Kyushu University Academic Staff Educational and Research Activities Database
List of Presentations
Shin'ichi Konomi Last modified date:2023.11.28

Professor / Division for Theoretical Natural Science / Faculty of Arts and Science


Presentations
1. Shiman Cui, Shin’ichi Konomi, Generating fill-in-blank problems from historical data: enabling an intelligent learning-assistance for Python programming, IEICE SIGET Technical Report, Vol. 121, No. 341, ET2021-49, Online, January 22, 2022. pp. 37-41., 2022.01.
2. Anyu Cai, Shin’ichi Konomi, DemiRec: Dynamic Evolutionary Multi-Interest Network for Sequential Recommendation, IEICE SIG DE / IPSJ SIG DBS Technical Report, 2021.12.
3. Xiangyuan Hu, Shinichi Konomi, Lulu Gao, Kaoru Sezaki, Analysis of Human Flows to Inform the Design of a Crowd-Powered Information Delivery Environment in Developing Communities, Research Abstracts on Spatial Information Science CSIS DAYS 2021, D01, 2021.11.
4. Xiangyuan Hu and Shin'ichi Konomi, QFami: An Integrated Environment for Recommending Answerers on Campus, HCI International 2021 - Late Breaking Papers (poster), 2021.07.
5. Jiadong Chen, Masaya Okada, Yuta Taniguchi, Shin’ichi Konomi, Analysis of learning behavior and knowledge changes in inquiry-based learning under mixed learning environments, IPSJ SIG HCI Technical Report, 2021.01.
6. Likun Liu, Yuta Taniguchi, Min Lu, Shin’ichi Konomi, Smart code recommendation system for supporting the learning process of programming beginners,, IEICE SIG ET Technical Report, ET2020-45, 2020.12.
7. Chenhao Li, Yuta Taniguchi, Min Lu, Shin’ichi Konomi, Multi-level Attention Networks for Font Style Transfer between Different Languages, Visual Computing 2020, 2020.12.
8. Lulu Gao, Shin’ichi Konomi, Active Learning-based Crowd Replication, Proceedings of the 34th Annual Conference of Japanese Society for Artificial Intelligence, Online (Kumamoto), June 9 - June 12, 2020. 1G4-ES-5-01., 2020.06.
9. Proposal of Tourism Recommendation Method for Older Adults Based on Potential Interest Expressed as Text and Images on SNS.
10. Shin’ichi Konomi, Kaori Tamura, Min Lu, Making Learning Analytics Usable and Useful for Older Adults, 2019 Annual International Conference on Education and Service Sciences (ICESS 2019), Wuhan China, September 20-23, 2019., 2019.09.
11. Kaori Tamura, Min Lu, Shin’ichi Konomi, Integrated System of e-Learning Environment and Measurements of Physiological Responses for Monitoring Learners, 2019 Annual International Conference on Education and Service Sciences (ICESS 2019), Wuhan China, September 20-23, 2019., 2019.09.
12. Min Lu, Kaoru Tamura, Shin’ichi Konomi, An Elderly-Oriented User Interface Prototype Developed for Inclusive Learning Support Systems, 2019 Annual International Conference on Education and Service Sciences (ICESS 2019), Wuhan China, September 20-23, 2019. [Best Presentation Award], 2019.09.
13. Yuhong Lu, Min Lu, Yuta Taniguchi, Shin’ichi Konomi, Preliminary Analysis of Tweets to Predict Suicide Risks, The 72nd Joint Conference of Electrical, Electronics and Information Engineers in Kyushu, September 2019., 2019.09.
14. Jiadong Chen, Yuta Taniguchi, Min Lu, Kohei Hatano, Shin’ichi Konomi, Exploring a Model for Evaluating Teaching Slides Based on Their Layouts, The 72nd Joint Conference of Electrical, Electronics and Information Engineers in Kyushu, September 2019., 2019.09.
15. Chenhao Li, Yuta Taniguchi, Min Lu, Shin’ichi Konomi, Automatically Generate Slide Images Using Generative Adversarial Nets, The 72nd Joint Conference of Electrical, Electronics and Information Engineers in Kyushu, September 2019., 2019.09.
16. Likun Liu, Yuta Taniguchi, Min Lu, Shin’ichi Konomi, Cleaning Massive Training Data for Intelligent Programming Support System, The 72nd Joint Conference of Electrical, Electronics and Information Engineers in Kyushu, September 2019., 2019.09.
17. Automatically Generate Slide Images Using Generative Adversarial Nets.
18. Yuta Taniguchi, Atsushi Shimada, Shin’ichi Konomi, Investigating Error Resolution Processes in C Programming Exercise Courses, Proceedings of the 12th International Conference on Educational Data Mining., 2019.07.
19. Kaori Tamura, Tsuyoshi Okamoto, Misato Oi, Atsushi Shimada, Kohei Hatano, Masanori Yamada, Min Lu, Shin’ichi Konomi, Pilot Study to Estimate -Difficult- Area in e-Learning Material by Physiological Measurement, Proceedings of the Sixth ACM Conference on Learning at Scale, Chicago, Illinois, June 24-25, 2019, Article No. 35., 2019.06.
20. Min Lu, Kaori Tamura, Tsuyoshi Okamoto, Misato Oi, Atsushi Shimada, Kohei Hatano, Masanori Yamada, Shin’ichi Konomi, Proposal and Implementation of an Elderly-oriented User Interface for Learning Support Systems, Proceedings of the Sixth ACM Conference on Learning at Scale, Chicago, Illinois, June 24-25, 2019, Article No. 37., 2019.06.
21. 学習中の生理応答同時計測による「学びのつまずき」推定システム開発.
22. 高齢者向け学習支援システムためのUIプロトタイプ開発と実験.
23. 学習中の生理応答同時計測による「学びのつまずき」推定システム開発.
24. 高齢者向け学習支援システムためのUIプロトタイプ開発と実験.
25. Shin'ichi Konomi, Learning Analytics for All: Opportunities and Challenges, Workshop of Human Centered Design Approach in Digitalization Age, 2019.04.
26. Boxuan Ma Yuta Taniguchi Shin’ichi Konomi, Design a Course Recommendation System Based on Association Rule for Hybrid Learning Environments., 2019 Hinokuni - Land of Fire Information Processing Symposium / 火の国情報シンポジウム2019, 2019.03.
27. Boxuan Ma Yuta Taniguchi Shin'ichi Konomi, Learning path recommendation in university environments based on sequence mining, The 81th National Convention of IPSJ, 2019.03.
28. Shin'ichi Konomi, Learning Analytics for All: Opportunities and Challenges., The 7th Asian Workshop on Smart Sensor Systems, 2019.03.
29. Tsubasa Minematsu, Kaori Tamura, Atsushi Shimada, Shin’ichi Konomi, Rin-ichiro Taniguchi, Analytics of Reading Patterns Based on Eye Movements in an e-Learning System, Proceedings of SITE 2019 - The Society for Information Technology and Teacher Education to be held in Las Vegas, Nevada, March 18-22, 2019, 2019.03.
30. Tetsuya Shiino, Atsushi Shimada, Tsubasa Minematsu, Kohei Hatano, Yuta Taniguchi, Shin’ichi Konomi, Rinichiro Taniguchi, Page-wise Difficulty Level Estimation using e-Book Operation Logs, Proceedings of the 9th International Learning Analytics and Knowledge Conference, 2019.03.
31. 馬 博軒, 谷口 雄太, 木實 新一, Learning path recommendation in university environments based on sequence mining, 第81回全国大会講演論文集, 2019.02, Learning path recommendation system efficiently guides learners by constructing appropriate learning sequences from recommended learning materials to reach their goals. However, supporting active learning in the learning path recommendation systems for university environments is different from conventional mechanisms for recommending relevant online courses such as MOOCs. This paper analyzed different learning path patterns of students at Kyushu University and discussed the challenges to recommend appropriate learning sequence in university learning environments. Then we proposed an approach to address the challenges by designing a learning path recommendation mechanism based on sequence mining..
32. 自学学習中における脳波・視線の同時計測・分析システムの開発.
33. 高齢者向け学習支援システムのためのデュアルタブレット・ユーザインタフェースの提案と実現.
34. 馬 博軒, 谷口 雄太, 木實 新一, Learning path recommendation in university environments based on sequence mining, 第81回全国大会講演論文集, 2019.02, Learning path recommendation system efficiently guides learners by constructing appropriate learning sequences from recommended learning materials to reach their goals. However, supporting active learning in the learning path recommendation systems for university environments is different from conventional mechanisms for recommending relevant online courses such as MOOCs. This paper analyzed different learning path patterns of students at Kyushu University and discussed the challenges to recommend appropriate learning sequence in university learning environments. Then we proposed an approach to address the challenges by designing a learning path recommendation mechanism based on sequence mining..
35. 自学学習中における脳波・視線の同時計測・分析システムの開発.
36. 高齢者向け学習支援システムのためのデュアルタブレット・ユーザインタフェースの提案と実現.
37. Relationships between Collaborative Problem Solving, Learning Performance and Learning Behavior in Science Education
© 2018 IEEE. This study was designed to identify correlations between students' awareness of Collaborative Problem Solving (CPS) and learning performance and learning behavior in science education. The topic of the course was Genetic Diseases which was implemented in a twelfth-grade class. To assess the effectiveness of this instructional design, and to find out potential factors that affect the using of CPS skills, multiple data sources including learning test scores, questionnaire feedback, and learning logs were analyzed. First, results indicated significant improvements in students' knowledge acquisition and awareness of Participation and Learning and Knowledge Building in CPS during the course. Furthermore, when we investigated the correlations between CPS awareness and learning performance and learning behavior, the findings indicated significant positive correlations between students' learning motivation and their awareness of CPS processes. However, there were negative correlations found between certain learning behavior factors with CPS awareness and learning motivation factors respectively..
38. Shin ’ichi Konomi, Atsushi Shimada, Masanori Yamada, Naomi Fujimura, Miki Nakao, Exploring Effective Feedback to Students and Instructors Based on a University-Scale Learning Analytics Environment, ALIRG2018 (10th Asia Library and Information Research Group Workshop) December 14-16, 2018, at Department of Library Science, Kyushu University, Fukuoka, Japan, 2018.12.
39. Boxuan Ma Yuta Taniguchi Shin'ichi Konomi, Comparative Analysis of Adaptive Learning Path Recommendation Algorithms, Joint Conference of Electrical, Electronics and Information Engineers in Kyushu, 2018.09.
40. Shiman Cui Yuta Taniguchi Shin'ichi Konomi, Data-Driven Feedback for Students Based on Word Clouds, Joint Conference of Electrical, Electronics and Information Engineers in Kyushu, 2018.09.
41. Shin'ichi Konomi, Technology-Enhanced Learning Environments for Older Adults, Gerontechnology Symposium 2018, 2018.09.
42. Comparative Analysis of Adaptive Learning Path Recommendation Algorithms.
43. Data-driven feedback for students based on word clouds.
44. ラーニングアナリティクス 2)大学における全学規模のラーニングアナリティクス
九州大学ではラーニングアナリティクス(LA)による教育学習の分析・改善が可能なM2B(みつば)と呼ばれるシステムを導入し,全学規模で運用を行っている.本稿では,大学におけるLAの1つの事例として,M2Bシステムについて概説する.M2Bシステムにおいては,データに基づく教育学習の改善を支援するために,学習ログデータを集約・可視化する機能を教育学習支援ツールに埋め込み,教師や学習者にデータに基づくフィードバックを提供している.本稿ではデータに基づくフィードバックの具体例を示し,そうした方法によって効果的に教育・学習の改善を行うために考慮すべきいくつかの点についても議論する..
45. Yuta Taniguchi, Fumiya Okubo, Atsushi Shimada, Shin’ichi Konomi, How are Students Struggling in Programming? Understanding Learning Processes from Multiple Learning Logs, Proceedings of the 11th International Conference on Educational Data Mining (EDM 2018), Buffalo, NY, July 16-20, 2018. pp.510-513, 2018.07.
46. Atsushi Shimada, Fumiya Okubo, Yuta Taniguchi, Hiroaki Ogata, Rin-ichiro Taniguchi, Shin’ichi Konomi, Relation Analysis between Learning Activities on Digital Learning System and Seating Area in Classrooms, Proceedings of the 11th International Conference on Educational Data Mining (EDM 2018), Buffalo, NY, July 16-20, 2018. pp.561-564, 2018.07.
47. Shinichi Konomi Kohei Hatano Miyuki Inaba Misato Oi Tsuyoshi Okamoto Fumiya Okubo Atsushi Shimada Jingyun Wang Masanori Yamada Yuki Yamada, Extending Learning Analytics Platforms to Support Elderly People, Presented at the 12th International Workshop on Information Search, Integration, and Personalization (ISIP 2018), May 14-15, 2018, Kyushu University, Fukuoka, Japan., 2018.05.
48. Shin’ichi Konomi, Kohei Hatano, Miyuki Inaba, Misato Oi, Tsuyoshi Okamoto, Fumiya Okubo, Atsushi Shimada, Jingyun Wang, Masanori Yamada and Yuki Yamada, Extending Learning Analytics Platforms to Support Elderly People, 12th International Workshop on Information Search, Integration, and Personalization (ISIP 2018), 2018.05.
49. Yiduo Gao Yuta Taniguchi Shin'ichi Konomi Kentaro Kojima Atsushi Shimada Hiroaki Ogata, Learning Style Based Collaborative Learning Construction: Can it Improve Group Work in a Learning Environment, IEICE technical report: 信学技報, 117, 421, pp.1-4., 2018.01.
