AY 2026 Graduate School Course Catalog
AY 2026 Graduate School Course Catalog
| 2026/02/19 |
| Open Competency Codes Table Back |
| 開講学期 /Semester |
2026年度/Academic Year 3学期 /Third Quarter |
|---|---|
| 対象学年 /Course for; |
1st year , 2nd year |
| 単位数 /Credits |
2.0 |
| 責任者 /Coordinator |
NAKAMURA Akihito |
| 担当教員名 /Instructor |
NAKAMURA Akihito |
| 推奨トラック /Recommended track |
- |
| 先修科目 /Essential courses |
- |
| 更新日/Last updated on | 2026/02/05 |
|---|---|
| 授業の概要 /Course outline |
Cloud computing services are essential to people's digital lives today, both in business and private settings. Cloud computing is a form of networked systems, specifically distributed computing. This course provides a solid introduction to the foundations and theory of distributed computing, common themes, and basic techniques. It covers server-client, web, and cloud computing systems, which make up current computing environments. This course introduces major models and mechanisms, including: - System architectures: service-oriented, cloud computing, microservice - Design tradeoffs: communication, consistency, and availability - System management and security - Distributed applications We will also review several state-of-the-art technologies and real-world systems by conducting case study analyses and discussions. [keywords] cloud computing, distributed computing, datacenter, data replication, transaction, ACID, virtualization, infrastructure as code |
| 授業の目的と到達目標 /Objectives and attainment goals |
[Objectives] Designing and implementing networked systems requires an understanding of the fundamental concepts, theories, and technologies of distributed computing. Furthermore, case studies are also useful for operating such systems. This course covers fundamental and advanced knowledge of distributed computing. Hands-on sessions on operating actual cloud computing services are beyond the scope of this course. [Attainment Goals] - Students will acquire fundamental and advanced knowledge of distributed computing concepts and technologies, enabling them to apply this knowledge to system design and implementation. - Students will understand the principles of distributed systems management and apply them to practical tasks such as system operations. |
| 授業スケジュール /Class schedule |
Each class session will be conducted in a lecture format. During class, students will occasionally present quiz answers orally for discussion to deepen their understanding of the course content. (1,2) History and background - trends in the computer systems - computing paradigms: centralized, decentralized, distributed - scalability (3,4) Fundamentals of cloud computing - definitions: characteristics, service models, deployment models - reference architecture - key enabling technologies (5,6) Datacenter - guided tour of a datacenter at UoA LICTiA - datacenter management (7,8) Cloud computing technology 1 - technology stack - network, compute, storage - services (9,10) Cloud computing technology 2 - virtualization - hypervisor and container (11,12) Distributed data - transaction and data integrity - data replication - ACID, BASE, CAP theory (13,14) Infrastructure as Code (IaC) - automation of system provisioning and management - DevOps and IaC - ways of working in the cloud age [Preparation/Review] To maximize learning effectiveness, students should review the relevant sections of the lecture and reference materials and complete preparatory work on the content outlined in the class schedule before attending class. Additionally, students should use the materials or resources they have obtained themselves to review the class content. Students are also encouraged to use real cloud computing services from companies such as Google, Amazon, and Microsoft. The recommended time for preparation and review per session is 3 to 5 hours. |
| 教科書 /Textbook(s) |
No specific textbook. Reference books will be introduced in the class. |
| 成績評価の方法・基準 /Grading method/criteria |
- Method: assignments (essays) 100% - Criteria: relevance, quality, presentation, and originality |
| 履修上の留意点 /Note for course registration |
- Lecture materials will be distributed via the LMS. - Late submission of assignments will result in point deductions. |
| 参考(授業ホームページ、図書など) /Reference (course website, literature, etc.) |
- Office hours: Accepted individually via email, etc., and handled on a case-by-case basis. - The course instructor, Akihito Nakamura, has practical experience: He worked at AIST (National Institute of Advanced Industrial Science and Technology) for 20 years, where he was involved in R&D in information security and cloud computing. Based on his experience, he equips students with the advanced technical knowledge of information security. |
| Open Competency Codes Table Back |
| 開講学期 /Semester |
2026年度/Academic Year 2学期 /Second Quarter |
|---|---|
| 対象学年 /Course for; |
1st year , 2nd year |
| 単位数 /Credits |
2.0 |
| 責任者 /Coordinator |
ROY Debopriyo |
| 担当教員名 /Instructor |
