2011 Second International Conference on Culture and Computing最新文献

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Visualizing and Analyzing Cultural Voices in Computer-Mediated Communication through Social Gaming Simulation 通过社交游戏模拟可视化和分析计算机媒介传播中的文化声音
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.55
Ayae Kido, Kosuke Wakabayashi, Tomomi Hatano, A. Nameda, Shinya Saito, Mitsuyuki Inaba, Tatsuya Sato
{"title":"Visualizing and Analyzing Cultural Voices in Computer-Mediated Communication through Social Gaming Simulation","authors":"Ayae Kido, Kosuke Wakabayashi, Tomomi Hatano, A. Nameda, Shinya Saito, Mitsuyuki Inaba, Tatsuya Sato","doi":"10.1109/Culture-Computing.2011.55","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.55","url":null,"abstract":"The present study aims at establishing digital scholarly methods to understand the transformational processes of thought and behavior in individuals within changing socio-cultural situations. We adopted the socio-cultural approach as a conceptual framework that considers cultural phenomena as dynamic processes for the interplay of cultural voices in \"personal\" and \"authoritative\" layers. We first designed a gaming simulation based on actual societal changes and conflicts among stakeholders regarding nuclear power plants. Next, we developed a net-based communication tool that supports players' dialogues and records the trajectories of players' utterances and attitudes. After the experimental gaming simulation, we utilized the KACHINA CUBE system (KC) to visualize the social events, dialogues, and attitude changes of players. With this system, the diversity and commonality across the players' transformations were exposed onto KC's 3D space. The debriefing session also revealed that non-linear transformations of the players were derived from the interplay of their multi-layered cultural voices.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"71 Suppl 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126136101","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Personalized Cultural Information for Mobile Devices 移动设备的个性化文化信息
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.32
Owen Noel Newton Fernando, S. Chan, N. Tosa, R. Nakatsu, A. Cheok, Ajith P. Madurapperuma
{"title":"Personalized Cultural Information for Mobile Devices","authors":"Owen Noel Newton Fernando, S. Chan, N. Tosa, R. Nakatsu, A. Cheok, Ajith P. Madurapperuma","doi":"10.1109/Culture-Computing.2011.32","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.32","url":null,"abstract":"Many systems are available for sightseeing information on mobile devices. The main drawback of such systems is that those systems are incapable of providing information according to users' feelings. In this approach, we have developed a mobile interface which provides sightseeing information according to users' feeling. This system used “thought forms” (concatenation, balance, division, unification, and crisscross) to add a swaying element within the word relationships. Users can interact with the system using their mobile devices and obtain interesting information such as sightseeing information related to cultural heritage sites in Kyoto.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126175364","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Iroha Pad: A Waka Composing and Playing Interface Using the Anagram of the Iroha Poem Iroha Pad:使用Iroha诗变位的和歌作曲和演奏界面
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.44
Naoki Nishikawa, N. Tosa
{"title":"Iroha Pad: A Waka Composing and Playing Interface Using the Anagram of the Iroha Poem","authors":"Naoki Nishikawa, N. Tosa","doi":"10.1109/Culture-Computing.2011.44","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.44","url":null,"abstract":"We propose \"Iroha Pad'', a waka composing and playing interface using the anagram of the iroha poem that is a Japanese traditional pangram. This system supports users who have less literacy of Japanese literature for composing and appreciation of a waka. Users anagrammatize the iroha poem on 8 by 8 grid and make phrases of a waka like playing a puzzle. A waka is composed by arranging made phrases according to traditional waka styles. Each character of the composed waka is assigned a musical note of Japanese traditional musical scales. Users can appreciate the composed waka by playing sounds of characters of the composed waka like playing musical instruments.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121720251","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Phylogenetic Approach for Estimating Noh Archetypes 估算能能原型的系统发育方法
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.52
Y. Iwata
{"title":"Phylogenetic Approach for Estimating Noh Archetypes","authors":"Y. Iwata","doi":"10.1109/Culture-Computing.2011.52","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.52","url":null,"abstract":"Noh is a classical Japanese stage art consisting of dance and music. It has been handed down since Kan'ami and his son, Zeami, perfected the art of Noh in the 14th and 15th centuries. Because of the nature of this stage art, the verses used in Noh have frequently been arranged by successors. Therefore, finding the original forms of earlier composers is complicated. In this paper, the author attempt to develop a new approach for estimating these originals on the basis of a phylogenetic analysis, which originated in the field of biology. Although phylogenetic analysis has been adapted in phylogenetic philology, it has not been applied to the study of Noh verses. Its application in this field would make it possible to trace the history of Noh manuscripts and establish archetypes of several Noh plays.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"282 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115602044","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Diggable Data, Scalable Reading and New Humanities Scholarship 可挖掘的数据,可扩展的阅读和新的人文奖学金
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.49
Seth Denbo, Neil Fraistat
{"title":"Diggable Data, Scalable Reading and New Humanities Scholarship","authors":"Seth Denbo, Neil Fraistat","doi":"10.1109/Culture-Computing.2011.49","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.49","url":null,"abstract":"Franco Moretti's call for “distant reading” of texts is being been taken up by scholars working in a digital milieu, though not without controversy. With mass digitization of print culture the potential for new types of investigation into the human condition is enormous. In this paper, we will present and contextualize work on Project Bamboo in light of new modes of humanities digital scholarship and reading, including text mining and corpora analysis. The paper will look at some approaches - including the Google Ngram viewer - as examples of the benefits and pitfalls of textual analysis at scale. It will then argue for a scalable approach to humanities research, both distant and close.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123903583","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Earth Girl Saves the Day: A Computer Game Prototype about Earth Hazards 地球女孩拯救了一天:一个关于地球危害的电脑游戏原型