50. Br-MAP: Concept map system using e-book logs
© 2018 IADIS Press. All Rights Reserved. This preliminary study developed the concept map tool “BR-Map” using learning logs on eBook viewer, and investigated the relationships between self-regulated learning (SRL) awareness, learning behaviors (usage of BR-Map, and one-minute paper and report submission), and learning performance. Psychometric data and learning logs were collected in the lecture course, and their relationships were analyzed using Spearman’s correlation analysis. The results indicated that awareness of intrinsic value, use of cognitive learning strategies, and self-regulation had significant correlations with the usage of BR-Map. The awareness of cognitive learning strategies had significant correlation with standard deviation of one-minute paper submission hours. With regard to relationships between the BR-Map usage and learning behaviors, the relationships between the usage of BR-Map and one-minute paper submissions, which was a regularly weekly assigned task, were found..
51. Lecture Support based on Real-time Learning Analytics.
52. Lecture Support based on Real‐time Learning Analytics.
53. Yiduo Gao, Yuta Taniguchi, Shin'ichi Konomi, Kentaro Kojima, Atsushi Shimada, Hiroaki Ogata, Learning Style Based Collaborative Learning Construction : Can it Improve Group Work in a Learning Environment: 教育工学, 2018.01.
54. Lecture Support based on Real-time Learning Analytics.
55. Lecture Support based on Real‐time Learning Analytics.
56. 高等学校におけるラーニングアナリティックスに基づいた授業の試行
[第42回 教育システム情報学会 全国大会 = The 42nd Annual Coference of JSISE] 会期: 2017年8月23日-25日, 主催: 一般社団法人 教育システム情報学会, 会場: 北九州国際会議場近年、学習管理システム等に蓄積された学習活動ログ、成績や授業評価アンケートなどデータを横断的に分析するなど、ラーニングアナリティックスが注目されている。本稿では九州大学におけるラーニングアナリティックス研究の知見を高等学校における授業へ試行的に平行展開した実施事例について紹介する。.
57. 高等学校におけるラーニングアナリティックスに基づいた授業の試行
[第42回 教育システム情報学会 全国大会 = The 42nd Annual Coference of JSISE] 会期: 2017年8月23日-25日, 主催: 一般社団法人 教育システム情報学会, 会場: 北九州国際会議場近年、学習管理システム等に蓄積された学習活動ログ、成績や授業評価アンケートなどデータを横断的に分析するなど、ラーニングアナリティックスが注目されている。本稿では九州大学におけるラーニングアナリティックス研究の知見を高等学校における授業へ試行的に平行展開した実施事例について紹介する。.
58. Samuli Hemminki, Keisuke Kuribayashi, Shin'Ichi Konomi, Petteri Nurmi, Sasu Tarkoma, Quantitative evaluation of public spaces using crowd replication, 24th ACM SIGSPATIAL International Conference on Advances in Geographic Information Systems, ACM SIGSPATIAL GIS 2016, 2016.10, We propose crowd replication as a low-effort, easy to implement and cost-effective mechanism for quantifying the uses, activities, and sociability of public spaces. Crowd replication combines mobile sensing, direct observation, and mathematical modeling to enable resource efficient and accurate quantification of public spaces. The core idea behind crowd replication is to instrument the researcher investigating a public space with sensors embedded on commodity devices and to engage him/her into imitation of people using the space. By combining the collected sensor data with a direct observations and population model, individual sensor traces can be generalized to capture the behavior of a larger population. We validate the use of crowd replication as a data collection mechanism through a field study conducted within an exemplary metropolitan urban space. Results of our evaluation show that crowd replication accurately captures real human dynamics (0.914 correlation between indicators estimated from crowd replication and visual surveillance) and captures data that is representative of the behavior of people within the public space..
59. Shin'ichi Konomi, George Roussos, Enriching urban spaces with ambient computing, the internet of things, and smart city design, Enriching Urban Spaces with Ambient Computing, the Internet of Things, and Smart City Design, 2016.10, In recent years, the presence of ubiquitous computing has increasingly integrated into the lives of people in modern society. As these technologies become more pervasive, new opportunities open for making citizens' environments more comfortable, convenient, and efficient. Enriching Urban Spaces with Ambient Computing, the Internet of Things, and Smart City Design is a pivotal reference source for the latest scholarly material on the interaction between people and computing systems in contemporary society, showcasing how ubiquitous computing influences and shapes urban environments. Highlighting the impacts of these emerging technologies from an interdisciplinary perspective, this book is ideally designed for professionals, researchers, academicians, and practitioners interested in the influential state of pervasive computing within urban contexts..
60. Shin'ichi Konomi, George Roussos, Preface, Enriching Urban Spaces with Ambient Computing, the Internet of Things, and Smart City Design, 2016.10.
61. Tomoyo Sasao, Shin'ichi Konomi, Ryohei Suzuki, Supporting community-centric use and management of vacant houses A crowdsourcing-based approach, 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, UbiComp 2016, 2016.09, In recent years, the number of vacant houses is increasing in Japan, as the population decline in local communities. In this context, there is an urgent need to develop smart socio-Technical systems that enable effective use and management of vacant houses, thereby preventing them from having negative impacts on local communities. In this paper, we propose an approach to support community-centric use and management of vacant houses based on an integrated crowdsourcing platform. We describe our ongoing project in Kashiwa City, and argue for an open, inclusive, and community-centric distributed platform to cater for some of the important needs in the community..
62. Jorge Goncalves, Simo Hosio, Maja Vukovic, Shinichi Konomi, Uichin Lee, WMSC '16 Second workshop on mobile and situated crowdsourcing, 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing, UbiComp 2016, 2016.09, The proposed workshop seeks to build upon the success of previous workshops at UbiComp 2010 and 2011 on Ubiquitous Crowdsourcing, and UbiComp 2015 on Mobile and Situated Crowdsourcing. Increasingly, researchers and practitioners alike are turning towards crowdsourcing with ubiquitous technologies due to their affordances and potential to circumvent limitations with online crowdsourcing platforms. Hence, this workshop's main objectives are to investigate the current state of the art of mobile and situated crowdsourcing, and foster collaborations by bringing together researchers of this thriving research agenda..
63. Shin'ichi Konomi, Tomoyo Sasao, Crowd geofencing, 2nd International Conference on IoT in Urban Space, Urb-IoT 2016, 2016.05, Geofencing mechanisms allow for timely message delivery to the visitors of predefined target areas. However, conventional geofencing approaches poorly support mobile data collection scenarios in which experts need in situ assistance. In this paper, we propose crowd geofencing environments, in which a large number of crowdworkers generate geofences to support mobile experts. As a first step to open up the possibilities of crowd geofencing, we have tested its feasibility by collecting more than one thousand geofences in an unfamiliar city prior to the visit to look into urban water and air quality issues. Our experience has revealed the strengths and weaknesses of crowd geofencing in terms of geofence quality and crowd-powered situated actions..
64. Kazuki Wakasa, Shin'ichi Konomi, Weaving urban spaces through visible green to increase the awareness of green networks, 2nd International Conference on IoT in Urban Space, Urb-IoT 2016, 2016.05, A number of local governments, businesses, and research institutions have discussed the usefulness and importance of "green networks" in recent years. However, most green sites are still perceived as isolated distributed patches, thereby potentially leading to their underuse and little awareness of their importance. We propose a participatory environment that can visualize connections of green sites based on the levels of visible green using celestial sphere images contributed by citizens. The system combines existing green coverage maps and smartphone-based image capture tools to show "green routes" in a city. We expect that the proposed approach can increase the networked uses of green resources, thereby increasing the awareness of green networks and potentially leading to collective efforts towards the development of richer connected green in cities..
65. Tomoyo Sasao, Shin’ichi Konomi, The use of historical information to support civic crowdsourcing, 18th International Conference on Human-Computer Interaction, HCI International 2016, 2016.01, Context-aware notifications cannot be designed easily without knowing which context-aware notifications will be triggered and responded in time. In this paper, we discuss methods to improve the design of context-aware notifications. Using the data from our prior experiment, we identify main factors that influence citizens’ responses to notifications and evaluate the predictability of quick responses using a simplified method. We then propose a model for designing civic crowdsourcing tasks based on historical information. We believe that creating well-designed notifications can decrease receivers’ workloads and simultaneously expands the positive impacts of civic crowdsourcing on the quality of life in the city..
66. Shin’ichi Konomi, Kazuki Wakasa, Masaki Ito, Kaoru Sezaki, User participatory sensing for disaster detection and mitigation in urban environments, 18th International Conference on Human-Computer Interaction, HCI International 2016, 2016.01, Pervasive communication technologies have opened up the opportunities for citizens to cope with disasters by exploiting networked mobile devices. However, existing approaches often overlook the brittleness of the technological infrastructures and rely heavily on users’ manual inputs. In this paper, we propose a robust and resilient sensing environment by extending and integrating cooperative location inference and participatory sensing using smartphones and IoTs. The proposed approach encourages proactive engagement in disaster mitigation by means of everyday data collection and end-user deployment of IoT sensors..
67. Kazuki Wakasa, Shinichi Konomi, Green weaver Participatory green mapping and networking for fostering sustainable communities, ACM International Joint Conference on Pervasive and Ubiquitous Computing and the 2015 ACM International Symposium on Wearable Computers, UbiComp and ISWC 2015, 2015.09, A number of local governments, businesses, and research institutions have discussed the usefulness and importance of "green networks" in recent years. However, most green sites are still perceived as isolated distributed patches, thereby potentially leading to their underuse and little awareness of their importance. We propose Green Weaver, a participatory system that can visualize connections of green sites based on crowdsourcing. The system combines existing green maps, participatory apps, and smartphone-based image capture tools to visualize "green networks" and support the awareness of connected green sites in the neighborhood, thereby potentially accelerating citizencentered "green networking" in the neighborhood..
68. Shinichi Konomi, Tomoyo Sasao, The use of colocation and flow networks in mobile crowdsourcing, ACM International Joint Conference on Pervasive and Ubiquitous Computing and the 2015 ACM International Symposium on Wearable Computers, UbiComp and ISWC 2015, 2015.09, Requesting relevant tasks to mobile crowds is extremely difficult without considering their movements. We propose an approach to geo-cast crowdsourcing tasks based on networks of human flows, and show that our approach can achieve higher geographical relevance than simple proximity-based approaches..
69. Jorge Goncalves, Simo Hosio, Vassilis Kostakos, Maja Vukovic, Shin'Ichi Konomi, Workshop on mobile and situated crowdsourcing, ACM International Joint Conference on Pervasive and Ubiquitous Computing and the 2015 ACM International Symposium on Wearable Computers, UbiComp and ISWC 2015, 2015.09, Crowdsourcing beyond the desktop is increasingly attracting interest due to the rapid proliferation of smart phones and other ubiquitous technologies, such as public displays. This workshop seeks to investigate the current state of the art of mobile and situated crowdsourcing by bringing together researchers of this thriving research agenda..
70. Shin'ichi, Konomi, Vassilis, Kostakos, Kaoru, Sezaki, Ryosuke, Shibasaki, Crowd Sensing for Disaster Response and Preparedness, 第77回全国大会講演論文集, 2015.03, Crowd sensing systems can open up a vast design space for mobile and wearable applications to monitor, record, and use disaster information in context. This short paper presents a succinct overview of the recent developments of crowd sensing environments in this application domain based on a work-in-progress review of relevant literature and use cases. This leads to the discussions on the ways crowd sensing should complement the existing backbone infrastructures to capture more detailed, relevant and richer data in different contexts..
71. Tomoyo Sasao, Shin’Ichi Konomi, Keisuke Kuribayashi, Activity recipe Spreading cooperative outdoor activities for local communities using contexual reminders, 3rd International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2015 Held as Part of 17th International Conference on Human Computer Interaction, HCI International 2015, 2015.01, Recently, many civic engagement platforms have appeared on the web and for mobile devices to collect public comments and local information. However, it is difficult to cope with diminishing civic engagement due to the loss of diverse outdoor activities in towns using existing civic engagement platforms. In this paper we present Activity Recipe, a framework for supporting citizens to create and share activities in public spaces and thereby promoting their cooperative outdoor activities. We discuss the methods to ‘spread’ effective activities for local communities and cultivate citizens’ awareness for these activities based on Activity Recipe..
72. Shin’Ichi Konomi, Kenta Shoji, Tomoyo Sasao, Interpreting food-venue visits Spatial and social contexts of mobile consumption in urban spaces, 3rd International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2015 Held as Part of 17th International Conference on Human Computer Interaction, HCI International 2015, 2015.01, The increasing amount of mobility data introduces an opportunity to develop novel urban applications that are integrated with everyday practices. Although simple events (e.g., visits to places) can be inferred from mobility traces, events have very different meanings in different contexts. To contribute to the body of work that aims to uncover effective methods to integrate ubiquitous computing technologies in urban spaces and context, we discuss interpretation of ubiquitous events in urban computing: food-venue visits. Based on a survey and a small supplemental study, we identify the spatial and social contexts that influence the meanings of food-venue visits. We also suggest a possibility of novel technological support for eating out..
73. George Roussos, Urs Hengartner, Shin'ichi Konomi, Kay Roemer, Special Issue on Selected Papers from the Twelfth Annual IEEE International Conference on Pervasive Computing and Communications (PerCom 2014), PERVASIVE AND MOBILE COMPUTING, 2015.01.
74. 持続可能なコミュニティ醸成のための参加型グリーンネットワーキング.
75. Shinichi Konomi, Wataru Ohno, Tomoyo Sasao, Kenta Shoji, A context-aware approach to microtasking in a public transport environment, 5th IEEE International Conference on Communications and Electronics, IEEE ICCE 2014, 2014.10, Despite the pervasiveness of smart devices, meaningful data cannot be collected easily without an effective platform that meshes with human activities. In this paper, we explore the design space for mobile applications that recommend microtasks in public spaces. In particular, we take a close look at a public transportation environment and suggest some of the contexts in which microtask requests could be embedded. We then discuss a context-aware approach to microtasking in a city, as well as its implications for citizens..
