java运行时)比操作系统拥有更详细的数据写访问信息。因此,语言运行时支持对管理NVM/DRAM混合内存非常有用。在该方法中,运行时基于写访问特性在NVM和DRAM之间迁移对象。语言运行库在垃圾收集过程中执行迁移过程。该方法的性能依赖于垃圾收集的频率。在本文中,我们将讨论并做一个关于垃圾收集频率如何影响所提出方法的性能的实验。实验结果表明,改进后的方法减少了91%的写访问。结果还表明,改进的方法减少了50%的DRAM的使用。
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引用次数: 1
Data Mining for Lifestyle Risk Factors Associated with Overweight and Obesity among Adolescents 青少年超重和肥胖相关生活方式风险因素的数据挖掘
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.175
Anthony Pochini, Yitian Wu, Gongzhu Hu
Data mining techniques have been applied to many areas in the business world and our daily life, including healthcare and clinical health services. One of the mostly watched health problems is obesity and overweight, particularly for children and adolescents. In this paper, we try to find the most significant lifestyle risk factors associated with overweight and obesity among high school students in the US. Lifestyle survey data from the 2011 National Youth Risk Behavior Survey (YRBS) was used with the students' body weight statuses, overweight or obesity, considered as two target variables. Both logistic regression models and decision tree models were created for each target variable. Both the logistic regression and decision tree method show that frequently doing physical activity and having breakfast everyday were protective factors against being overweight or obese. Smoking and drinking sugar-sweeten beverage frequently were found to be associated with an increased risk to be obese.
数据挖掘技术已经应用于商业世界和我们日常生活的许多领域,包括医疗保健和临床健康服务。肥胖和超重是最受关注的健康问题之一,尤其是儿童和青少年。在本文中,我们试图在美国高中生中找到与超重和肥胖相关的最重要的生活方式风险因素。使用2011年全国青少年危险行为调查(YRBS)的生活方式调查数据,将学生的体重状况(超重或肥胖)作为两个目标变量。为每个目标变量建立了逻辑回归模型和决策树模型。逻辑回归和决策树方法均表明,经常进行体育锻炼和每天吃早餐是防止超重或肥胖的保护因素。研究发现,吸烟和经常饮用含糖饮料与肥胖风险增加有关。
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引用次数: 7
Towards Activity Recognition of Learners by Kinect 基于Kinect的学习者活动识别研究
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.45
T. Kamizono, H. Abe, K. Baba, S. Takano, K. Murakami
Understanding the states of learners at a lecture is useful for improving the quality of the lecture. A video camera with an infrared sensor Kinect has been widely studied and proved to be useful for some kinds of activity recognition. However, learners in a lecture usually do not act with large moving. This paper evaluates Kinect for use of activity recognition of learners. The authors considered four activities for detecting states of a learner, and collected the data with the activities by a Kinect. They applied K-nearest neighbor algorithm to the collected data and obtained the accuracy 0.936 of the activity recognition. The result shows that Kinect is applicable also to the activity recognition of learners in a lecture.
在讲座中了解学习者的状态对提高讲座质量很有帮助。带有红外传感器的摄像头Kinect已经被广泛研究,并被证明对某些类型的活动识别很有用。然而,学习者在课堂上通常不会有大的动作。本文评估了Kinect在学习者活动识别方面的应用。作者考虑了检测学习者状态的四种活动,并通过Kinect收集了这些活动的数据。他们对收集到的数据应用k -最近邻算法,得到了活动识别的准确率0.936。实验结果表明,Kinect同样适用于课堂学习者的活动识别。
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引用次数: 4
Instructional Design of a Workshop "How a Computer Works" Aimed at Improving Intuitive Comprehension and Motivation 以提高直觉理解和动机为目的的“计算机如何工作”工作坊的教学设计
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.76
Susumu Yamazaki, Takashi Satoh, T. Jiromaru, Nobuyuki Tachi, M. Iwano
After teaching and observing students for several years, we hypothesize that learning programming is difficult for students who cannot imagine concretely how a computer works, or the process by which the CPU accesses memory and I/O via the bus according to coded programs. In this paper, we discuss why we believe it is important for programing education to help students understand how a computer works. We have developed a workshop to help students understand this more intuitively. We surveyed the students to assess their perceptions of the workshop, and we discuss its further development and progress toward use in a future full-scale course.