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.15
I. Kerlow
{"title":"Earth Girl Saves the Day: A Computer Game Prototype about Earth Hazards","authors":"I. Kerlow","doi":"10.1109/Culture-Computing.2011.15","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.15","url":null,"abstract":"Earth Girl is the story of an Asian girl who can save her family and friends from natural hazards. The story is being developed as a computer game and an animated short. This paper presents the design philosophy and progress report on the single level game prototype, one that is meant to help players gain a better understanding of natural hazards through imaginative and fun game play. Earth Girl the computer game seeks to raise the regional awareness of Earth hazards while providing simple but engaging game play that is as fun as it is culturally sensitive and based on scientific fact.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123422819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
A Digital Archive of the Fashion, Dress and Behavior from Meiji to Early Showa Periods (1868-1945) in Japan 日本从明治到昭和早期(1868-1945)的时尚、服饰和行为的数字档案
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.58
Haruko Takahashi
{"title":"A Digital Archive of the Fashion, Dress and Behavior from Meiji to Early Showa Periods (1868-1945) in Japan","authors":"Haruko Takahashi","doi":"10.1109/Culture-Computing.2011.58","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.58","url":null,"abstract":"This paper describes a digital archive of Fashion, Dress and Behavior (hereafter called FDB) from Meiji to early Showa period (1868-1945) in Japan. This period when kimono and western style of dress contended with each other, was a very important time for Japanese clothing culture. Nevertheless, there has been little research with high credibility due to a lack of supporting evidence. This digital archive with 20,000 images will become an effective tool to make up for the lack of research. It will be available on the Internet in the near future. The topics of this paper are the following: 1) The images on the basis of 136 subjects concerning acculturation of FDB. 2) Metadata attribute. 3) System. 4) Link to the Costume Database including the digital chronology of FDB (1868-1945).","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124835723","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Discussion about Translation in Wikipedia 维基百科中关于翻译的讨论
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/CULTURE-COMPUTING.2011.33
Ari Hautasaari, T. Ishida
{"title":"Discussion about Translation in Wikipedia","authors":"Ari Hautasaari, T. Ishida","doi":"10.1109/CULTURE-COMPUTING.2011.33","DOIUrl":"https://doi.org/10.1109/CULTURE-COMPUTING.2011.33","url":null,"abstract":"Discussion pages in individual Wikipedia articles are a channel for communication and collaboration between Wikipedia contributors. Although discussion pages contribute to a large portion of the online encyclopedia, there have been relatively few in-depth studies conducted on the type of communication and collaboration in the multilingual Wikipedia, especially regarding translation activities. This paper reports the results on an analysis of discussion about translation in the Finnish, French and Japanese Wikipedias. The analysis results highlight the main problems in Wikipedia translation requiring interaction with the community. Unlike reported in previous works, community interaction in Wikipedia translation focuses on solving problems in source referencing, proper nouns and transliteration in articles, rather than mechanical translation of words and sentences. Based on these findings we propose future directions for supporting translation activities in Wikipedia.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121304582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Multi-device Delivery of Research Results: Case Study of the Ningbo Project 研究成果的多设备交付:以宁波项目为例
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.51
Y. Iwasaki, K. Nagasaki, M. Shimoda, Hiroko Kume
{"title":"Multi-device Delivery of Research Results: Case Study of the Ningbo Project","authors":"Y. Iwasaki, K. Nagasaki, M. Shimoda, Hiroko Kume","doi":"10.1109/Culture-Computing.2011.51","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.51","url":null,"abstract":"The present paper discusses the significance of delivering the results of research activities to multiple types of devices, especially to smart phones and tablet computers, and describes our multi-platform content distribution service as the case study of the 'Ningbo Project.' The requirements for apps to help humanities, implementation, and problems left for future improvement are discussed in detail.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125310045","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Role of Computers in Puzzle World 计算机在益智世界中的作用
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.39
Hiroshi Higashida
{"title":"The Role of Computers in Puzzle World","authors":"Hiroshi Higashida","doi":"10.1109/Culture-Computing.2011.39","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.39","url":null,"abstract":"Puzzles have long history and have been developed by many people. Nowadays computers are contributing very much to the evolution of puzzles. First computers were used to make arithmetical puzzles, like earithmetical restoration' or ecrypt-arithmetic,' then to make mechanical puzzles, like eburr puzzles' or epolyomino puzzles' and to make pencil and paper puzzles like esudoku.' So now puzzle creators of all genres use computers and they can make more beautiful puzzles with computers than before. Computers changed not only puzzle creators, but also puzzle solvers. Now many puzzle solvers are also computer programmers, and they enjoy puzzles by finding the way of solving puzzles by computers. Of course humans and computers are different in the way of thinking, so computer-solving isn't usually the intention of puzzle creators. But some puzzles are especially for computer programmers and we can say such are new tendency in the puzzle world.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-10-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131289074","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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