76. モバイル端末が創出する位置情報の利用に対するユーザー意識の質的調査.
77. Tomoyo Sasao, Shin'ichi Konomi, U.App An urban application design environment based on citizen workshops, 2nd International Conference on Distributed, Ambient and Pervasive Interactions, DAPI 2014 - Held as Part of 16th International Conference on Human-Computer Interaction, HCI International 2014, 2014.01, Designing usable applications for coping with civic challenges can be extremely difficult without an appropriate design environment. We explore a novel application design process based on the analysis of real citizen workshops, and propose U.App, a design environment that allows citizens to create urban applications based on the process. We expect that the proposed environment will facilitate citizens' daily activities for addressing urban issues and extend the possibility of citizen-centered mobile applications..
78. Shinichi Konomi, Tomoyo Sasao, Masatoshi Arikawa, Hudeyuki Fujita, A mobile phone-based exploratory citizen sensing environment, 2013 ACM Conference on Ubiquitous Computing, UbiComp 2013, 2013.10, Coping with ill-structured problems in a city involves continuous, opportunistic, and multi-perspective processes, which existing pervasive technologies for citizen participation cannot easily support. Based on two preliminary case studies, we propose Scene Memo, a mobile phone-based exploratory citizen-sensing environment that uses dynamically shared tags to provide social cues and scaffold participants..
79. Shin'ichi Konomi, Tomoyo Sasao, Wataru Ohno, Kenta Shoji, Masatoshi Arikawa, Hideyuki Fujita, From crowding detection to community fieldwork Supporting sensing work in context, 2013 ACM Conference on Ubiquitous Computing, UbiComp 2013, 2013.10, We describe our experiences with the prototype crowd sensing environments for supporting crowding detection and community fieldwork, and discuss the need to support sensing work in context. Sensing work is inseparable from the shifting observation modes in the overall inquiry process..
80. Shin'Ichi Konomi, Kenta Shoji, Wataru Ohno, Rapid development of civic computing services Opportunities and challenges, 1st International Conference on Distributed, Ambient, and Pervasive Interactions, DAPI 2013, Held as Part of 15th International Conference on Human-Computer Interaction, HCI International 2013, 2013.08, Designing the right computing service for citizens can be extremely difficult without participatory and iterative service development processes. We discuss opportunities and challenges for quick, participatory service development by citizens, based on our experiences with two experimental context-aware services..
81. 災害情報の収集を支援するクラウドソーシングツールキットの開発.
82. 混雑センシングツールキット.
83. Shin'ichi Konomi, Tomoyo Sasao, Wataru Ohno, Kenta Shoji, Crowd-powered mechanisms for viewing and imagining public spaces, 2013 International Conferences on Computer Graphics, Visualization, Computer Vision, and Game Technology, VisioGame 2013, 2013.01, Crowdsourcing allows one to collect information from a large number of citizens relatively easily, thereby creating an opportunity to provide a novel technological means to view and imagine the city, complementing conventional geovisualization and urban simulation games. We postulate that the inflexibility of existing crowdsourcing frameworks can impose inherent limitations in terms of the imaginability of the city, and propose citizensourcing, which augments crowdsourcing with the mechanisms for supporting exploration and active participation in order to address the limitations. We then describe our experiences with the smartphone-based prototypes of the mechanisms, and discuss their implications for the design of citizensourcing environments..
84. Shin'ichi Konomi, Tomoyo Sasao, Wataru Ohno, Kenta Shoji, Crowd-powered mechanisms for viewing and imagining public spaces, 2013 International Conference on Computer Graphics, Visualization, Computer Vision, and Game Technology, VisioGame 2013, 2013.01, © 2014. The authors - Published by Atlantis Press.Crowdsourcing allows one to collect information from a large number of citizens relatively easily, thereby creating an opportunity to provide a novel technological means to view and imagine the city, complementing conventional geovisualization and urban simulation games. We postulate that the inflexibility of existing crowdsourcing frameworks can impose inherent limitations in terms of the imaginability of the city, and propose citizensourcing, which augments crowdsourcing with the mechanisms for supporting exploration and active participation in order to address the limitations. We then describe our experiences with the smartphone-based prototypes of the mechanisms, and discuss their implications for the design of citizensourcing environments..
85. スカッフォールディングによる参加型センシング環境の強化.
86. Enriching Participatory Sensing Environments through Scaffolding
人手を介して実世界の情報を収集する参加型センシング環境においては,人とセンサが一体となったセンシングシステムの能力が問題となる.本論文では,スカッフォールディングの概念に基づき,データ収集ツールに学習支援機構を統合することによってセンシングシステムの能力を高める手法について論ずる.我々は,文献調査とフィールドにおけるインフォーマルな観察に基づき,参加型センシングにおける参加者とツールの役割を吟味し,更にタブレット型のデータ収集ツールを開発し参加者の分散協調によるスカッフォールディングの可能性を探るための初歩的な実験を行った.これに基づき,参加型センシング環境におけるスカッフォールディングフレームワークの可能性について議論する..
87. A Control Method for Bluetooth Proximity Sensing using User Context
Bluetooth has been used as a proximity sensor because of its feature: it can search nearby device within 10 meter. However, searching all the time consumes huge battery. In this paper, we introduce the Bluetooth controlling method that depends on user's context. We predict user's context using accelerometers and microphones on smartphone in the method. Finally, we show how much we can reduce power consumption..
88. A Control Method for Bluetooth Proximity Sensing using User Context
Bluetooth で近接性を取得する際,常時検索を行うことは消費電力やプライバシーの観点から適切ではない.そこで本研究では,取得した近接性から人間関係を推定するアプリケーションを前提として,スマートフォンに搭載されている他のセンサを用いることでユーザが静止して会話している場面を検出し,Bluetooth を起動する制御手法を提案する.Bluetooth has been used as a proximity sensor because of its feature: it can search nearby device within 10 meter. However, searching all the time consumes huge battery. In this paper, we introduce the Bluetooth controlling method that depends on user's context. We predict user's context using accelerometers and microphones on smartphone in the method. Finally, we show how much we can reduce power consumption..
89. B-19-7 Performance Evaluation of Bluetooth as Proximity Sensor.
90. Bluetoothの近接性センサとしての性能評価.
91. D-4-1 Development of a Location-Based Service Based On Colocation Networks.
92. コロケーションネットワークに基づく位置情報サービスの開発.
93. Shin'ichi Konomi, Beyond mobile collaboration Toward metropolitan-scale geocentric crowdsourcing, 2nd International Workshop on Ubiquitous Crowdsourcing, UbiCrowd'11, Co-located with UbiComp 2011, 2011.10, This paper discusses an approach to designing a ubiquitous crowdsourcing environment based on the lessons learned from the experiences of developing mobile collaboration systems. A data-centric approach is introduced to exploit metropolitan-scale human-mobility data for the provision of macroscopic awareness about people and places, which can facilitate the design and use of a geocentric crowdsourcing environment. Roles of such macroscopic awareness are examined based on the conceptual frameworks of distributed collaboration and spatial experiences..
94. Shin'Ichi Konomi, Colocation networks Exploring the use of social andgeographical patterns in context-aware services, 13th International Conference on Ubiquitous Computing, UbiComp'11 and the Co-located Workshops, 2011.10, As people visit various places in their daily lives, connections are formed between people via places (co-presence), and between places via people (overlapping). This paper introduces a method for modeling social and geographical context based on colocation networks in human mobility datasets. Applying the method to a metropolitan-scale mobility dataset reveals a variety of place groups that can be considered in the design of urban ubicomp applications..
95. 5. Sensor Information Processing in the Info-plosion Era(Cyberphysical Information Processing Created in the Info-plosion Era)
通信ネットワークとしての意味を離れ,多くのセンサ情報を処理する機能としてセンサネットワークが広がりつつある.特殊なセンサの開発が必要とされたり,大掛かりな計測機器を必要とした領域に,コモディティセンサを適用することで容易に大量の情報収集が可能となってきている.これは,加速度信号を解析することにより得られる個人の行動や,個人の生体情報,携帯カメラによる画像などが挙げられる.こうしたコモディティセンサを利用したセンサネットワークで,個人の人間情報及び集合体としての環境情報を収集する場合のセンサ情報処理について述べる..
96. B-15-15 Power Saving Method for Bluetooth Human Relationship Sensing using User Contest.
97. Bluetoothによる人間関係取得時の行動認識を用いた省電力手法.
98. 情報爆発時代のセンサ情報処理.
99. Shinichi Konomi, Community mapping for cross-boundary research collaboration, 9th International Conference on Creating, Connecting and Collaborating through Computing, C5 2011, 2011.07, Making sense of research community patterns can be a challenging task since they are often complex, dynamic, and inseparable from the 'messiness' of the real world. This paper introduces a data-centric community mapping tool that extracts and visualizes research communities in Computer Science, based on the DBLP publication database [1]. Initial experiences with the community mapping tool suggest a possibility to facilitate the process of initiating cross-boundary research collaboration using multiple network structures..
100. Supporting Intellectual Collaboration Using Network Context
Understanding the differences and overlaps of users' knowledge is important in systems that support intellectual collaboration. Therefore, it is desirable to capture and use community-relevant contexts such as social network structures as well as conventional contexts such as location, time, and presence. This paper describes a community mapping tool that provides context-aware services based on multiple network structures to support academic collaboration among researchers, and discusses the possibilities of novel context-aware services for supporting intellectual collaboration..
101. Supporting Intellectual Collaboration Using Network Context
人々の知識の相違や重なりを考慮して効果的にコラボレーションを支援するためには,従来のような場所,時間,プレゼンス等のコンテクストだけでなく,ソーシャルネットワークを含むコミュニティ構造に関連したコンテクストを体系的に考慮する必要がある.本稿では,研究者の学術的なコラボレーションを支援するコミュニティマッピングツールについて述べ,複数のネットワーク構造を考慮したコンテクストアウェアサービスの可能性を議論する.Understanding the differences and overlaps of users' knowldege is important in systems that support intellectual collaboratoin. Therefore, it is desirable to capture and use community-relevant contexts such as social network structures as well as conventional contexts such as location, time, and presence. This paper describes a community mapping tool that provides context-aware services based on multiple network strucutures to support academic collaboration among researchers, and discusses the possibilities of novel context-aware services for supporting intelelctual collaboration..
102. I-Tree: A Spatial Time-series Indexing Mechanism for Supporting Integrated Retrieval of Sensing Data.
103. I-Tree: A Spatial Time-series Indexing Mechanism for Supporting Integrated Retrieval of Sensing Data
物理空間の各所に設置されたセンサのデータを統合的に検索し,適切なタイミングでユーザに情報やサービスを提供するためには,空間時系列データを高速に処理する必要がある.本論文では,大量の空間時系列データの高速な検索を可能にする空間時系列索引機構 I-Tree の構造と検索アルゴリズムについて述べ,人工的に生成した大量の人数計測データと市街地に設置した微気象センサのデータを用いた評価実験の結果を示す.I-Tree を用いれば,空間時系列問合せに対してユークリッド距離の近い系列を,従来手法よりも安定して高速に検索することができる.Fast and efficient retrieval of spatial time series data is indispensable for applications that must provide users with timely and relevant information and services using complex sensor data in the real world. This paper introduces an indexing mechanism called I-Tree, which allows for fast retrieval of a massive amount of spatial time-series data, and describes its structure and the search algorithms. We also discuss the results of our performance evaluation using a large amount of artificially-generated spatial time-series data as well as temperature data from micro-weather sensors deployed in a city. I-Tree allows for fast, Euclidean distance-based similarity search of spatial time-series under various conditions..
104. 多人数による携帯カメラ撮影を利用した現場状況サマリー作成に関する研究.
105. 携帯端末で撮影した写真の利用を前提とする動的ストリート画像フロー生成機構の設計.
106. A Design of a Dynamic Mechanism for Generating Street-Based Image Flows Assuming the Availability of Photographs Taken with Mobile Devices
現在,Google Street Viewに代表される,写真を用いて仮想的に街を散策できるサービスが利用されている.しかしながら,ある定められた時間にのみ撮影された画像を用いる従来のサービスでは,季節,時間帯,個人の嗜好等,条件を考慮して多様な風景を画像を連続提示することができない.本論文では,条件に応じて適切な風景を再構成するサービスを実現するために,カメラ付きの携帯電話等を用いて集めた街の写真をデータベースに蓄積し,道路に沿って画像列を高速に検索できる動的ストリート画像フロー生成機構を提案する.一般に,多次元空間索引を用いれば,場所とそれ以外の属性値を指定して対応する写真を高速に検索することができる.しかし,従来のように幾何学的な分割に基づいてアクセスの効率化を行う索引手法を用いた場合,道路ネットワークのような実世界の構造に沿った問合せ要求を円滑に処理することが難しい.そこで我々は,道路ネットワークを考慮した索引手法であるKDRN-Tree(KD-Tree with Road Network)を提案する.KDRN-Treeは,道路ネットワークに対して形状正規化処理を施す一方で,KD-Treeの分割位置を道路境界にできるだけ近づけることで,道路に沿った問合せ要求を効率良く処理することができる.我々は,街中にて撮影した写真を実験データとし,問合せ処理の評価を行った.その結果,KDRN-Treeの有効性と実用的なシステムへの適応可能性を確認した..