ROY Debopriyo |
| 推奨トラック /Recommended track |
- |
| 先修科目 /Essential courses |
- |
| 更新日/Last updated on | 2026/01/30 |
|---|---|
| 授業の概要 /Course outline |
This graduate-level course is designed to equip computer science students with the essential skills required to deliver effective and engaging technical presentations in the context of Industry 4.0. The course emphasizes the fusion of technical expertise with communication proficiency to prepare students for successful transitions into the industry. Students will learn to communicate complex concepts, innovative solutions, and cutting-edge technologies to diverse audiences, including industry professionals, stakeholders, and non-technical decision-makers. |
| 授業の目的と到達目標 /Objectives and attainment goals |
Understand Industry 4.0 Concepts Develop Technical Proficiency Effective Communication Strategies Presentation Design and Structure Interactive Presentation Techniques Industry Relevance and Application Professionalism and Ethical Considerations Continuous Improvement and Feedback Assessment: Individual and group presentations on Industry 4.0 topics Participation in interactive workshops and discussions Project-based assignments Peer and instructor feedback assessments By the end of this course, students will have the technical knowledge and presentation skills necessary to effectively communicate complex concepts related to Industry 4.0, making them well-prepared for success in the rapidly evolving technology industry. |
| 授業スケジュール /Class schedule |
Industry 4.0 Technology Showcase: Task students with selecting a specific Industry 4.0 technology or trend (e.g., IoT, AI, blockchain) and creating an informative and visually engaging presentation. Emphasize the practical applications, benefits, and potential challenges associated with the chosen technology. Include a live demonstration or simulation to showcase hands-on understanding. Case Study Analysis: Provide students with real-world case studies of companies implementing Industry 4.0 solutions. Ask them to analyze and present the technological aspects, challenges faced, and the overall impact on the organization. Encourage critical thinking about how these cases can inform future industry practices. Stakeholder Communication Simulation: Simulate a stakeholder meeting scenario where students need to present a technical proposal related to Industry 4.0 to a diverse group of stakeholders (technical and non-technical). Assess their ability to adapt their communication style based on the audience and effectively address potential concerns or questions. Interactive Workshop Design: Task students with designing and delivering a short interactive workshop on a specific Industry 4.0 topic. Include engaging activities, discussions, and Q&A sessions to involve the audience and enhance their presentation and facilitation skills. Ethical Dilemmas in Industry 4.0: Present students with hypothetical ethical dilemmas related to Industry 4.0 technologies (e.g., privacy concerns, job displacement). Ask them to prepare and deliver a presentation discussing the ethical implications and proposing possible solutions. Innovative Visualization Project: Challenge students to develop an innovative visualization or infographic that effectively communicates a complex Industry 4.0 concept. Emphasize the importance of clarity, accessibility, and visual appeal in conveying technical information. Industry Collaboration Project: Collaborate with industry partners OR provide students with a real-world problem or project related to Industry 4.0. Have students work in teams (if possible) to develop a comprehensive presentation that addresses the technical solution, project management aspects, and potential impacts. Pitch to Venture Capitalists: Task students with creating a persuasive pitch presentation for a hypothetical startup that leverages Industry 4.0 technologies. Emphasize the business value proposition, competitive advantage, and the potential for scalability and growth. * Some alterations to the class plan may be required based on time in hand, and class size. |
| 教科書 /Textbook(s) |
Reference Textbook: Designing Science Presentations: A Visual Guide to Figures, Papers, Slides, Posters, and More Paperback – February 13, 2013 - MARK CARTER https://www.amazon.com/Designing-Science-Presentations-Figures-Posters/dp/0123859697 |
| 成績評価の方法・基準 /Grading method/criteria |
Grading Method/Criteria: Industry 4.0 Technology Showcase - 15% Case Study Analysis - 15% Stakeholder Communication Simulation - 15% Interactive Workshop Design - 15% Ethical Dilemmas in Industry 4.0 - 15% Innovative Visualization Project - 15% Industry Collaboration Project - 10% or Pitch to Venture Capitalists - 10% |
| 履修上の留意点 /Note for course registration |
All necessary lecture materials will be posted in Moodle. |
| 参考(授業ホームページ、図書など) /Reference (course website, literature, etc.) |
