Japanese

The First International Conference on Culture and Computing
(Culture and Computing 2010): Exhibitions


Computer Games that Teach Intercultural Skills

Exhibitor

W. Lewis Johnson, Alelo Inc.

Content

The focus of this demo is on the role of learning technologies in promoting intercultural competence. I address the problem of intercultural competence by means of computer-based serious games. Videogame technology is used to create virtual worlds populated by non-player characters that speak and understand the target language, and behave in accordance with the norms of the culture. Conversational artificial intelligence technology enables learners to engage in spoken conversations with the non-player characters. This demo shows that videogame technology is useful to support learners and motivate them to broaden and deepen their knowledge of the target culture.

    


Image Culture which Three-Dimensional Video Develops

Exhibitor

Matsuyama Laboratory, Graduate School of Informatics, Kyoto University

Content

For details, see Japanese pages.




Langugae Grid Toolbox: Multilingual Collaboration Tool

Exhibitor

NICT Language Grid Project

Content

For details, see Japanese pages.



    


Cultural Computing: ZENetic Computer

Exhibitor

Naoko TOSA, Academic Center for Computing and Media Studies, Kyoto University

Content

For details, see Japanese pages.

    

    

"Sansui ZEN represented by Computer"


Hitch Haiku: A System for Generating Haiku

Exhibitor

Naoko TOSA, Academic Center for Computing and Media Studies, Kyoto University

Content

This system interactively aids users in creating haiku, poems with imagery-maximizing mechanisms, the shortest in the world. First, "kire-ji", words that indicate a transition in the poem, and particles are added to the word/phrase input by the user to make a five- or seven-syllable phrase. Second, phrases including terminology related to the user's input are located in a phrase database holding examples of haiku from the Japanese literary four-season calendar, ensuring the cultural validity of the haiku. These phrases are then "hitched" together to generate a haiku. Although this system periodically generates flawed haiku, the ability to generate haiku that support the expansion of users' cultural understanding has been confirmed through assessment experimentation.


I.plot: Hidden Relationships and Contextual Emergence of Language

Exhibitor

Naoko TOSA, Academic Center for Computing and Media Studies, Kyoto University

Content

The future of narrative in a project that studies the hidden relationships and contextual emergence of language.

"甲骨.PLOT"


Cultural Asset Restoration and Materials

Exhibitor

Usami Shutokudo Corporation

Content

For details, see Japanese pages.


Production Equipments and Materials of Kyoto Traditional Paper

Exhibitor

Yamazaki Store

Content

For details, see Japanese pages.

    

    


Kyoto Traditional Arts & Crafts Tapestry Demonstration

Exhibitor

Hon-tudure KATSUYAMA Corporation

Content

For details, see Japanese pages.


Building Digital Archives of Cultural Asset

Exhibitor

Ryukoku University Digital Archives Research Center

Content

For details, see Japanese pages.


Tools for Document Oriented Studies, SMART-GS and Picture-Based Search Engine for Japanese Characters

Exhibitor

Susumu HAYASHI, Kyoto University
Kazu NAGAI, kyoto University
Kengo TERASAWA, Future University-Hakodate

Content

For details, see Japanese pages.


Potentiality of Media Diversity Emerged by Analogy

Exhibitor

ARCS Incorporation

Content

For details, see Japanese pages.


High Resolution Digital Archive of Pictures on Partitions in Ninomaru Palace of Nijo-jo Castle

Exhibitor

Information Solutions Division, Advanced Scientific Technology and Management Research Institute of KYOTO

Content

For details, see Japanese pages.


Broadcast of Kyoto Contents by Mobile Technology

Exhibitor

Information Solutions Division, Advanced Scientific Technology and Management Research Institute of KYOTO

Content

For details, see Japanese pages.


Integration between and Utilization of MANGA Contents and Digital Technology

Exhibitor

Kyoto International MANGA Musuem

Content

For details, see Japanese pages.

         


Kyoto Laboratory for Culture and Computing

Exhibitor

Graduate School of Informatics, Kyoto University
Advanced Scientific Technology and Management Research Institute of KYOTO
Kyoto Research Park Corp.

Content

For details, see Japanese pages.