107. Kazumasa Oshima, Yasuyuki Ishida, Shin'ichi Konomi, Niwat Thepvilojanapong, Yoshito Tobe, A shoes-integrated sensing system for context-aware Human Probes, 15th International Conference on Database Systems for Advanced Applications, DASFAA 2010, 2010.12, Human Probes, which are human integrated or embedded with sensors, allow the acquisition of a variety of contextual information, facilitate collaborative information sharing and community action as well as the provision of personalized services such as personal health management and context-aware advertisements. Recently, we have examined the usefulness of pressure sensors embedded in shoes [2]. In this demonstration, we extend our previous research on embedded pressure sensors by considering complimentary uses of accelerometers so as to capture precise and meaningful context in our daily lives. Pressure sensors and accelerometers are similarly useful for capturing the motion of pedestrians; however, the close examination of the signals from both sensors reveals the strengths and the weaknesses of each, and suggests the possibility of their complimentary use to support Human Probes..
108. Keiji Sugo, Manabu Miyazaki, Shin'ichi Konomi, Masayuki Iwai, Yoshito Tobe, BISCAY Extracting riding context from bike ride data, 15th International Conference on Database Systems for Advanced Applications, DASFAA 2010, 2010.12, Recently, global warming is a serious problem all over the world. Japan endeavors to promote using bicycles in order to protect environment. We developed a system for supporting cyclists by using the data from a bike sensor network. Cyclists lose comfort of riding when they need to go through crowded streets. We collect riding information obtained with a gyro sensor attached to handlebars of a bicycle. Based on such information, we then extract riding condition of cyclists. This paper presents the design and implementation of a Human Probe system that can collect and store sensor data to show comfortable cycling routes on a map..
109. Hiroki Ishizuka, Shun Fukumoto, Tatsuhiro Nishimoto, Ryo Fukuhara, Tatsuya Morita, Keiji Sugo, Niwat Thepvilojanapong, Shin'ichi Konomi, Kaoru Sezaki, Ryosuke Shibasaki, Yoshito Tobe, Demo abstract Kitokito - Supporting impromptu collaboration in participatory sensing using smart camera phones, 8th ACM International Conference on Embedded Networked Sensor Systems, SenSys 2010, 2010.12, To seek and collect useful sensor data in a participatory sensing environment, participants should be able to coordinate their activities in a timely manner. However, existing systems deal separately with the "preparation time" to define the goal and method of sensing, and the "sensing time" in the field. Therefore, participants cannot easily modify the sensing method, including the collaboration setting, once they are out in the field. In this demonstration, we will present a system called Kitokito, which allows participants to easily create small sensing tasks, and iteratively modify the collaboration and sensing method during the "sensing time."..
110. Sensing Network : Opportunities and Challenges of Mobile Phone-Based Sensing Environments
多くの携帯電話にGPSやセンサが統合され,人々の日常生活に密着した,新たなネットワークセンシングの形態が出現しつつある.本稿では,携帯電話を用いたセンシングの可能性と課題を整理し,「実空間透視ケータイ」の事例に基づいて将来的な展望を示す.
111. A Trial on Sensorized City.
112. RW-Link+ : A Trial on Real-World-Thing Links Maintaining Relationships.
113. RW-Link+: A Trial on Real-World-Thing Links Maintaining Relationships Among Them
Information of physical object is not linked and indexing like web world. Bacause of that, it is probably that we cannot find anything we need. Therefore, it is valuable that enabling to retrieve position of object and confirm how many what kind of things there are in an indoor space by physical objects construct links interactively. So, we constructed distributed physical objects management system, RW-Link+. By giving various information to things of the real world, RW-Link+ can keep a connection of things, and relationship between a thing and web world. In this paper, we present about implementation, experiment evaluation, future work of RW-Link+..
114. I‐Tree:異種センサデータの統合利用を支援する複合型索引機構.
115. I-Tree: Supporting Spatial Time-Series Queries for Heterogeneous Sensor Data
This paper discusses retrieval of a massive amount of sensor data using an indexing mechanism called I-Tree. Based on a dimensionality reduction technique for time-series data, we introduce a symbolic extensible representation of spatial time series data, and use a relevant tree structure to manage spatial time series data efficiently. I-Tree facilitates analysis and detection of environmental phenomena using heterogeneous sensor data from multiple locations..
116. ヒューマンプローブ技術を利用した動的ストリート画像フロー生成手法の提案.
117. A Design of a Generating System of Dynamic Street-Based Image Flows utilizing Participatory Sensing Approach.
118. A Design of a Generating System of Dynamic Street-Based Image Flows utilizing Participatory Sensing Approach
We propose a dynamic mechanism for generating a series of relevant images along streets using user-submitted photos. Such a mechanism can provide users with personalized, contextually-relevant " street view "images. The proposed mechanism is based on a novel multi-dimensional index called KDRN-Tree (KDTree with Road Network), which can process a street-based retrieval query efficiently by considering a road network structure. We introduce KDRN-Tree, and describe its design and implementation in detail. The results of our experiments show that KDRN-Tree is more efficient than KDB-Tree, and that it is feasible to realize a dynamic mechanism for generating street-based image flows using KDRN-Tree..
119. B-20-9 Information Quality in Human-Probe Environments.
120. TScan : A Practical Implementation of Micro-Climate Networked Sensing.
121. Enabling Integrated Uses of Sensor Information in a Human Probes Environment.
122. ヒューマンプローブ環境における情報品質.
123. Discussion of action recognition using a Bend Sensor.
124. Design of a paper map based navigation system for pedestrian.
125. Estimating Congestion Levels from Bike-Ride Information.
126. Niwat Thepvilojanapong, Shin'ichi Konomi, Jun'ichi Yura, Takeshi Iwamoto, Susanna Pirttikangas, Yasuyuki Ishida, Masayuki Iwai, Yoshito Tobe, Hiroyuki Yokoyama, Jin Nakazawa, Hideyuki Tokuda, Aquiba An energy-efficient mobile sensing system for collaborative human probes, 2010.01, Portable sensory devices carried by humans-which are referred to as Human Probes-facilitate easy-to-use sensing and monitoring of urban areas. In this demonstration, we developed a prototype of Aquiba sensing system from off-the-shelf mobile phone. Aquiba involves collaborative sensing that helps in achieving high-fidelity sensing while minimizing overall energy consumption. We validated the benefit of collaborative sensing through field experiments..
127. Niwat Thepvilojanapong, Shin'ichi Konomi, Yoshito Tobe, Yoshikatsu Ohta, Masayuki Iwai, Kaoru Sezaki, Opportunistic collaboration in participatory sensing environments, 5th ACM International Workshop on Mobility in the Evolving Internet Architecture, MobiArch '10, 2010.01, The proliferation of networked mobile devices that can capture and communicate various kinds of data provides an opportunity to design novel manachine sensing environments of which this paper considers participatory sensing. To achieve energy efficiency and reduce data redundancy, we propose Aquiba protocol that exploits opportunistic collaboration of pedestrians. Sensing activity is reduced according to the number of available pedestrians in nearby area. The paper investigates the benefit of opportunistic collaboration in large-scale scenarios through simulation studies. To take microscopic interaction of social crowds into consideration, we adapt the social force model and include it as one of three mobility models applied in our studies. Though the simulation results depend on mobility models, they validate the benefit of opportunistic collaboration employed by Aquiba protocol..
128. Shin'ichi Konomi, A preliminary exploration of augmented social landscapes, 3rd International Universal Communication Symposium, IUCS 2009, 2009.12, The ubiquity of sensing devices, including location-aware, sensor-enabled mobile phones, creates an opportunity to design a novel digital layer of a city, which senses and shapes the experiences of urban inhabitants. This paper explores a possibility of ubiquitous sensing devices to generate alternative social landscapes of a city, and facilitate universal communication. Sensors have critical dual roles in this process: (1) analyzing existing social relations, and (2) providing resources for establishing new relations. Several examples are discussed in relation to the latter role of sensors in shaping social landscapes, suggesting the possibility to create various representations that could support novel communication and collaboration practices..
129. Kazumasa Oshima, Yasuyuki Ishida, Shin'ichi Konomi, Niwat Thepvilojanapong, Yoshito Tobe, Demo abstract A human probe for measuring walkability, 7th ACM Conference on Embedded Networked Sensor Systems, SenSys 2009, 2009.12, Recent mobile devices are integrated with various kinds of sensors, thereby allowing people to capture what stationary sensing devices cannot easily acquire. We term the systems that exploit the ubiquity of the users of such devices Human Probes. To realize a Human-Probe environment, our research group has examined the usefulness of pressure sensors embedded in shoes [2]. In this demonstration, we present our recent work that extends our previous research on embedded pressure sensors by considering complimentary uses of accelerometers so as to measure walkability in our everyday spaces. Pressure sensors and accelerometers are similarly useful for capturing the motion of pedestrians; however, the close examination of the signals from both sensors reveals the strengths and the weaknesses of each, and suggests the possibility of their complimentary use to support Human Probes..
130. Niwat Thepvilojanapong, Shin'ichi Konomi, Jun'ichi Yura, Takeshi Iwamoto, Susanna Pirttikangas, Yasuyuki Ishida, Masayuki Iwai, Yoshito Tobe, Hiroyuki Yokoyama, Jin Nakazawa, Hideyuki Tokuda, Exploring energy-efficient human probes for high-fidelity sensing in urban environments, 2009 5th International Conference on Intelligent Sensors, Sensor Networks and Information Processing, ISSNIP 2009, 2009.12, Portable sensory devices carried by humans-which are referred to as Human Probes-facilitate easy-to-use sensing and monitoring of urban areas. However, when each Human Probe individually senses and transmits information, the sensing activity is inefficient in terms of energy consumption. In this paper, we propose an Architecture of Quality-enhanced Urban Information Blending and Aggregation (Aquiba), in which the sensing activities carried out by the Human Probes are adjusted autonomously under different conditions. Aquiba involves cooperative sensing that helps in achieving high-fidelity sensing while minimizing overall energy consumption. To demonstrate the validity of cooperative sensing, we implemented a prototype device by using a commercial off-the-shelf mobile phone and conducted a field experiment. The experimental results show that Aquiba is capable of providing high-fidelity sensing and reducing energy consumption efficiently..
131. Thepvilojanapong Niwat, Konomi Shin'ichi, Tobe Yoshito, BS-11-5 Impact of Mobility Models on Cooperative Sensing Human Probes, 電子情報通信学会ソサイエティ大会講演論文集, 2009.09.
132. M-010 Exploring the Uses of Pressure Sensors and Accelerometers for Footwear-Based Human Probes.
133. M-013 Information Presentation Methods for Probing Stick.
134. Probing Stickの情報提示方法に関する検討.
135. 靴型ヒューマンプローブ実現に向けた圧力センサと加速度センサの適用可能性の検討.
136. Shin'ichi Konomi, Niwat Thepvilojanapong, Ryohei Suzuki, Susanna Pirttikangas, Kaoru Sezaki, Yoshito Tobe, Askus Amplifying mobile actions, 7th International Conference on Pervasive Computing, Pervasive 2009, 2009.07, Information sharing has undeniably become ubiquitous in the Internet age. The global village created on the Internet provides people with instant access to information and news on events occurring in a remote area, including access to video content on websites such as YouTube. Thus, the Internet has helped us overcome barriers to information. However, we cannot conceive an event happening in a remote area and respond to it with relevant actions in a real-time fashion. To overcome this problem, we propose a system called Askus, a mobile platform for supporting networked actions. Askus facilitates an extension of the conceivable space and action by including humans in the loop. In Askus, a person's request is transmitted to a suitable person who will then act in accordance with the request at a remote site. Based on a diary study that led to detailed understanding about mobile assistance needs in everyday life, we developed the Askus platform and implemented the PC-based and mobile phone-based prototypes. We also present the results from our preliminary field trial..
137. Konomi Shin'ichi, Thepvilojanapong Niwat, Tobe Yoshito, Human Probes: towards the integration of sensing in human activities (ユビキタス・センサネットワーク), 電子情報通信学会技術研究報告. USN, ユビキタス・センサネットワーク : IEICE technical report, 2009.07, We introduce Human Probes, a novel approach to wide-scale sensing that considers the integration of sensing in human activities. The Human Probes approach leverages the ubiquity of mobile phones and allows mobile users to capture environmental and biological information as they go about their daily lives-working, playing, and moving (on foot, by car, by bike, or by public transport). This approach considers flows and activities of pedestrian crowds as well as various modes of their cooperation so as to complement and extend existing approaches. Furthermore, Human Probes can support urban sensing because they can provide a dynamic, easy-to-deploy sensing infrastructure in a complex urban environment where dense deployment of stationary sensing devices is not possible due to various physical and social constraints. We discuss relevant issues and research challenges to realize a meaningful socio-technical environment based on this approach..
138. Development and Experiment of Localization System using RFID.
139. Thepvilojanapong Niwat, Konomi Shin'ichi, Tobe Yoshito, A simulation study of human-probe approach for urban sensing (ユビキタス・センサネットワーク), 電子情報通信学会技術研究報告. USN, ユビキタス・センサネットワーク : IEICE technical report, 2009.05, Portable sensory devices carried by humans-which are referred to as Human Probes-facilitate easy-to-use sensing and monitoring of urban areas. However, when each Human Probe individually senses and transmits information, the sensing is inefficient in terms of energy consumption. In this paper, we propose an architecture called Architecture of QUality-enhanced Information Blending and Aggregation (Aquiba), in which the sensing activities carried out by the Human Probes adaptively adjust under different conditions. Aquiba involves cooperative sensing that help in efficiently maintaining the desired sensing resolution while minimizing energy consumption. We study the performance of Aquiba by running simulations in which large-scale scenarios are considered along with a realistic movement pattern of Human Probes. The simulation results demonstrate that cooperative sensing is capable of providing the desired sensing resolution and reducing energy consumption..
140. B-20-30 Development of Localization System using Ad Hoc Networks and RFID.
141. アドホックネットワークと電子タグを利用した位置推定システムの開発.
142. Real-World Sensing in Urban Life
This article has no abstract..