Smart Factory Transformation at Siemens AG: Siemens, a global technology powerhouse, underwent a comprehensive Industry 4.0 transformation at its Amberg Electronics Plant. The company implemented IoT-connected machines, RFID tracking, and real-time data analytics to optimize production processes. Result: The smart factory achieved a 99.99885% quality rate, reduced time-to-market by 30%, and enhanced flexibility to meet customer demands. ABB's Connected Robotics in Manufacturing: ABB, a leader in robotics and automation, integrated Industry 4.0 principles into its robotics division. The company introduced collaborative robots equipped with sensors and AI algorithms to adapt to changing production environments. Result: Improved production efficiency by 25%, reduced downtime by 40%, and increased worker safety through human-robot collaboration. Bosch's Predictive Maintenance in Automotive Manufacturing: Bosch, a leading automotive supplier, implemented predictive maintenance using IoT sensors and machine learning algorithms in its manufacturing plants. Sensors monitored equipment health, predicting and preventing potential failures before they occurred. Result: Reduced unplanned downtime by 50%, lowered maintenance costs by 30%, and increased overall equipment effectiveness. GE Aviation's Digital Twin for Aircraft Engines: GE Aviation embraced Industry 4.0 by leveraging digital twin technology to monitor and simulate the performance of aircraft engines in real-time. Data from sensors on engines were used to create virtual replicas, enabling proactive maintenance and performance optimization. Result: Enhanced engine reliability, decreased fuel consumption by 15%, and minimized operational disruptions through predictive maintenance. Smart Logistics at DHL Supply Chain: DHL, a global logistics company, implemented Industry 4.0 solutions in its supply chain operations. IoT-enabled sensors tracked the location and condition of packages in real-time, optimizing routes and ensuring the integrity of sensitive shipments. Result: Improved delivery accuracy by 20%, reduced delivery times by 15%, and enhanced customer satisfaction through transparent and traceable logistics. Schneider Electric's EcoStruxure: Schneider Electric, a multinational energy management and automation company, developed the EcoStruxure platform to integrate IoT, analytics, and cybersecurity in industrial environments. This solution enables efficient energy management and predictive maintenance across various sectors. Result: Increased energy efficiency by 30%, reduced maintenance costs by 25%, and provided a scalable solution for diverse industrial applications. Ford's Advanced Robotics in Automotive Assembly: Ford Motor Company adopted Industry 4.0 practices in its manufacturing plants by incorporating advanced robotics and automation. Collaborative robots worked alongside human workers, enhancing efficiency and flexibility in the assembly process. Result: Increased production output by 15%, improved worker ergonomics, and optimized space utilization in the manufacturing facility. |
| Open Competency Codes Table Back |
| 開講学期 /Semester |
2026年度/Academic Year 4学期 /Fourth Quarter |
|---|---|
| 対象学年 /Course for; |
1st year , 2nd year |
| 単位数 /Credits |
2.0 |
| 責任者 /Coordinator |
ISHIZAKA Hiroaki |
| 担当教員名 /Instructor |
ISHIZAKA Hiroaki, YOSHIOKA Rentaro |
| 推奨トラック /Recommended track |
- |
| 先修科目 /Essential courses |
- |
| 更新日/Last updated on | 2026/02/05 |
|---|---|
| 授業の概要 /Course outline |
This course provides a clear and accessible explanation, from the basics, of the protection, management, and utilization of intellectual property rights that are essential for IT technology development and business advancement. This course places particular emphasis on the patent system, which is the most important intellectual property framework for protecting research and development results. In addition to acquiring knowledge, the course also covers practical skills such as how to prepare patent application documents and how to search patent information. In addition to patents, the course also addresses the protection of intellectual property through the utility model system, design system, trademark system, and copyright system, as well as the relationship between international treaties on intellectual property and domestic laws. |
| 授業の目的と到達目標 /Objectives and attainment goals |
1.Students will be able to broadly acquire fundamental knowledge of various legal systems related to intellectual property, which is required of engineers in both industry and academia. 2.Students will be able to acquire applied knowledge regarding the protection and utilization of intellectual property rights—such as inventions—generated through research on software and business methods in IT companies and universities. 3.Students will be able to understand the process from idea conception to patent application and patent acquisition, and acquire practical skills necessary to obtain intellectual property rights. |