经过几年的教学和观察,我们假设对于那些不能具体想象计算机如何工作的学生来说,学习编程是困难的,或者CPU根据编码程序通过总线访问内存和I/O的过程。在本文中,我们讨论了为什么我们认为帮助学生理解计算机如何工作对编程教育很重要。我们已经开发了一个研讨会来帮助学生更直观地理解这一点。我们调查了学生,以评估他们对研讨会的看法,并讨论了它的进一步发展和在未来全面课程中使用的进展。
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引用次数: 3
The Attractiveness of Facebook in Secondary Students in the Kingdom of Tonga and its Potential Facebook对汤加王国中学生的吸引力及其潜力
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.107
Hans Tobias Sopu, Y. Chisaki, T. Usagawa
Facebook® is a popular social network. There are approximately 1 billion registered users as of 2013. On the other hand, developing countries are starting to take advan- tage of the free platform and capabilities provided through facebook. The Island Kingdom of Tonga located in the South Pacific is also taking advantage of this social network. The secondary students of the Kingdom of Tonga are also curiously and interestingly socializing through facebook. In this paper, we observed through an online survey how much facebook is attracted in high school students and teachers. We also explained a facebook module for Moodle platform version 2.4.3 that was developed to enhance online collaboration in Moodle for students in the Kingdom of Tonga as part of the future works which is also mentioned.
Facebook®是一个流行的社交网络。截至2013年,约有10亿注册用户。另一方面,发展中国家开始利用facebook提供的免费平台和功能。位于南太平洋的汤加王国也在利用这个社交网络。汤加王国的中学生也通过facebook进行有趣的社交活动。在本文中,我们通过一项在线调查来观察高中学生和教师对facebook的吸引力。我们还解释了一个用于Moodle平台2.4.3版本的facebook模块,该模块的开发是为了增强汤加王国学生在Moodle中的在线协作,这也是未来工作的一部分。
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引用次数: 1
Fundamental Study for Verbalization of Embodied Expertise based on Pattern Recognition 基于模式识别的具身专业知识语化基础研究
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.182
H. Hojo, Nozomi Nomachi, Yutaro Tomoto, Tsuyoshi Nakamura, M. Kanoh, Koji Yamada
Embodied expertise, which expresses skills of experts, is a kind of tacit knowledge that is difficult to transfer from one person to another by writing it down or verbalizing it. The aim of our study is to translate embodied expertise into explicit knowledge, i.e. onomatopoeias. We call the onomatopoeias "embodied expertise onomatopoeias", which can enable people to understand the skills intuitively and easily. Acquiring embodied expertise onomatopoeias is considered as a problem of pattern recognition. Our study focused on the skills of Japanese penmanship, Pen Shodo, which is Japanese calligraphy using a pen, to translate tacit knowledge into onomatopoeias and investigated the possibility of constructing a training system for these skills.
体现专家技能的专业知识是一种隐性知识,很难通过文字或语言的方式从一个人转移到另一个人。我们研究的目的是将具体的专业知识转化为显性知识,即拟声词。我们称这些拟声词为“具身专业拟声词”,它可以让人们直观、容易地理解这些技能。拟声词的具身经验获取被认为是一个模式识别问题。我们的研究集中在日本书法的技能,Pen Shodo,这是一种用笔书写的日本书法,将隐性知识转化为拟声词,并探讨了构建这些技能培训系统的可能性。
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引用次数: 2
A Dynamic Query Optimization on a Sparql Endpoint by Approximate Inference Processing 基于近似推理处理的Sparql端点动态查询优化
Pub Date : 2014-12-01 DOI: 10.1109/IIAI-AAI.2014.42
Yuji Yamagata, Naoki Fukuta
On a retrieval of Linked Open Data using SPARQL, it is important to construct an efficient query that considers its execution cost, especially when the query utilizes inference capability on the endpoint. A query often causes enormous consumption of endpoints' computing resources since it is sometimes difficult to understand and predict what computations will occur on the endpoints. Preventing such an execution of time-consuming queries, approximating the original query could reduce loads of endpoints. In this paper, we present a preliminary idea and its concept on building endpoints having a mechanism to automatically avoid unwanted amount of inference computation by predicting its computational costs and allowing it to transform such a query into speed optimized query. Our preliminary experiment shows a potential benefit on speed optimizations of query executions by applying query rewriting approach. We also present a preliminary prototype system that classifies whether a query execution is time-consuming or not by using machine learning techniques at the endpoint-side.
在使用SPARQL检索Linked Open Data时,构造一个考虑其执行成本的高效查询是很重要的,特别是当查询利用端点上的推理能力时。查询通常会大量消耗端点的计算资源,因为有时很难理解和预测端点上将发生什么计算。防止这种耗时查询的执行,近似原始查询可以减少端点的负载。在本文中,我们提出了一个初步的想法和概念,即构建具有一种机制的端点,通过预测其计算成本并允许其将此类查询转换为速度优化查询来自动避免不必要的推理计算量。我们的初步实验显示了应用查询重写方法对查询执行速度优化的潜在好处。我们还提出了一个初步的原型系统,该系统通过在端点端使用机器学习技术来分类查询执行是否耗时。
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引用次数: 7
期刊
2014 IIAI 3rd International Conference on Advanced Applied Informatics
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