143. Mingmei Li, Shinichi Konomi, Kaoru Sezaki, Understanding and modeling pedestrian mobility of train-station scenarios, 2008 International Conference on Mobile Computing and Networking, MobiCom'08 - 3rd ACM International Workshop on Wireless Network Testbeds, Experimental Evaluation and Characterization, WiNTECH'08, 2008.12, This work presents the observations of pedestrian mobility characteristics based on the traces collected in a train station; provides a mobility model using these observations..
144. Ryohei Suzuki, Marcelo H.T. Martins, Yasuyuki Ishida, Yoshito Tobe, Shinichi Konomi, Kaoru Sezaki, An RFID-based human-probe positioning system, INSS 2008 - 5th International Conference on Networked Sensing Systems, 2008.10, We propose an RFID-based human probe positioning system for urban sensing. We call a person who has various sensors on his/her body Human Probe (HP). Our goals are (1) to estimate a position for HP which is based on location information of RFIDs and other HPs which hold position information with estimated error and (2) to manage and visualize sensor data considering a degree of position accuracy..
145. Li Mingmei, Konomi Shinichi, Sezaki Kaoru, BS-14-6 Extracting a Pedestrian Mobility Model from the Real Traces, 電子情報通信学会ソサイエティ大会講演論文集, 2008.09.
146. A System for Extracting and Managing Geospatial Environmental Information Utilizing Human Probe
With the advent of wireless sensor nodes, we can create a system of environment monitoring in urban areas. Although variable sensors can be deployed densely in certain area, it is not cost effective to use sensors more than necessary. Instead of embedded sensors, we can utilize information emitted from walking people. Although the technique of localization is advanced, there still exists a location error. It brings a huge impact for mapping the data, especially in large scale. Based on the idea, we propose a system of extracting environmental information with considering degree of location error. In our system, we have extended WINFO+, previously developed system for broadcast personal sensed information, to overcome issues about a location error..
147. Kaoru Sezaki, Izumi Kamiya, Kohei Miyagawa, Shinichi Konomi, Rolling out RFIDs A lightweight positioning environment for ad hoc applications, 5th Annual IEEE Communications Society Conference on Sensor, Mesh and Ad Hoc Communications and Networks, SECON 2008, 2008.01, Ad hoc networks enable application services in various environments including indoor/underground spaces and urban canyons; however conventional positioning infrastructures such as the GPS generally do not work well in these environments. We propose a lightweight, RFID-based positioning system that can be installed quickly and easily at various sites of ad hoc application deployment. The system includes a novel device called RFID Tape, which allows for efficient deployment and maintenance of a series of RFID location reference points. Pedestrian devices obtain location information from RFID reference points, and use motion sensors and a P2P-based technique to allow for continuous positioning even when the reference points are sparse. The device and the mechanism together facilitate the provision of location-aware features in ad hoc applications..
148. Oranat Sangratanachaikul, Leping Huang, Shi N.Ichi Konomi, Kaoru Sezaki, Analysis of security and privacy issues in RFID-based reference point systems, 8th International Conference on Mobile Data Management, MDM 2007, 2007.12, In this paper, we analyze security and privacy issues in RFID-based reference point systems, which seamlessly provide high resolution location information so as to enable innovative mobile applications. Our preliminary analysis revealed the significance of the labor cost in deploying RFID reference points; therefore, we carefully analyze several system architecture candidates in terms of deployment cost and security/privacy threats. Based on the analysis, we select a scalable architecture to avoid the bottleneck in deployment cost even though it can be less secure. Finally, we briefly discuss potential solutions for critical security and privacy issues in the selected architecture..
149. Shin'ichi Konomi, Tomonori Saito, Chang S. Nam, Takahito Shimada, Yutaka Harada, Kaoru Sezaki, Designing for usability and safety in RFID-based intelligent commuting environments, 6th International Conference on Machine Learning and Cybernetics, ICMLC 2007, 2007.12, Advanced communication technologies enable sophisticated safety-enhancing systems that exploit numerous computing devices embedded in our commuting environments. However, the complexity inherent in these systems, together with the contingency in their real-life use context, can create usability problems that undermine safety. In this paper, we discuss an integrated, user-centered approach to designing and evaluating RFID-enhanced commuting environments for schoolchildren. Our integrative context sensing and sensemaking infrastructure exploits embedded computing devices not only for enhancing safety but also for understanding user experiences and thereby facilitating iterative usability improvement..
150. Tatsuya Inaba, Jin Mitsugi, Jun Murai, Shin'ichi Konomi, RFID in Japan, RFID Applied, 2007.04.
151. Experience of the Network Display System with RFID for Participants in an Academic Conference
学術会議は,口頭発表や資料による形式的な情報だけではなく,参加者が面と向かって交流をすることにより非形式的に情報交換ができるという点に意義があると言える.しかし,学術分野の専門化と細分化が進む今,初めて面と向かった参加者どうしに,互いのネームタグに書かれた情報だけで有意義な交流のきっかけが十分に用意されるとは言い難い.我々は,居合わせた参加者間の関係を発見し大画面に表示するシステム「DeaiExplorer」を開発し,数百人規模の国際学術会議において利用した.本システムは,居合わせた参加者が持つ RFID タグに反応し,文献データベースから参加者や他の著者をノードとするグラフを生成する.本論文では,利用で得られた結果を用いて,本システムが参加者間の関係発見にどのような影響を及ぼしたかを定性的,定量的に明らかにし,今後のシステム設計および研究課題の展望を示す.Academic conferences offer informal as well as formal opportunities to interact with each other. However, the physical appearance of participants and the information printed on their conference badges could not be enough to provide the effective opportunities. We developed "DeaiExplorer", which is an RFID application that discovers interpersonal connections by allowing collocated conference participants to mutually reveal their social networks on a large display device, and deployed it at a recent international conference. The system responds to nearby participants and dynamically derives inter-connected social networks from a publication database. We address the uncovered requirement for the system and challenges with the experience..
152. Gerhard Fischer, Shin'ichi Konomi, Innovative media in support of distributed intelligence and lifelong learning, IEEE International Workshop on Wireless and Mobile Technologies in Education, WMTE 2005, 2005.12, Individual, unaided human abilities are constrained. Media have helped us to transcend boundaries in thinking, working, learning, and collaborating by supporting distributed intelligence. Wireless and mobile technologies provide new opportunities for empowering humans, but not without potential pitfalls. We explore these opportunities and pitfalls from a lifelong-learning perspective and discuss how wireless and mobile technologies can influence and change conceptual frameworks such as the relationship between planning and situated action, context awareness, human attention, distances in collaborative design activities, and the trade-off between tools for living and tools for learning. The impact of wireless and mobile technologies is illustrated with our research projects, which focus on moving "computing off the desktop" by "going small, large, and everywhere." Specific examples include human-centered public transportation systems, collaborative design, and information sharing with smart physical objects..
153. ALAN - K Project (Advanced LeArning Network in Kyoto) : Effort to Create New Learning Environments for IT Education
The ALAN-K (Advanced LeArning Network in Kyoto) was started in September, 2002 by Kyoto University with the Kyoto City Board of Education and some public schools in Kyoto to achieve new learning environments supported by computer. In the last school year, we had several workshops in two elementary schools. These workshops were based on SqueakToys, which is a part of the Squeak system, an object oriented programming environment. Our visions in this project is largely influenced by the visions of Alan Kay [l], [2] and his colleagues and two of them had visited Kyoto as instructors in the first 2 workshops. After that experience, we designed and practiced a series of original workshops. This paper describes the start-up phase of the ALAN-K project..
154. S. Konomi, H. Karuno, Initial experiences of ALAN-K An Advanced LeArning Network in Kyoto, 1st Conference on Creating, Connecting and Collaborating Through Computing, C5 2003, 2003.01, This paper describes the start-up phase of the ALAN-K (Advanced LeArning Network in Kyoto) project, which is part of a major effort to create new learning environments for elementary, junior high and high school students in Kyoto, Japan. Our visions of digitally fluent and creative citizens are largely influenced by the visions, ideas, and experiences of Alan Kay and his colleagues. We view the Squeak system (Ingalls et al., 1997; Guzdial and Rose, 2002) as powerful learning tools and media for enabling both active independent learning and collaboration. A series of Squeak workshops were designed and conducted at two elementary schools, which will be the basis for designing further activities..
155. H. Karuno, Shinichi Konomi, Squeak workshop experiences in Kyoto, 1st Conference on Creating, Connecting and Collaborating Through Computing, C5 2003, 2003.01, This poster presentation introduces our first Squeak workshops offered in the context of the ALAN-K (Advanced LeArning Network in Kyoto) project (Konomi and Karuno, 2003) which is part of a major effort to create a new learning environment for elementary, junior high and high school students in Kyoto, Japan..
156. Shin’ichi Konomi, Querylens Beyond ID-based information access, 4th International Conference on Ubiquitous Computing, UbiComp 2002, 2002.01, This paper discusses how ID-based information access, i.e., information access that utilizes IDs of physical entities, can be enhanced to function in a dynamic and social environment, where users can participate in the process of designing and extending the information space. QueryLens is a sys- tem that accumulates queries, connects them to a relevant physical object, allows a user to share and modify them, and uses them to capture answers..
157. Norbert A. Streitz, Jiirg Geibler, Torsten Holmer, Shin'ichi Konomi, Christian Miiller-Tomfelde, Wolfgang Reischl, Petra Rexroth, Peter Seitz, Ralf Steinmetz, i-LAND An interactive landscape for creativity and innovation, SIGCHI Conference on Human Factors in Computing Systems, CHI 1999, 1999.12, We describe the i-LAND environment which constitutes an example of our vision of the workspaces of the future, in this case supporting cooperative work of dynamic teams with changing needs. i-LAND requires and provides new forms of human-computer interaction and new forms of computer-supported cooperative work. Its design is based on an integration of information and architectural spaces, implications of new work practices and an empirical requirements study informing our design. i-LAND consists of several 'roomware' components, i.e. computer-augmented objects integrating room elements with information technology. We present the current realization of i-LAND in terms of an interactive electronic wall, an interactive table, two computer-enhanced chairs, and two "bridges" for the Passage-mechanism. This is complemented by the description of the creativity support application and the technological infrastructure. The paper is accompanied by a video figure in the CHI'99 video program..
158. Shin’ichi Konomi, Christian Müller-Tomfelde, Norbert A. Streitz, Passage Physical transportation of digital information in cooperative buildings, 2nd International Workshop on Cooperative Buildings, CoBuild 1999, 1999.01, The Passage mechanism introduced in this paper provides an easy and intuitive way to transport various types of digital objects by using also normal physical objects without any special identification tags. The current implementation of the Passage mechanism utilizes electronic scales and contact-free identification devices and thus allows for identification of arbitrary physical objects as well as immediate and unique identification of certain dedicated physical objects. The mechanism is used in various types of cooperative work scenarios in the i-LAND environment (Streitz, et al. 1999) that provides an essential part of the infrastructure for cooperative buildings..
159. Tatsuya Nakamura, Yusuke Yokota, Hiroyuki Tarami, Yahiko Kambayashi, Shinichi Konomi, A conference user interface supporting different access rights to shared hypermedia, 3rd Asia Pacific Computer Human Interaction, APCHI 1998, 1998.01, In distributed conference systems, participants get access to the shared documents through the computer network. The authors describe requirements in distributed conferences regarding access rights to shared documents. We give four categories of hypermedia representation based on access rights and two principles of human interface design to avoid mismatch between access rights and oral communication. We have developed the Channel Checker, which supports Non-WYSIWIS user interface for hypermedia based conferences. It allows participants to confirm users' access rights information and to communicate smoothly in conferences. By using this interface, users can synchronize the audio communication channel changes with their pointer on the shared document browser. The prototype of the Channel Checker is implemented on Java and JavaScript with an HTML browser..
160. Norbert A. Streitz, Shinichi Konomi, Cooperative Buildings Integrating Information, Organization, and Architecture First InternationalWorkshop, CoBuild’98 Darmstadt, Germany, February 25-26, 1998 Proceedings, 1st International Workshop on Cooperative Buildings, CoBuild 1998, 1998.01.
161. Cooperative Buildings Integrating Information, Organization, and Architecture First InternationalWorkshop, CoBuild’98 Darmstadt, Germany, February 25-26, 1998 Proceedings.
162. Navigation Sharing Mechanisms for WWW Information Search
WWWの情報検索を支援する仕組みとして各種サーチエンジンが開発されてきた。この場合, 利用者は独自の経験と知識に基づいて情報検索せざるを得ない。しかし熟練者のナビゲーションや同じ興味を持つグループに属する人々のナビゲーション傾向を共有することで効率よく情報検索することができる。我々はこのようなナビゲーション履歴を利用者間で共有することにより情報検索を支援するナビゲーション共有機構を開発中である。この機構においては膨大な履歴データから注目視されているページや頻繁に辿られている経路などの特徴を抽出し, 有益なナビゲーションを提示する必要が生じる。本稿では利用者の複数のナビゲーション履歴から構成される統合化ナビゲーションオブジェクトについて述べ, そこから抽出される特徴に基づいてナビゲーションを構成し利用者に提示する方法について考察する。.
163. Awareness and Its Feedback Management Mechanisms in Collaborative Hypermedia Systems
我々は現在, 協調作業支援システムの基盤となる協調型ハイパーメディアシステムVIEW Mediaを開発している。協調作業支援システムにおける重要な課題の一つに, アウェアネス支援が挙げられる。アウェアネス支援の目的は, 他者の存在や行動を伝達しコミュニケーションを支援することにある。これによって円滑に協調作業を進めることが可能になる。従来のアウェアネス支援の主流はビデオ画像を用いるものであったが, これに対してVIEW Mediaではメタファなどを用いる抽象的なアウェアネス支援を扱っている。抽象的なアウェアネス支援を行う場合, アウェアネスのフィードバックという概念が重要な要素として挙げられる。本稿ではアウェアネスとそのフィードバックを中心に, 通常のセキュリティを含めた機構について述べる。.
