2011 Second International Conference on Culture and Computing最新文献

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Analysis on Multilingual Discussion for Wikipedia Translation 维基百科翻译多语种讨论分析
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/CULTURE-COMPUTING.2011.27
L. Xia, Naomi Yamashita, T. Ishida
{"title":"Analysis on Multilingual Discussion for Wikipedia Translation","authors":"L. Xia, Naomi Yamashita, T. Ishida","doi":"10.1109/CULTURE-COMPUTING.2011.27","DOIUrl":"https://doi.org/10.1109/CULTURE-COMPUTING.2011.27","url":null,"abstract":"In current Wikipedia translation activities, most translation tasks are performed by bilingual speakers who have high language skills and specialized knowledge of the articles. Unfortunately, compared to the large amount of Wikipedia articles, the number of such qualified translators is very small. Thus the success of Wikipedia translation activities hinges on the contributions from non-bilingual speakers. In this paper, we report on a study investigating the effects of introducing a machine translation mediated BBS that enables monolinguals to collaboratively translate Wikipedia articles using their mother tongues. From our experiment using this system, we found out that users made high use of the system and communicated actively across different languages. Furthermore, most of such multilingual discussions seemed to be successful in transferring knowledge between different languages. Such success appeared to be made possible by a distinctive communication pattern which emerged as the users tried to avoid misunderstandings from machine translation errors. These findings suggest that there is a fair chance of non-bilingual speakers being capable of effectively contributing to Wikipedia translation activities with the assistance of machine translation.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"77 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":"127289145","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
Cultural Knowledge Co-creation on Social Networking Paradigm 社会网络范式下的文化知识共同创造
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.25
Virach Sornlertlamvanich, Thatsanee Charoenporn
{"title":"Cultural Knowledge Co-creation on Social Networking Paradigm","authors":"Virach Sornlertlamvanich, Thatsanee Charoenporn","doi":"10.1109/Culture-Computing.2011.25","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.25","url":null,"abstract":"Since 2006, by the Ministry of Culture, there was an effort in creating cultural portal. Each provincial cultural office was assigned to survey and report any cultural practice according to a designed template. The technological potential of each office was so different and most of them had to relied on the local system developer and service provider. As a result, the collected contents cannot fulfill the requirement of documentation standard and service level of media presentation. In contrast, cultural knowledge is redefined to an agreed structure for interoperability and computability. Moreover, the contents must reflect the up-to-date daily practice and thoroughly be covered by any individuals. We reuse the existing contents by recovering any typos and format distortion. The social networking system is prepared to allow individual participation to co-create the contents under an authorized supervision. As a result, more than 80 percents of the original contents have been recovered. Each provincial office is able to strategically plan and co-create their own contents to establish the total cultural knowledge.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"2 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":"125401043","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: 2
3D Guqin: Digital Playground to Explore Music that Embodies Chinese Culture and Philosophy 3D古琴:探索中国文化哲学音乐的数字游乐场
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.41
Khoo Eng Tat, R. Peiris, G.W.M. Rauterberg
{"title":"3D Guqin: Digital Playground to Explore Music that Embodies Chinese Culture and Philosophy","authors":"Khoo Eng Tat, R. Peiris, G.W.M. Rauterberg","doi":"10.1109/Culture-Computing.2011.41","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.41","url":null,"abstract":"This media art installation aims to digitally reconstruct a traditional Chinese Guqin string instrument using physical sensing techniques, to invite bodily interpretation of the classical instrument. Guqin has a unique place in the Chinese history, as a symbol of the high culture of the nobles and intellectuals (Junzi, Superior Man). It's also seen as the vessel for pursuing harmony. Guqin is sometimes referred to by the Chinese as \"the father of Chinese music\" or \"the instrument of the sages\". This work allows the performer and audience to experience three dimensions of the Chinese culture: sound, movement and emotion. The setup consists of an interactive instrument with \"strings\" created by laser light, designed to allow meaningful intervention of movements to trigger the sound. The movements of the dancer is analysed using a Kinect camera in the EON Interact software. The performer will also wear bend and pressure sensors at different parts of the body to create layer of sound effects. The emotion of the performer will be sensed by a heartbeat sensor, which in turn translates into the temperature actuation (heating and cooling) at the palm rest of the audience, so that they could feel the additional sensation of the performance.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"51 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":"121991644","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: 4