| 授業スケジュール /Class schedule |
1. Basic knowledge of Intellectual Property (IP) (Lecture) 2. Patent system (1) Overview of patent system and preparing a patent application (Lecture) 3. Patent system (2) Requirements of patent law (Lecture) 4. Patent system (3) Patent procedure (Lecture) 5. Patent system (4) Enforcement and utilization of patent rights (Lecture) 6. Protection of software and business-related inventions by patent rights (Lecture) 7. Searching for patents (Lecture, Exercise) 8. Utility model system and design system (Lecture) 9. Trademark system (1) (Lecture) 10. Trademark system (2) (Lecture) 11. Copyright system (1) (Lecture) 12. Copyright system (2) (Lecture) 13. Protection and utilization of intellectual property rights in enterprises and universities (Lecture) 14. Summary of IP rights (* report assignment will be presented) (Lecture) [Keywords] Sessions 1–2 Intellectual property, industrial property, territoriality principle, patent, design, trademark, copyright, claims, problem to be solved by the invention, means for solving the problem Sessions 3–4 Novelty, inventive step, first-to-file principle, request for examination system, publication of patent applications, priority right Sessions 5–6 Claim for damages, injunction, eligibility (patentable subject matter) Sessions 7–8 International Patent Classification (IPC), patent application number, patent number, published patent application number, utility model technical opinion, industrial applicability of designs Sessions 9–10 Distinctiveness of trademarks, designated goods, designated services, similarity of goods or services, similarity of trademarks Sessions 11–12 Idea–expression dichotomy, moral rights of authors, reproduction right, public transmission right, limitations on copyright, Berne Convention Sessions 13–14 Open innovation, jointly-owned patents, employee inventions, license (right to practice) [Preparation/Review] Before attending each class, students are required to research the keywords related to the lecture content in advance using the internet etc. (preparation). After each class, students must organize the lecture content based on the distributed materials and submit any exercises or assignments given for comprehension checks by the designated deadline (review). The expected time for preparation and review for each class is 4–5 hours. |
| 教科書 /Textbook(s) |
In principle, handouts will be distributed. |
| 成績評価の方法・基準 /Grading method/criteria |
Class exercises and assignments (70%) and one report (30%). |
| 参考(授業ホームページ、図書など) /Reference (course website, literature, etc.) |
The course instructor ISHIZAKA Hiroaki has practical experience. Having spent a total of 20 years at the Japan Patent Office, the instructor has been engaged in patent examination and trial practices, as well as the implementation of intellectual property policies. Drawing on this experience, he teaches intellectual property. |
| Open Competency Codes Table Back |
| 開講学期 /Semester |
2026年度/Academic Year 4学期 /Fourth Quarter |
|---|---|
| 対象学年 /Course for; |
1st year , 2nd year |
| 単位数 /Credits |
2.0 |
| 責任者 /Coordinator |
PYSHKIN Evgeny |
| 担当教員名 /Instructor |
PYSHKIN Evgeny |
| 推奨トラック /Recommended track |
- |
| 先修科目 /Essential courses |
No specific requirements. |
| 更新日/Last updated on | 2026/01/08 |
|---|---|
| 授業の概要 /Course outline |
This course introduces a cross-cultural context aimed at discover and understand the link and mutual dependencies between the studies of arts, linguistics, and human-centric software systems. In this course we rediscover arts, languages, and software in cross-disciplinary discourse and analyze the impact of contemporary technology solutions to the domains of arts and culture. |
| 授業の目的と到達目標 /Objectives and attainment goals |
The course is oriented to software engineering students that want to extend their knowledge on arts and languages from the perspective of analysis of cross-disciplinary metaphors affecting present-day software design and philosophy. We will be discussing how software appeals to contemporary societal problems, and how approaches and models used in non-technical disciplines can help in understanding software and improve its qualities. We study how the present-day technology affects the domain of arts and languages, what are positive and questionable implication of technology penetrating to arts and humanities. After course completion the students will have the following major learning outcomes: • Ability to critical analysis of studies on software development and philosophy. • Understanding the human-centric design paradigm. • Understanding of application of cross-disciplinary metaphors to software development. • Presentation skills during foresight and discussion sessions. |
| 授業スケジュール /Class schedule |