164. Elaborate Feedback Mechanisms for Distance Lecture Systems
最近の計算機ネットワーク環境の発展によって日常行っている作業をネットワーク内で行なえる条件がととのいつつある。広域分散システムを考慮した場合、広域帯通信を必要とあるビデオをできる限り使わないで、いかに現実の作業とシームレスにするかということが重要な研究課題となっている。また、計算機利用の特色を生かして現実の作業ではできないことを実現することも重要である。本稿ではネットワークを用いた遠隔講演への応用を考えに入れた聴衆からのフィードバック機構について考察する。選択された個人の聴衆の顔のビデオや、聴衆のマウスの動き等を集約した形のフィードバックだけでは不十分であるため、講演中にアンケートをとり、そのフィードバックで講演方針を決めたり、その結果をデータベースに納めて資料の改良に役立てる方式を示す、この場合に、アンケートによる時間のロスをいかに減らすかが重要である。この機能は能動データベースに用いられる事象・条件・動作モデルで実現でき、研究室で開発中の分散能動ハイパーメディアシステムVIEW Mediaと統合する予定である。Due to the recent development of computer network technology, it is getting possible to realize our daily work in distributed network environment. For global networks how to reduce the use of video equipments which require wide frequence bands, how to realize distributed version of work which can be seamlessly connected to the corresponding real-world work, and how to realize computer-based useful functions which cannot be realized in the real-world, are major important problems. In this paper we will develop elaborate feedback mechanisms from audiences to be used for distance lecture systems. Feedback by video pictures of few selected audiences, or by extracted information of movement of audience is not enough for our purpose. We will show question-answer mechanisms to be used during lectures. The results can be used to determine contents of the lecture, and to improve lecture materials by storing the results to databases. One important problem is how to minimize time loss caused by such question-answer processes. Major functions can be realized by the Event-Condition-Action model which is commonly used in active databases. We are planning to integrate these functions with distributed active hypermedia VIEW Media, currently developed by our group..
165. Elaborate Feedback Mechanisms for Distance Lecture Systems
Due to the recent development of computer network technology, it is getting possible to realize our daily work in distributed network environment. For global networks how to reduce the use of video equipments which require wide frequence bands, how to realize distributed version of work which can be seamlessly connected to the corresponding real-world work, and how to realize computer-based useful functions which cannot be realized in the real-world, are major important problems. In this paper we will develop elaborate feedback mechanisms from audiences to be used for distance lecture systems. Feedback by video pictures of few selected audiences, or by extracted information of movement of audience is not enough for our purpose. We will show question-answer mechanisms to be used during lectures. The results can be used to determine contents of the lecture, and to improve lecture materials by storing the result to databases. One important problem is how to minimize time loss caused by such question-answer processes. Major functions can be realized by the Event-Condition-Action model which is commonly used in active databases. We are planning to integrate these functions with distributed active hypermedia VIEW Media, currently developed by our group..
166. Realization of Navigation Sharing Mechanisms for Web-based Distributed Collaborative Works
WWWは複雑なリンクで連結されたハイパーメディア文書で構成されているため、そこでの情報検索には一般的に情報へのアクセスの方法に関する知識が要求される。この知識を他人と共有することで互いの情報検索に関する知識を深め合うことができる。これは情報検索の分野でSocial Information Filtering の名で近年研究が盛んになりつつある。我々はナビゲーションを利用者同志でいろいろな形で共有する仕組みをWWWで実現する。これにより情報検索のための知識の交流とともに様々な分散協調作業を支援する機構を提供できると考えられる。本稿ではブラウザに組み込むナビゲーション操作の機能とその共有形態について考察し、さらにJava、HORB、JavaScriptの連係によるWWWナビゲーション共有機構の実装についても述べる。.
167. Sharing and Personalization of Pointer on the Distributed Collaborative Hypermedia Systems
VIEW Media は, 協調作業支援のための分散協調ハイパーメディアシステムである. ハイパーメディアを同期または非同期で共有する場合, 既存のいわゆるテレポインタのように全ての利用者の画面上でポインタを全く同じに表示/制御するだけでは不十分であり, 柔軟なポインタの共有機構が必要と考えられる. 本稿では, Java 言語による VIEW Media のプロトタイプ開発, およびプロトタイプ上でのポインタの共有/個別化機構の実現と共有ホワイトボードアプリケーションの試作について述べる..
168. Communication Mechanisms Based on Environments for Collaborative Hypermedia System : VIEW Media
VIEW Media は VIEW (Virtual Interactive Environment for Workgroups) プロジェクトにおけるアプリケーション群の基盤システムとしての役割を担う分散協調型ハイパーメディアシステムである. VIEW Media は主として空間的に分散している人々の間で行われるプレゼンテーションを支援する目的で開発されているが, 協調作業を行なう利用者の間で意思の疎通を図る為の通信機構が必要である. 本編では VIEW Media における環境と装置を用いた多様な利用者間の通信機構について述べ, 具体的な利用法について検討する..
169. Awareness Support Mechanisms for Dynamically Changeable Environments on a Collaborative Hypermedia System
我々は現在, 協調作業支援の基盤システムとして分散協調型ハイパーメディアシステム VIEW Media を開発している. VIEW Media は協調作業を行う利用者の役割, 利用者間の関係, 作業内容などを環境という概念のもとに統合し, システムに導入した. 協調作業が進行するにつれ作業状況は動的に変化し, それは環境の動的な変化として表現される. 環境の状況を知ることは他の利用者の状況を知ることと同様, 協調作業において重要な役割を果たす. 本稿では, 利用者および環境の状況を伝えるアウェアネス支援機構の構成について述べる. 利用者が多数の場合, ビデオ画像によるアウェアネス支援が困難になる. 本機構ではアイコンなどによる抽象的な表示を基本とし, これに対処する. また, 目的に応じて表示の個別化を行うことが可能になる..
170. Questionnaire mechanisms for Collaborative Hyper-media Systems
近年, 計算機を人々の協調作業の支援に用いる, CSCW (Computer Supported Cooperative Work) の研究が盛んになっている. 我々の研究室では, データベース技術を利用者間の通信の基盤として用いる CSCW 環境である VIEW (Virtual Interactive Environment for Workgroups) の開発を行っている. VIEWMedia は VIEW において空間的に分散した人々の間で行われる各種協調処理を応用システムとして実現するためのハイパーメディアシステムである. VIEWMedia をプレゼンテーションに利用するための1つの課題は, ハイパーメディア資料に対する聴衆のフィードバックをいかにして収集・利用し, 以後のプレゼンテーションに生かすかということである. 本稿では, その場で動的にアンケートを生成, 発送し, 結果をデータベース化 / ハイパーメディア化することが可能なアンケート機構の実現について述べる..
171. Multiple View Generation for Hypermedia Utilizing a Collaborative View Mechanism
近年のコンピュータネットワークの発達により, 電子会議システムや仮想オフィス, 仮想教室などをはじめとする計算機援用協調作業 (CSCW) システムの研究開発が盛んとなっている. ネットワークにより, 利用者は地理的な制約に拘束されることなく容易に情報を共有することが可能となった. 従来は, 通信や計算の速度の向上により, 全ての利用者に対してまったく同じ環境を提供することを主目的とする研究が一般的であったが, 逆に利用者に異なる環境を提供することが重要となる場合がある. 電子会議におけるサブグループ会議や, 仮想教室における教師, 生徒という役割の違いは, 全ての利用者の環境が同じであれば実現が困難であるといえよう. 本稿では, このような環境の多様性を前提として, 共有ハイパーメディアの仮想化について論じる. 利用者が環境を移動することで環境に適したハイパーメディアおよびそのビューを自動的に生成することが可能な協調型のビュー機構を提案する..
172. The Use of Action View Mechanisms to Reorganize Hypermedia Documents Reflecting Updates
我々の研究室では, 空間的に分散した利用者間の協調処理を支援する応用システム開発のためのハイバーメディアシステム, VIEW Media の研究, 開発に取り組んでいる. VIEW Media において, 時間的に分散した利用者間の協調作業を, 利用者のハイパーメディアの操作を記録, 選択的に再生することで支援する機構を動作ビューと呼ぶ. 動作ビューでは, 利用者の操作を単純に記録, 再生するのではなく, 履歴として記録した利用者の操作の一部を取り出し, 組み合わせることによって新たな履歴の流れを構築することができる. しかし単純に取り出した操作をつなぎ合わせるだけでは, いくつかの問題点が生じる. 本稿ではその問題点, そしてその解決法について述べる..
173. Dynamic 3D Visualization of Collaborative Hypermedia Based on Environment
CSCW(Computer Supported Cooperative Work)のシステムにおいては, データベースによるデータ共有の支援が必要不可欠である一方, 利用者が共有文書に個人的な書き込みを加えたり表示方法をカスタマイズするなどの「個別化」の支援も必要とされている. この個別化機構は, サブグループ単位で部分的な個別化を行なうなど, 完全な共有でも完全な個別化でもない中間的な場合を支援するような柔軟なものでなければならない. 一方, このような協調作業システムでは, 互いに複雑な関連性を持つ大量のハイパーメディア文書を取り扱うため, ハイパーメディア空間全体のおおまかな構造を直観的にわかりやすく表示させるような視覚化機構も必要とされている[1]. 既存のハイパーメディア空間の視覚化システムの多くは, メディアをノードとし, ハイパーリンクをアークとしたグラフ構造を画面にマッピングする手法をとっている. しかしハイパーメディアのリンク構造は非常に複雑なため, 空間をグラフによって表示するとリンクが錯綜してしまうという問題がある. 我々の研究室では, 柔軟な個別化の管理のために「環境」という概念を提案している. 本稿では, ハイパーメディアオブジェクトとこの「環境」をもとに, 動的に個別化された作業空間を生成し利用者に提示する機構を提案する. 作業空間は3次元的に表現される. 実世界を模した仮想的な作業空間を生成することで利用者に直観的にわかりやすいインタフェースを提供することが出来る. 文書間の関連はボタンやハイパーメディア地図上の線だけでなく, 時間的空間的な位置関係や, 様々なメタファにより表現される..
174. Shin'ichi Konomi, Yusuke Yokota, Kazuhiro Sakata, Yahiko Kambayashi, Cooperative view mechanisms in distributed multiuser hypermedia environments, Proceedings of the 1997 2nd IFCIS International Conference on Cooperative Information Systems, CoopIS 97, 1997.01, Distributed multiuser hypermedia environments provide not only information sharing mechanisms but also user collaboration/communication facilities. The provision of integrated views of heterogeneous information resources is necessary to create common understanding among the users who are possibly distributed in terms of geography and time. However, requirements of customization must also be considered since such diverse users would want to personalize views of shared information. In order to integrate views considering requirements of flexible customization, we propose cooperative view mechanisms of Dexter-based hypermedia systems, introducing environmental objects and their participation relationships. The mechanisms instantiate deputies of hypermedia on screen using participation relationships of users, hypermedia components, and environments. The relationships are also used for the purpose of supporting awareness. Using a novel user collaboration facility, the relationships are visualized so that users can easily recognize other users and/or user groups having the same, slightly different, or very different views. Attributes of environment objects are discussed so that the mechanisms can be effectively utilized in computer-supported cooperative work settings such as distance presentations, virtual offices and virtual classrooms..
175. Mukesh Mohania, Shin’ichi Konomi, Yahiko Kambayashi, Incremental maintenance of materialized views, 8th International Conference on Database and Expert Systems Applications, DEXA 1997, 1997.01, Materialized views are important in databases, particularly in data warehouses, where they are used to speed up query processing on large amounts of data. These views need to be maintained incrementally in response to database updates. In this paper we investigate the problem of incremental maintenance of a materialized view in response to changes to the base data. We show that a materialized view can be maintained without accessing the view itself by materializing additional relations. We firstly give an algorithm for determining what additional relations need to be materialize in order to maintain a view incrementally. We then propose an algorithm for updating the materialized view (and the additional relations) based on the optimized operator tree used for evaluating the view as a query. A materialized view is updated by propagating updates to the nodes of its operator tree in a bottom-up fashion, where each node contains a relational algebraic operator and computes an intermediate expression. Our algorithm derives the exact update at every intermediate node in the tree, including the materialized view. Finally, we compare our incremental algorithm with the naive algorithm that recomputes the view from scratch..
176. Current Situations and Problems in the Cyberspace
Cyberspace, which was first introduced in a science fiction novel, is now commonly used to describe online virtual worlds. We are in cyberspace when we read email, navigate on the Web, post NetNews articles, or chat in IRCs or MUDs. There are various problems in the current cyberspace, however, it is difficult to find general solutions for such problems because of the diversity of the relationships between the virtual and the real, which we discuss with the case of a rape in cyberspace. We also introduce certain problems of the current uses of the internet and discuss the solutions..
177. Pointer Control on Distributed Collaborative Hypermedia Systems with Personalization Concept
協調作業支援のためのハイパーメディアシステムVIEW Mediaの特徴は、柔軟な共有のための個別化機構である。これは、協調作業のために共有するハイパーメディアに対して、表示指定・コンポーネント・操作等を利用者別にカスタマイズできるものである。本稿では、ハイパーメディアシステムに不可欠なポインタを共有と個別化という観点から、 VIEW Mediaにおいて拡張する方法について述べる。.