An Analysis Methodology on Emotion of Korean Traditional Dance Using a Virtual Reality System 基于虚拟现实系统的朝鲜族传统舞蹈情感分析方法
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.42
Mi-Hee Lee, Un-Mi Kim, Jong-Il Park
{"title":"An Analysis Methodology on Emotion of Korean Traditional Dance Using a Virtual Reality System","authors":"Mi-Hee Lee, Un-Mi Kim, Jong-Il Park","doi":"10.1109/Culture-Computing.2011.42","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.42","url":null,"abstract":"The purpose of this paper is to analyze a method of evaluating the change of emotion expressed in the Korean dance. Our research is based on three conditions on experiments. First, experimental dance should be Korean traditional dance. Second, an educational program should be developed for maximizing the immersion so that the emotion could be expressed well. Finally, the quantitative interpretation through feature extraction is needed to prove the efficacy of this program. This paper suggests not only the methodology of emotion analysis but also effective educational program to improve traditional dance instruction. Furthermore, this paper is distinctive with previous researches on general emotion since this paper focuses on analyzing native emotions of Koreans through traditional dance, which holds Koreans' unique emotions.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"3 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":"131118538","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: 2
Features of Accuracy Mismatch between Back-Translated Sentences and Target-Translated Sentences 回译句与译入句的准确性不匹配特征
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.20
M. Miyabe, T. Yoshino
{"title":"Features of Accuracy Mismatch between Back-Translated Sentences and Target-Translated Sentences","authors":"M. Miyabe, T. Yoshino","doi":"10.1109/Culture-Computing.2011.20","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.20","url":null,"abstract":"In communication using a machine translation, inaccurate translation prevents effective communication between individuals and leads to misunderstandings. Back-translation is used to check the accuracy of a sentence translated to a native language. For back-translation to be used as a method for checking the accuracy of a translated sentence, it has to satisfy the following conditions: There must be a positive correlation between the accuracy of sentences translated to an intermediate language and that of back-translated sentences, and there can be no significant difference between them. From the results of our verification, we found that back-translation satisfies these conditions. However, we found that accuracy mismatch case 1, which means that a back-translated sentence is accurate but the translated sentence is inaccurate, occurred although the number of such accuracy mismatch cases was small. Accuracy mismatch case 1 can lead to serious problems in communication. In this paper, we discuss the causes of accuracy mismatch case 1. We find that there are six features of accuracy mismatch between a back-translated sentence and its target-translated sentence.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"11 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":"132747904","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
Expressions: Inter-professional Culture via Coactive Digital Humanities Platform 表达方式:基于协同数字人文平台的跨专业文化
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.50
S. Dubnov, Benjamin Stuart-Thompson, Ella Bezberg, Eitan Eliram
{"title":"Expressions: Inter-professional Culture via Coactive Digital Humanities Platform","authors":"S. Dubnov, Benjamin Stuart-Thompson, Ella Bezberg, Eitan Eliram","doi":"10.1109/Culture-Computing.2011.50","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.50","url":null,"abstract":"This paper explores an integrated inter-professional collaborative model and technology for a break-through digital humanities platform called Expressions. This platform was co-created by the Center for Research in Entertainment & Learning (CREL) at Calit2, UCSD and Visual Exchange Network (VEN), which is an hybrid research and production corporation for upstream ‘coactive' multi-venue media.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"144 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":"115371777","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
Cultural Computing: A Case Study of Northern Indian Culture 文化计算:北印度文化的个案研究
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.35
Bhupinder Kochhar, Anju Sharma, A. Jolly
{"title":"Cultural Computing: A Case Study of Northern Indian Culture","authors":"Bhupinder Kochhar, Anju Sharma, A. Jolly","doi":"10.1109/Culture-Computing.2011.35","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.35","url":null,"abstract":"Cultural Computing is the most important area in research in these days. By taking this concept this paper presents a case study of northern Indian culture based on Hindu & Sikh religion. It is associated with the conscious and unconscious states of human mind. A prototype model of an AI (Artificial Intelligence) based interactive narrative system going to be developed. This model reflects the Northern Indian culture and religious aspects of Hindu & Sikh religion. The implementation details prototype model have been described in this paper also.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"18 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":"115998465","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
KABUKI-MONO: The Art of Kumadori Facial Expression for Manga and Cosplay 歌舞伎-单野:熊熊县漫画和角色扮演的面部表情艺术