[Course Contents and Methods] The course is organized as a combination of the following activities: lectures, research-oriented story-telling sessions, foresight discussions, workshops, presentations, and individual case studies. Week 1 (classes 1-2) Software, cultures, digital transformation. Introduction. The course objectives. Understanding digital transformation. Plummeting costs of advanced technologies. How requirement engineering can drive innovations. Foresight session: Present-day technologies seriously impacting the today's technology and society advancements but having no adequate prototypes in the past to contrast against. Reflection exercise: From the area of your student’s research interests to the ideas on what are the innovation drivers you can foresee for this research area. Week 2 (classes 3-4) Languages and paradigms. Contemporary computing agenda and computing paradigms. Languages as models. Software as a language. Software complexity. Software development philosophy. Human-driven design and human-centric computing: paradigms, agenda, applications, cross-cultural links. Software as art Case study exercise: Programming language development and evolution trends: technological grounds, environmental conditions, changes in application areas, societal implications, and other possible factors affecting the changes in ranks of this language in TIOBE index and relevant trends impacting these changes. Week 3 (classes 5-6) Metaphors. The role of metaphors in science, design, and engineering. Links between software and fine arts. Metaphors in software engineering. Software as art. Links between software and fine arts. Metaphors in software engineering. Exercise: Metaphors, readability and fine arts. “The Form inside the Work” workshop. Case study exercise: Based on student’s own experience and/or research area, suggest and explain a few metaphors you know and find interesting to share. Week 4 (classes 7-8) Music for computing, computing for music. Computational models for music. Modeling human perception. How computer technology contributes to music analysis. Generative models for music creation. Music and media for creating better contextualized and targeted models for computer-assisted language learning. Exercise: Computer-assisted pronunciation training using an iCAPT tool. Week 5 (classes 9-10) AI and arts. Generative AI and large language models. AI, LLM, NFT in the context of contemporary arts. Traditional against AI-driven arts. Technology solution for cultural institutions (exhibition halls, theatres, museums). Technology solutions for cultural and historic heritage sites (virtualization, working with historical artifacts, online services). Intelligent computerized platforms and virtualized environments across the disciplines. Foresight session: Virtualization and AI technologies for enhancing visitor’s experience in a contemporary museum or sightseeing spot Exercise: students create their own AI-driven art or design works. Week 6 (classes 11-12) From traditional crafts to digital fabrication. Cross-disciplinary links between arts and craftsmanship, on the one hand, and technology, on the other hand. Practical examples. 3D modeling and virtualization within the workflow of art work reconstruction (by the example of pottery reconstruction using Kintsugi). Refection exercise: Restoring and redesigning the pottery with 3D modeling, virtualization, and digital fabrication. Case study exercise: Work on individual case studies. Examples of the topics from the previous years: Examples of research topics from the previous years: Genesis of programming languages in cross-disciplinary perspective; multimodality of intelligent computer assisted language learning (iCALL) environments; Generative AI for literature: challenges of automatic poem generation; Human-driven design: the meaning, possible implementations and risks; Impact of generative AI to art creation and media production. Week 7 (classes 13-14) Crossing the disciplines. Cultures: why many? How do software cultures collaborate with other cultures? Lecture-discussion. Exercise: case study presentations, discussion, Q&A session. [Pre-class and Post-class Learning] Before each class, the students are encouraged to study the lecture materials (typically 1 hour per week). After-class activities usually include reflection exercises (typically 1 hour per week), case studies (1-2 hours per week), and individual work on the course-scale case study and presentation (4-5 hours per week). |
| 教科書 /Textbook(s) |
Learning materials are available on the course web page in LMS. |
| 成績評価の方法・基準 /Grading method/criteria |
The final grade will be calculated based on the following weights: • Exercises, quizzes, and workshops in classes – 25% • Case study of the selected topic – 35% • Final presentation and discussion – 40% |
| 履修上の留意点 /Note for course registration |
For this course we expect that students are interested in arts, music, and languages, but also have good understanding software designs and development fundamentals and experience of using at least one general purpose language. Good proficiency and communication skills in English are required for this course. |