178. Personalization of Shared Documents Utilizing View in Collaborative Hypermedia System VIEW Media
近年,人々の協調作業の支援に計算機を応用するCSCWの分野の研究が盛んになっている.我々の研究室では,データベース技術を利用者間の通信の基盤とするCSCW環境であるVIEW (Virtual Interactive Environment for Workgroups)の開発を行っている.このVIEWの基本システムとしてVIEW Mediaがある.VIEW Mediaは空間的に分散している人々の間で行われるプレゼンテーションを支援する目的で開発しているハイパーメディアシステムである. VIEW Mediaでは,参加者間で共有される資料をハイパーメディア文書として扱い,これをオブジェクト指向データベースで管理する.利用者には,共有している資料を個人やグループで個別化して利用したい,という要求がある.ハイパーメディア文書はマルチメディアから成るノートがリンクにより結合された構造を持っているため,利用者による個別利用も多様なものとなる.本稿では,この点を考慮した上でのハイパーメディア文書の個別化の方法について述べる..
179. Improvement of Abstract Awareness Support Mechanisms on Collaborative Hypermedia System VIEW Media
VIEW MediaはVIEW(Virtual Interactive Environment for Workgroups)プロジェクトにおけるアプリケーション群の基盤システムとしての役割を担う分散協調型ハイパーメディアシステムである。このシステムではハイパーメディア資料を共有するとともにその資料に対しリンクの付加、書き込み、ビューの変更といった個別化を行うことが可能である。したがって必ずしも利用者間でのWYSIWIS原則の成立を仮定しないため、VIEW Mediaにおいては他の利用者の状況を伝え、協調作業の基礎となる利用者間のコミュニケーションを支援するためのアウェアネス支援機構が必要不可欠である。本稿ではVIEW Mediaのアウェアネス支援機構に対する要求を明らかにし、それを元に明確な構造を持ち柔軟性に富んだアウェアネス支援機構の仕組みを考える。.
180. Basic Model of Spatial Collaborative Hypermedia
本稿では,協調作業によって作成するハイパーメディア文書を,3次元視覚化する手法について考察する.従来の3次元視覚化機構はノートリンク方式を採用しリンクをアークとして表していたが, リンクを空間内の位置関係や,メタファなどを用いて表すことにする. このようにすれば,錯綜したリンクによってわかりにくくなるのを避けることが出来るだけでなく,ハイパーメディア文書間の意味的関係や,ページのまとまりなどに関する情報まで利用者に提示することが出来る.ここでは,利用者の個別利用環境に合わせて,動的に3次元視覚化された空間WWWを生成するシステムについて述べる..
181. A Basic Model of Hypermedia Views for the Collaborative Environments
近年のハイパーメディアシステムに対する関心の高まりによって、プレゼンテーションや電子会議、遠隔講義などで様々な応用の可能性が生まれつつある。本稿では、ハイパーメディアの共有機構に柔軟性を持たせるための基本モデルについて述べる。ハイパーメディア内容(Contents)であるデータの論理的な仮想化だけでなく、ハイパーメディアのPSpec(表示指定)やアンカまで含めた仮想化が可能なハイパーメディアビューの基本概念について述べ、応用に与える潜在的な影響を考察する。.
182. Werner Winiwarter, Osami Kagawa, Shin'Ichi Konomi, Yahiko Kambayashi, Collaborative hypermedia education with the VIENA classroom system, 1st Australasian Conference on Computer Science Education, ACSE 1996, 1996.03.
183. Dynamic Application of Generic Rules to the Shared Virtual Environments
VIEW Officeは,グループでの協調作業が可能な仮想オフィスシステムであり,各メンバは各自のマシンで作業を行なう分散環境である.仮想オフィスシステムでは, さまざまな利用者とそのグループが協調作業を行なうために,利用者の環境や状態に応じて告知などの情報の流れを柔軟に制御できることが必要である.本研究は,VIEW Officeにおいて,「環境」を用いて共有規則の適用に弾力性を持たせ,情報の流れを柔軟に制御する機構を実現することを目標とする.これによって,例えば作業の〆切が迫ったことを告知する機能について考えると,相手が忙しい環境にあればある程度告知を遅らせたい場合によっては代理人を公募するといったような制御が可能となる..
184. Enviromental Constraints for Distributed Hypermedia
ネットワークの発展によって人間の協調を扱うCSCW(コンピュータ援用協調処理)への応用が重要となってきつつある。そのための基本機能として、すべての利用者が同じ内容を見るウィンドウ共有機能やそのウィンドウから同じ応用プログラムを共同で利用できる応用プログラム共有機能が実現されている。しかし、視力に問題のある人は大きな字の画面を必要とするし、一部のデータがある利用者には秘密にされる必要があることなどを考えると、単なる共有では不十分である。また、データベース機能を併用すると距離の分散の他に時間的な分散も扱える。我々は、データベース機能を用いた共有と個別をオブジェクト単位で扱える分散ハイパーメディアシステムVIEW Mediaを開発中である。個別化が利用者に見せる部分だけの場合は比較的容易であるが、利用者操作も含めるとさらに新しい問題が生じる。すなわち、共同作業上の制約を満足する操作のみを許す機構が必要となる。このための基本機能として、本稿では新たに可観測と可制御の概念を導入しそれがどのように制約実現に利用できるかを示す。.
185. Visualization Mechanisms of Environments for User Cooperation on Collaborative Hypermedia Systems
協調ハイパーメディアシステムVIEW Mediaは、時間的・空間的に分散した、 グループによる協調作業を支援する目的で開発されたシステムである。VIEW Mediaでは、システム利用者間での資料の共有・共有資料の個別利用・発表者と聴衆のコミュニケーションといった機能が要求される。これを実現するために環境という概念を導入し、柔軟な個別利用を可能にした。そのため主表示機構において、WYSIWIS(What You See Is What I See)は成立しない。しかし、柔軟な利用者協調を実現するためには、異なる環境にある他の利用者の環境や状態を知る機能は欠かせない。そこで利用者間のコミュニケーションを支援するため、環境の視覚化機構を導入する。この機構はハイパーメデイア全体の構造・内容を抽象化した表示を行い、ハイパーメディア全体の概観を与える。これにより階層化された環境や利用者および環境に関する情報を視覚的・直観的にわかりやすく利用者に提示する。.
186. Mechanisms for Personalization of Documents Utilizing Environment Concept in Multiuser Hypermedia System
近年,人々の協調作業の支援に計算機を応用するCSCW(Computer-Supported Cooperative Work)の分野の研究が盛んになっている.我々は,データベース技術を利用者間の通信の基盤とするCSCW環境であるVIEW (Virtual Interactive Environment for Workgroups)の開発を行なっている.VIEWの基本システムである協調作業支援のためのハイパーメディアシステム(協調ハイパーメディアシステム)としてVIEW Mediaがある.本稿では,VIEW Mediaにおける共有情報の柔軟な個別利用のための機構について述べる..
187. Customization Support on Hypermedia Documents Using Virtual Environments
ハイパーメディアを利用した協調作業では,文書の共有と個別化を柔軟に支援する必要がある.ハイパーメディアの共有が協調作業の基本となるが,個別化によって一台の情報が共有されなくなるため協調が困難になることがある.これを解決するための一つのアプローチとして,利用者の環境を定義し,環境単位で共有を支援する方法が考えられるが,ここで利用者が環境をどのようにして作成するかが大きな問題となる.本稿では,環境モデルに基づいてハイパーメディアの利用者とその環境を視覚化した協調仮想環境において,利用者同志でボトムアップに環境を生成するための機構について論じる..
188. Response Acquisition Facilities in a Distance Education System Utilizing Cooperative Hypermedia
高度な技術者を育成したいという社会の要請とコンピュータの進歩によってネットワークを利用した遠隔教育システムの開発が各地で進んでいる。遠隔教育システム:VIEW Classroomは、ネットワークで接続したコンピュータを介し地域的かつ時間的に分散した教師と学生が行う指導や学習を効果的かつ円滑に支援する仮想教室システムである。著者らは、教師が文字・図形・動画で構成されたハイパーメディア教材を学生の画面へ提示して講義し、学生がその上へアンダーライン・記事・リンクを追加して自分向きのテキスト(ノート)を作成しながら受講するシステムを開発中である。現実の講義では、教師は説明をすると同時に学生の表情を観察しており、理解や興味の程度それに質問の有無などの反応を認識して説明の内容や順序を変更している。遠隔教育のためのビデオ映像中心のシステムが開発されているが、学生数が多い場合には画面に全ての表情や動作を表示できないため、反応を認識する問題は解決できない。このため、VIEW Classroomでは講義中の学生の反応を抽象化して収集し、学生の状態を把握する作業を支援する機構を導入した。特徴は次のとおりである。(1)ノートを作成する動作情報を収集し、学生の直接的な反応が把握できる。(2)学生の動作情報に一定の評価を与えて教師の画面へ表示し、理解度の把握を容易にする。(3)教師と学生へ反応を表示して環境を共有する。(4)変化しながら繰り返し利用される教材の特徴を活かし、評価の知識を蓄積する機構を持つ。本稿では説明に対する反応の収集と表示機能、および構造の設計について説明する。.
189. The Use of Deputy Objects for Virtual Organizations on the Internet
Virtual organizations can be used as platforms of effective information filtering on the Net. We discuss a model of virtual organization based on object deputy model where media, users and environment are represented as deputy objects. Using the model, environment contained in other environmet is introduced for flexible information sharing in a virtual organization. Furthermore, we described several aspects of virtual organizations that can be used to support collaborative information retrievals on the Net..
190. Virtual Database Systems on Networks
To utilize various information resources dispersed in wide-area networks such as the Internet, it is important not only to look for the related resources efficiently but also to integrate them for obtaining more effective answers. In this paper, we call a set of loosely coupled information resources a virtual database. In this paper, we take a heterogeneous distributed cooperative problem solver, Helios, as the framework for constructing virtual databases. As information resources are always varying in wide-area networks, virtual databases are also dynamic. Further, although conventional databases have used the closed world assumption, virtual databases are based on open worlds and their query processing should be different from conventional ones. In this paper, we discuss the significance of virtual databases, comparing with various softwares proposed for information retrieval tools in wide-area networks..
191. Lecture Functions in a Distance Education System Utilizing Cooperative Hypermedia
ネットワークの高速化とコンピュータにおけるマルチメディア機能は急速な進歩を遂げている.しかし、その一つであるCSCW(Computer-Supported Cooperative Work:コンピュータ支援協調作業)はビデオシステムや通信それにワークステーションの基本機能の利用の域を大きく出てはいない.筆者らの属する研究室ではオブジェクト指向データベースやビュー機構などのデータベース技術を活用したVIEW(Virtual Interactive Environment for Workgroups)の開発を続けている.VIEWプロジェクトではハイパーテキストをマルチメディアへ拡張した分散型ハイパーメディア:VIEW Mediaの開発を基に、オフィス作業支援システム・会議支援システムなどの応用システムを開発している.遠隔教育システム:VIEW Classroomはその一つであり、本稿ではVIEW Classroomのうち講義支援機能の設計について報告する.特徴講義支援機能には次の特徴がある.(l)文字の形式や大きさ、図・動画・ウインドウの位置や大きさなど、学生は教師の教材を異なる形式で表示できる.(2)学生は教材や自分で収集した参考資料を編集して独自のノートデータベースを作成する.(3)講義の途中から参加したり受講を中断したりできる.受講していない分や以前に受講した分を後で再生し復習できる.(4)全学生の反応を分布図で表示する、反応が無いなど指定した条件の学生をピックアップしモニタする、顔の表情を画像で見て対話するなど、コミュニケーションやアイ・コンタクトを重視する..
192. Implementation of Multiuser Hypermedia System VIEW Media
近年、パーソナルコンピュータやワークステーションのマルチメディア化、高性能化、大容量化が急速にすすみ、情報スーパーハイウェイに代表される情報通信インフラストラクチャの整備と相まって、人々の協調作業の支援に計算機を応用するCSCW(Computer-Supported Cooperative Work)の分野の研究が盛んになっている。我々はデータベース技術を利用者間の通信の基盤とするCSCW環境であるVIEW(Virtual Interactive Environment for Workgroups)の開発を行なっている。本稿ではVIEWの中の基本システムである、時間的空間的に分散した人々の遠隔プレゼンテーションを支援する協調ハイパーメディアシステムVIEW Mediaの開発について述べる。本方式はデータベース機能を利用しプレゼンテーション資料の共有と占有を柔軟に扱えるところに特色がある。.
193. Presentation Support for People Distributed in Time Utilizing Cooperative Hypermedia System VIEW Media
計算機ネットワークにより構成される共有空間における人々の活動を支援するために計算機援用協調作業(CSCW:Computer-Supported Cooperative Work)に関する研究が盛んに行われている.CSCWの研究課題の一つとして,実世界の時間的および空間的な分散を意識しない協同作業環境の構築がある.協調ハイパーメディアシステムVIEW Mediaでは,複数の利用者力でハイパーメディアを分散共有するとともに,同期および非同期で付加的なメッセージを交換しあうことができる.本稿では,時間的に分散した話者と聴衆のコミュニケーションを容易にするために,各利用者の状態を示すオブジェクトをハイパーメディアシステムのポインタと統合して表示する方法について述べ,ハイパーメディア上の操作と付加的なメッセージ通信とを,同期および非同期で,総合的に支援する利用者インタフェースについて議論する..
194. Interaction Support for a Teacher and Students in a Distance Education System
コンピュータとネットワークの急速な発達を背景に、CSCWに関する研究が盛んに行われている。利用者が空間的時間的に分散している場合、その間の対話をいかに支援していくかということは重要である。これまでの研究では電話のような1対1の対話が主であり、講義における質問と回答のような1対多の対話について木格的に研究されたものは少ない。講義において教師は生徒から出される質問に全てに回答するわけにはいかず、だれの質問を優先すれば良いのか判断が難しい。生徒にとっては、自分の質問に対して回答をもらえない可能性が高くなる。また、生徒が過去の講義内容を忘れた時には、教師は過去に一度回答した質問にも改めて説明を繰り返す必要がある。現在我々の研究室では、データベース技術をコミュニケーションの基盤とするCSCW環境VIEW(Virtual Interactive Environment for Workgroups)の研究を進めており、その具体的な応用の一つに遠隔教育システムVIEW Classroomがある。上記の問題を解決するためVIEW Classroomでは、質問を「キーとなる文字列」と「質問メニュー」の利用によって定型化し、類似した質問を集計し数の多い質問や特定の「キーとなる文字列」を含む質問を優先して教師に表示したり、教師の回答を保存して類似した質問に対しては回答を自動的に再生する機能を提供する。.