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.26
N. Tosa, R. Konoike, R. Nakatsu
{"title":"KABUKI-MONO: The Art of Kumadori Facial Expression for Manga and Cosplay","authors":"N. Tosa, R. Konoike, R. Nakatsu","doi":"10.1109/Culture-Computing.2011.26","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.26","url":null,"abstract":"Recently, many local cultures are growing their popularities in the global society by creating various new pop cultures. For example, Japanese Manga (comic) and Anime (animation) are now fascinating young people all around the world. The characters in Manga are being their heroes or heroines. Readers of Manga created a bland new culture called Cosplay (costume play) that means they dress up as same as the characters in their favorable Manga. Cos-play has its origin in Japanese traditional play called Kabuki. In Kabuki there is special face make-up method called Kumadori. Kuwadori is a special way of expressing a person's emotion and also appealing himself to other people. In this paper we propose a system that can change human faces into faces with Kumadori make-ups. Thus people would feel that they are actual Kabuki actors. This system could become a new type of entertainment. Also this would help people understand traditional Japanese culture.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"95 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":"116405754","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
A Serious Game and Artificial Agents to Support Intercultural Participatory Management of Protected Areas for Biodiversity Conservation and Social Inclusion 支持保护区跨文化参与式管理以促进生物多样性保护和社会包容的严肃博弈和人工代理
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.12
Jean-Pierre Briot, M. Irving, Gustavo Melo, Eurico Vasconcelos Filho, Isabelle Alvarez, Sophie Martin, Wei Wei
{"title":"A Serious Game and Artificial Agents to Support Intercultural Participatory Management of Protected Areas for Biodiversity Conservation and Social Inclusion","authors":"Jean-Pierre Briot, M. Irving, Gustavo Melo, Eurico Vasconcelos Filho, Isabelle Alvarez, Sophie Martin, Wei Wei","doi":"10.1109/Culture-Computing.2011.12","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.12","url":null,"abstract":"This paper addresses our experience in the design of a serious game, aimed at computer-based support for intercultural participatory management of protected areas (e.g., parks, marine reserves, biosphere reserves...), in order to promote biodiversity conservation and social inclusion. Its objective is, via a computer assisted role-playing game, to help various stakeholders (e.g., environmentalist, tourism operator, traditional community...) to collectively understand conflict dynamics and explore negotiation strategies for the management of protected areas. Therefore, this helps at mutual understanding and negotiation between different cultures, contexts and practices (traditional community, technical manager, environmentalist...) about strategic issues when aiming at both biodiversity conservation and social inclusion. After introducing the objectives of our serious game, named Sim Parc, we will describe its design and its current architecture. We will also discuss the introduction of various types of agents in the system: a decision making agent playing the role of the park manager, artificial players replacing some of the human players in the game, assistant agents assisting human players, and expert agents providing human players with technical information about the viability of their proposal (e.g., about the survival of an endangered species), or to analyse relations (e.g., dominance or equity) among players proposals. This last type of agent aims at introducing a technical viewpoint and culture in this intercultural participatory process. Some of these agents have already been implemented and tested and some others are in progress.","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":"117325566","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: 15
HISTORIA: Filling the Gap of Time and Space 历史:填补时间和空间的空白
2011 Second International Conference on Culture and Computing Pub Date : 2011-10-20 DOI: 10.1109/Culture-Computing.2011.46
N. Tosa, R. Konoike, R. Nakatsu, Alistair Swale
{"title":"HISTORIA: Filling the Gap of Time and Space","authors":"N. Tosa, R. Konoike, R. Nakatsu, Alistair Swale","doi":"10.1109/Culture-Computing.2011.46","DOIUrl":"https://doi.org/10.1109/Culture-Computing.2011.46","url":null,"abstract":"Various kinds of icons for visual communications have been used from the very beginning of human history. We can find such various kinds of icons in world's wall paintings or hieroglyphs and so on. There are lots of similarities among these icons. Because of this, even though most of us are not using these icons or old characters, we sometimes feel a kind of nostalgic feeling toward these forms. This art realizes the integration of various kinds of icons that have existed throughout the human history and throughout the human races, jumping the gap of time and space. And these integrated icons are augmented on the actual scenery of today. On a display of a smart phone, there are various icons flowing around on the space. Users are allowed to write the “NEW” meaning of the icon sequence in English. The pictograph and the background are synthesized together.","PeriodicalId":245465,"journal":{"name":"2011 Second International Conference on Culture and Computing","volume":"101 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":"123243285","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
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