| 参考(授業ホームページ、図書など) /Reference (course website, literature, etc.) |
The course reflects major research interests of Prof. Evgeny Pyshkin and the teams he supervises. These interests include human-centric design, linguistics, and arts. The course instructor Prof. Evgeny Pyshkin has working experiences in software development, quality assurance, and tech writing. He worked as a software engineer for St. Petersburg Polytechnic University and participated in software projects with Spectrasize (Switzerland) as a developer, tech writer and project manager. You may find more information on https://u-aizu.ac.jp/~pyshe/. |
| Open Competency Codes Table Back |
| 開講学期 /Semester |
2026年度/Academic Year 前期集中 /1st Semester Intensive |
|---|---|
| 対象学年 /Course for; |
1st year , 2nd year |
| 単位数 /Credits |
1.0 |
| 責任者 /Coordinator |
YOSHIOKA Rentaro |
| 担当教員名 /Instructor |
YOSHIOKA Rentaro, YAMAMOTO Megumi |
| 推奨トラック /Recommended track |
- |
| 先修科目 /Essential courses |
None. |
| 更新日/Last updated on | 2026/02/05 |
|---|---|
| 授業の概要 /Course outline |
This course aims to provide students with the knowledge and practical experience necessary for user-centered product development, and to practice design thinking through research and individual activities. In recent years, information technology has deeply penetrated every aspect of our society, drastically changing our lives and values. The market has become saturated in recent years, making it difficult to compete solely on technological superiority. To develop products that users demand under these circumstances, it is necessary not only to pursue technological feasibility but also to gain a deep understanding of user needs and develop products that meet them. In this course, students will experience a user-centered product development process grounded in design thinking, an approach used by designers. Design thinking is a framework for creating products that deliver innovative value through user observation. The students are expected to acquire the basic skills necessary to create valuable products even as technology and times change. Keywords: Design thinking, user-centered, product development, needs discovery, observation, experience design, innovation |
| 授業の目的と到達目標 /Objectives and attainment goals |
Students will acquire basic design thinking skills and use them correctly. Some specific learning goals include the following: 1. Understand the significance of design thinking in product development and be able to explain it in your own words. 2. Understand and plan appropriate use cases for design thinking. 3. Be able to discover new value propositions through user research and conceive new features. |
| 授業スケジュール /Class schedule |
1. Reasons for engineers to learn design thinking [lecture] 2. Basics of Design Thinking and Examples [lecture] 3. Design Thinking Exercises(User research) [exercises] 4. Design Thinking Exercises(User research) [exercises] 5. Design Thinking Exercises(analysis) [exercises] 6. Design Thinking Exercises(analysis) [exercises] 7. Design Thinking in Practice(User research) [practice] 8. Design Thinking in Practice(User research) [practice] 9. Design Thinking in Practice(analysis) [practice] 10. Design Thinking in Practice(analysis) [practice] 11. Design Thinking in Practice(Ideation) [practice] 12. Design Thinking in Practice(Ideation) [practice] 13. Design Thinking in Practice(presentation) [exercises /discussion] 14. Design Thinking in Practice(presentation) [exercises /discussion] Seminars and practical training will include group work. [Preparation/Review] Between intensive lectures, students will participate in practical activities that apply the knowledge and skills acquired in class. The estimated time for this class is 8 hours. |
| 教科書 /Textbook(s) |
None. |
| 成績評価の方法・基準 /Grading method/criteria |
Final presentation(presentation) 55% Report30% Active Participation 15% |
| 履修上の留意点 /Note for course registration |
This class will evaluate the use of the products in your projects. Students must have a specific research theme/product in mind at the beginning of the class and be able to carry it out independently during the quarter. Additionally, those conducting research that does not anticipate users (such as the development of systems with no user involvement) will be asked to put this into practice through other independent activities rather than their research topic. |
| 参考(授業ホームページ、図書など) /Reference (course website, literature, etc.) |
The course instructor has work experience (Yamamoto): Currently a service designer, developing and improving products through user research and analysis. |
| Open Competency Codes Table Back |
| 開講学期 /Semester |
2026年度/Academic Year 後期集中 /2nd Semester Intensive |
|---|---|
| 対象学年 /Course for; |
1st year , 2nd year |
| 単位数 /Credits |
1.0 |
| 責任者 /Coordinator |
YOSHIOKA Rentaro |
| 担当教員名 /Instructor |
YOSHIOKA Rentaro, YAMAMOTO Megumi |