195. Osami Kagawa, Kaoru Katayama, Shin’ichi Konomi, Yahiko Kambayashi, Capturing essential questions using question support fadlities in the view classroom, 6th International Conference on Database and Expert Systems Applications, DEXA 1995, 1995.01, The paper describes a concept and facilities of the VIEW Classroom, a distance education system supporting interactions between a teacher and students. In a classroom a basic interaction between them is performed by questions and answers. In distributed education systems such an one-to-many interaction frequently implies difficulties in selecting by a teacher essential questions, and causes overload of a teacher and delays in the answering. The VIEW Classroom System provides a facility for the teacher to specify key phrases associated with locations of the teaching material. These phrases can be referred by students in their questions. A teacher can select essential students' problems from a list of questions ordered either by the predefined priority or by the frequency of questions. To avoid delays in answering questions the system provides a question support facility which makes possible to answer some questions automatically, by reusing previous answers to similar questions. The VIEW Classroom System provides a question accumulation mechanism and a graphical user interface..
196. Capturing essential questions using question support fadlities in the view classroom
© Springer-Verlag Berlin Heidelberg 1995.The paper describes a concept and facilities of the VIEW Classroom, a distance education system supporting interactions between a teacher and students. In a classroom a basic interaction between them is performed by questions and answers. In distributed education systems such an one-to-many interaction frequently implies difficulties in selecting by a teacher essential questions, and causes overload of a teacher and delays in the answering. The VIEW Classroom System provides a facility for the teacher to specify key phrases associated with locations of the teaching material. These phrases can be referred by students in their questions. A teacher can select essential students' problems from a list of questions ordered either by the predefined priority or by the frequency of questions. To avoid delays in answering questions the system provides a question support facility which makes possible to answer some questions automatically, by reusing previous answers to similar questions. The VIEW Classroom System provides a question accumulation mechanism and a graphical user interface..
197. SUPPORTING INTERACTION BETWEEN A TEACHER AND STUDENTS IN VIEW
This paper describes the system to support interaction between a teacher and students in VIEW Classroom, a distance education system. In classes a basic interaction corresponds to answer questions from students by a teacher. In conventional classes, a teacher may not be able to answer all questions and he cannot know which question is important before the selection of a student. Two major functions are realized in the interaction support system of VIEW Classroom. 1) Classification of questions by meaning is realized. It can be used to select important questions. 2) Questions and corresponding answers are stored in database, so that related questions-answers can be displayed when a question is prepared..
198. Design of VIEW Media:A Multiuser Hypermedia System for Interactive Distance Presentation
In this paper,we discuss a new multiuser hypermedia system supporting interactive presentation among people who are possibly distriuuted in time and space.The system,which is beeing implemented on the top of object-oriented database,is characterized by the following personalization mechanisms of shared presentation materials: (1)Personalization of hypermedia:Each user can select,delete, insert,combine,and separate nodes and links. (2)Personalization of view:Each user can select a part of a node and specify how it is presented. (3)Personalization of navigation:Each user can navigate in hypermedia networks autonomously..
199. MAINTENANCE OF MATERIALIZED SUMMARY FUNCTIONS IN FEDERATED DATABASE SYSTEMS
要素データベースシステムの分散性,異種性,自律性を考慮した,連合データベースシステムの更新処理のモデルを示し,要素データベースシステムが自律的に管理するデータを関数により集約した値を具体化した場合の一貫性管理法について述べる.具体化した集約関数を局所更新条件を満たすように配置し,かつ要素データベースシステムをグループ化して代表値を持たせることで,一貫性管理を効率よく行うことができる.Federated database systems can be composed of distributed, heterogeneous, and autonomous component database systems. When materialized functions summarize data in more than one component databases, costs of maintaing consistencies of the materialized functions are reduced in two manners. One is to create materialized functions that satisfy a local update condition presented in this paper, and the other is to group component database systems and utilize representative values of groups in summarizing data..
200. Keeping Consistencies of Materialized Derived Data in Federated Database Systems
データベースシステム(DBS)の形態として,集中型,分散型,連合型,非連合型がある.前の二つの型のDBSは,単一のデータベース管理システム(DBMS)がデータベースを管理するが,後の二つの型のDBSは複数のDBMSから構成されており,マルチDBSと呼ばれる.データベースが世に現れてから現在までの間に,機械可読なデータ資源が様々な形で蓄えられてきた.今後も,二次記憶の低価格化,安価で高性能なワークステーションの普及などにより,世界中で運用されるDBSの絶対数や蓄積されるデータ資源の量は増加を重ねていくと思われる.このような状況でますます重要となるのは,複数のDBSに対するデータ操作機能を持つマルチDBSを提供し,冗長な大量データの効率よい利用を促進することである.マルチDBSに含まれるそれぞれのDBSを要素DBSと呼ぶ.マルチDBSには連合型のものと非連合型のものがあるが,非連合型のものは要素DBSが均一であることを要求し,自律的な要素DBSを取り扱うことができない.本稿では,連合型のマルチDBS(連合データベースシステム)を議論の対象とする.すなわち,要素DBSの分散性,異種性だけでなく,自律性も考慮した,マルチDBSにおける導出データの一貫性管理法について論じる.まず,要素DBS分散性,異種性,自律性を考慮した更新処理のモデルについて論じる.次に,具現化した導出データを局所的な一貫性管理が可能となるように配置する方法を示し,さらに,連合データベースシステムを,更新処理に関して互いに自律的なグループに分割して一貫性管理を効率化する方法について述べる..
201. Maintenance of materialized derived data in federated database systems.
202. Shin'ichi Konomi, Tetsuya Furukawa, Yahiko Kambayashi, Super-key classes for updating materialized derived classes in object bases, 3rd International Conference on Deductive and Object-Oriented Databases, DOOD 1993, 1993.01, We describe data structures that allow efficient updates of materialized classes derived from relationship of classes in object bases. Materialization of derived classes reduces costs of retrievals and increases costs of updates. Costs of updates increase remarkably when several paths of objects derive the same object. If object bases satisfy the superkey condition proposed in this paper, consistencies of object bases are maintained by local navigations and the remarkable increase of the costs is avoided. Any object base can be transformed to satisfy the superkey condition by adding extra classes and their objects. In this manner, increasing redundancies allows efficient updates..
203. Consistencies in Object-Oriected Databases after an Object Migration
オブジェクト指向データベースにおいて,オブジェクトの検索や関数値の計算は,物理レベルで検索や計算の(中間)結果を冗長なデータとして保持することで高速化が可能である。また,オブジェクト指向データベースのビューの計算についても仮想的なオブジェクトを永続的なものとすることで高速化ができる。本稿では,このように元となるオブジェクトから導出可能な永続オブジェクトや物理レベルの冗長データが存在する場合の効率良い一貫性管理法ついて論じる。オブジェクト指向データベースでは,オブジェクト・マイグレーションによりオブジェクトのクラスが変化することでデータベースに予盾が生じることがある。オブジェクト・マイグレーションを考慮して,データベースの一貫性管理のために必要な処理を示し,それらを効率良く行なう方法を述べる。.
204. Updates of Databases with Derived Data
データベースのファイルは,基底ファイルと,基底ファイルのデータに演算を施して得られる導出ファイルとに分けることができる.基底ファイルが更新された場合,データベースの一貫性を保つためには,導出ファイルを対応して更新する必要がある.本稿では,導出ファイルを持つデータベースにおいて,更新時の処理を効率よく行う方法を示す.まず,更新時に必要な処理について述べ,それらの処理の効率よい方法を示す.さらに更新時の処理を効率よく行うことができるためのデータベーススキーマの条件を示す.Files in databases are classified into base files and derived files. Derived files are such files that are obtained by enforcing some operations on base files, and should be updated when the corresponding base files are updated. In this paper, we show how derived files are updated efficiently when base files are updated. Processes required for updating derived files are stated first, and these processes are examined to be performed quickly. Then, conditions of database schemas for efficient updates are presented..
205. Retrieval for Updates in Object-Oriented Gatabases
オブジェクト指向データベースではクラス同志がISA関連や参照関連を持つ。参照関連は、オブジェクトの対応関係であり、リンクを用いたデータ構造で表わすことができる。リンクによりデータの対応を表わすデータベースのデータ構造としては、ネットワーク構造があり、本稿ではオブジェクト指向データベースの参照関連をネットワーク構造として扱う。リンクを用いたデータ構造ではりンクを用いた効率のよい検索処理が可能である反面、柔軟性に乏しくデータベースの再構成が困難であり、リンクを使用できない検索については効率が悪い。従って、効率よく行うことが必要な質問処理を設計の際に考慮する必要がある。検索処理を考慮してネットワーク構造を設計する場合一般に冗長性が増し、冗長な構造に対する更新波及が起こる。更新波及では、対応し合うレコードを見つけて更新するかどうか調べるための検索が必要となる。本稿では、更新波及のための検索処理について考察し、更新波及の効率がよいネットワーク構造の構成について述べる。.
206. Shin'Ichi Konomi, Tetsuya Furukawa, Updating Duplicate values in distributed multidatabase systems, 1st International Workshop on Interoperability in Multidatabase Systems, IMS 1991, 1991.01, Redundant data for fast retrieval increase costs of updates in distributed multidatabase systems. In this paper, costs of updates are reduced by introducing further redundancies. Duplicate values - redundant data that are obtained from relationships of original values - must be updated to preserve their currency when original values are updated. To update duplicate values, relationships of original data are retrieved in order to determine which duplicate values must be updated. If a file with duplicate values satisfies the superkey condition introduced in this paper, we can perform the retrieval required for updates faster. Redundant data are added to a database site to satisfy the condition..
207. Designing Link-Structured Physical Databases
リンク構造では,リンクに沿ったデータ間の対応を効率よく求めることが可能である.リンク構造を用いたネットワークデータベースは検索の処理効率がよく,関係データベースでの結合処理効率化のための索引構造もリンク構造の一種であると考えられる.データベースの処理効率化の点から,リンク構造の導入は本質的であると考えられ,データモデルにかかわらず物理スキーマにリンク構造を用いることで,効率よいデータベースが実現可能となる.データベースの設計法としては,(1)実体関連図を用いた直感的な方法,(2)従属性制約に基づく方法(関数従属性,多値従属性等):意味制約を反映し,冗長性を低くできる,(3)検索処理効率を考慮した方法:特定の検索の効率がよい.冗長性が付加され更新処理効率は悪くなる,等がある.リンク構造は従属性制約を表現するだけでなく,構造が決定されるとその上で効率よく行うことができる処理とそうではない処理とが決まってくるため,設計時に従属性制約及び検索,更新の処理効率をあわせて考慮する必要がある.本稿では,まず更新処理に対して形式的な議論を行い,次に,従属性を反映し,検索処理,更新処理を効率よく行うリンク構造の設計法を示す..
208. Improvement of a Network Structure for Data Updates and Its Evaluation
ネットワーク構造は,リンクでデータ間の1対多の対応を表現しており,データベースの効率よい物理構造である.一般に,データベース設計時に従属性制約を考慮することで,データの冗長性を削減でき,更新時の制約保持を容易に行うことができる.ネットワーク構造では,構造が従属性制約を表現しており,かつ,検索処理効率も構造に依存しているため,両者を考えた設計が必要である.一般に,従属性制約を考慮して設計した構造に,冗長な構造を加えることで,検索処理効率もよい構造にすることが可能である.しかし,更新処理効率については,冗長な構造に,対応する部分のデータ更新を反映させねばならず,オーバヘッドが増加する.本稿では, このオーバヘッドをできる限り小さく抑えるための方法を提案している.オーバヘッドが大きくなるのは,冗長な構造に,対応する部分での更新が常に反映されるとは限らない場合であり,更新を反映するか否かを決定するための検索処理が必要となる.これを避けるため,冗長な部分に対応する構造のキーを含むレコード型により,冗長なレコード型への更新反映を管理する方法と,経路の重複を数え上げておき,同様の管理を行う方法とを提案し,両者の特性について述べる..
209. Development of a Network Database Design Support System
データベースにおける問題として,意味制約の保持と質問処理の効率化がある.ネットワーク構造に基づくデータベースシステムは,リンクでデータ間の対応を表しており,スキーマ設計では,構造の表す制約と質問処理の容易さを同時に考慮しなければならない.本稿では,従属性制約の保持し質問を効率よく処理できるネットワークデータベースを設計するための支援システムの開発について述べる.質問の処理効率は,質問に必要なデータの対応を容易に求めるための冗長なデータの付加によって向上する.このようなデータに対しては,従属性制約を保持を保持するための管理を要する.即ち,処理効率と冗長性の管理のトレードオフが重要な問題となる.本システムでは,質問処理とネットワーク構造の適合性のいくつかのクラスに基づき,この問題に対処している.There are two problems of databases, preserving semantic constraints and query processing efficiency. In database systems based on the network structure, we should consider both of the dependency constraints expressed by the structures and query processing efficiency at the database design stage. In this paper we discuss development of a system to support the design of network databases which preserve dependencies and process queries efficiently. Query processing efficiency is improved by adding redundant data to get the correspondence of data for the query easily. We have to manage these data to preserve dependencies. Thus the trade-off between query processing and management of redundancy becomes an important problem. The system deals with problem using classes of suitability of network structures for query processing..