| 推奨トラック /Recommended track |
- |
| 先修科目 /Essential courses |
None. |
| 更新日/Last updated on | 2026/02/05 |
|---|---|
| 授業の概要 /Course outline |
In recent years, information technology has deeply penetrated every aspect of our society, drastically changing our lives and values. Furthermore, technological progress is accelerating at a dizzying pace, and the changes are expected to become even more significant and faster. In addition, the market has become saturated in recent years, making it difficult to compete solely on technological superiority. To develop socially meaningful products under such circumstances, it is necessary not only to pursue technological feasibility but also to grasp global and societal changes and to develop products from a future-oriented perspective. In this class, students will experience future scenarios and the process of using them to generate product ideas. Future scenarios are essential tools for exploring the future and guiding change by capturing and giving meaning to fragments of signs of change across fields such as social, technological, and economic trends. Product creation by engineers can inspire change in people. Students will acquire a perspective on product development that will lead society in the future, not only develop products that keep pace with the times. Keywords: Future-oriented, social problem-solving, product development, future insight, product concept design, future scenario, innovation |
| 授業の目的と到達目標 /Objectives and attainment goals |
The goal is to understand future-oriented problem-finding and idea-generation methods in product development and to incorporate a social perspective into products through future insight and ideation. Some specific learning goals include the following: 1. Understand the difference between thinking from the present (forecasting) and thinking from the future (back casting), and be able to use both methods intentionally 2. Intend the impact of your product on the future through the practice of future insight methods 3. Carry out all processes from information gathering to product development for future insight by oneself |
| 授業スケジュール /Class schedule |
1. The Significance of Engineers Acquiring Future Forecasting [Lecture] 2. The Difference Between Forecasting and Backcasting [Lecture] 3. Signal Discovery [Exercise] 4. Signal Discovery [Exercise] 5. Utilizing Signals for Future Forecasting [Exercise] 6. Utilizing Signals for Future Forecasting [Exercise] 7. Backcasting Practice (Signal Research) [Practice] 8. Backcasting Practice (Signal Research) [Practice] 9. Backcasting Practice (Forecasting Related to Research Topics) [Practice] 10. Backcasting Practice (Future Insights Related to Research Topics) [Practical] 11. Backcasting Practice (Drafting Action Plans Based on Future Insights) [Practical] 12. Backcasting Practice (Drafting Action Plans Based on Future Insights) [Practical] 13. Sharing a Vision of the Future [Exercises and Discussions] 14. Sharing a Vision of the Future [Exercises and Discussions] The exercises include group work. [Preparation and Review] Between each intensive lecture, students will engage in practical activities that build on the knowledge and skills acquired in class. The estimated time for this class is four hours. |
| 教科書 /Textbook(s) |
None. |
| 成績評価の方法・基準 /Grading method/criteria |
Final presentation 55% Report 30% Active Participation 15% |
| 履修上の留意点 /Note for course registration |
In this class, students are evaluated on how well they apply the learned method to their projects. Students must have a specific research theme/product in mind at the beginning of the class and be able to carry out the work during the quarter. |
| 参考(授業ホームページ、図書など) /Reference (course website, literature, etc.) |
The course instructor has work experience (Yamamoto): Currently a service designer, developing and improving products through user research and analysis. |
| Open Competency Codes Table Back |
| 開講学期 /Semester |
2026年度/Academic Year 4学期 /Fourth Quarter |
|---|---|
| 対象学年 /Course for; |
1st year , 2nd year |
| 単位数 /Credits |
1.0 |
| 責任者 /Coordinator |
OFUJI Kenta |
| 担当教員名 /Instructor |
OFUJI Kenta |
| 推奨トラック /Recommended track |
- |
| 先修科目 /Essential courses |
n/a |
| 更新日/Last updated on | 2026/01/20 |
|---|---|
| 授業の概要 /Course outline |
This course gives students an overview of microeconomics, one of the basic theories in business management. It is useful to have a broad and fundamental understanding of microeconomics, because it relates to other disciplines such as Business Strategy, Marketing, and Finance. This course, however, is undergraduate level theory, so for those who have previous learning experience in, for example, school of economics in the undergrad, this course may not be necessary. |
| 授業の目的と到達目標 /Objectives and attainment goals |
Unit 1: Consumer Choice (1) Understand budget constraint (2) Solve consumer's problem for optimal bundle (utility maximization) (3) Understand marginality conditions at the optimum point (4) Understand how to derive demand functions Unit 2: Elasticity and Price Discrimination (1) Understand price elasticity concept (2) Understand market segmentation concept based on the elasticity (3) Understand price discrimination concept, and its three different classification (4) Understand two-part pricing strategy and its benefit to the business Unit 3: Production and Cost (1) Understand cost components – variable and fixed costs (2) Undertake a simple breakeven analysis (3) Understand how firms determine production cost, or cost function (4) Understand differences in the short-run and long-run competitive prices based on the cost function Unit 4: Competition and Competitive Advantage (1) Understand competitive environment in varying degrees (2) Understand how profits and market prices are influenced depending on these degrees (3) Become familiar with Porter's Five Forces model |
| 授業スケジュール /Class schedule |
One and a half week for each unit for the total four units in six lectures. By the end of the course, there are up to four home work submissions. In addition, you need to take a final exam that is closed-note & closed-book. Your final grade will be based on the homeworks and the final exam. [Preparation/Review] After each homework submission, solution will be distributed for your review (estimated 2-3 hours per unit). These review work will directly get you prepared for the final. |
| 教科書 /Textbook(s) |
Handout, to be distributed in class |
| 成績評価の方法・基準 /Grading method/criteria |
Homework = 4 submissions, 10 points each = 40 points Final exam = 60 points Total of 100 points. |
| 履修上の留意点 /Note for course registration |
n/a |
| 参考(授業ホームページ、図書など) /Reference (course website, literature, etc.) |
The instructor has a real-world experience for ten years in a private enterprise and a think tank in the energy industry. |
| Open Competency Codes Table Back |
| 開講学期 /Semester |
2026年度/Academic Year 3学期 /Third Quarter |
|---|---|
| 対象学年 /Course for; |
1st year , 2nd year |
| 単位数 /Credits |
2.0 |
| 責任者 /Coordinator |
IWASE Jiro |
| 担当教員名 /Instructor |
IWASE Jiro, YOSHIOKA Rentaro |
| 推奨トラック /Recommended track |
- |
| 先修科目 /Essential courses |
- |
| 更新日/Last updated on | 2026/01/25 |
|---|---|
| 授業の概要 /Course outline |
In Digital Transformation (DX) environment, Project Management is the technique of planning and managing to successfully complete a project. It is also an essential technique for employment utilizing IT technology and research and development (R&D). In this course, students learn the basics of Project Management techniques practiced in global IT companies in accordance with the global standard for Project Management (PMBOK). Students learn the basics of project management planning and management, such as what a project is, the development process, and progress management, and also learn about packaged development, globalization, and the reality of failed projects. We will also introduce business in DX and AI environments, technology trends, DX/IT engineer careers, skills and competencies required for Project Management. External lecturers from IT companies will be invited to introduce the practice of Project Management. Classes will be centered on lectures, with exercises and assignment reports depending on the theme. Since this course is intended for project management in the Japanese business environment, lectures will be conducted primarily in Japanese, but lecture materials will also be provided in English. |
| 授業の目的と到達目標 /Objectives and attainment goals |
【Competency code】C-SE-001, C-SE-002, C-SP-003, C-SP-006 Study Fundamentals and Practices of Project Management in software development as the base of DX/IT engineer. The course contents are based on the training program attested at leading DX/IT vendor. 【Attainment goals】 This course provides an understanding of the system development process and the fundamentals of project management techniques required to carry out DX/IT system development projects. It covers current trends in system development projects, the role and career paths of project managers, and the fundamentals of project management for future employment, with a focus on utilizing IT technology and research and development (R&D) management. Expected achievement; 1. Understand the fundamentals of project management in line with the development process, including requirements definition, requirements analysis, design, programming, and testing, and be able to execute projects appropriately. 2. Understand the fundamentals of project management techniques, including estimating, scheduling, progress management, risk management, and contract management, and be able to apply them to DX/IT system development and research and development (R&D) projects. 3. Learn about trends in DX/IT industry business, global projects, and packaged development, the qualities required of project managers, and career examples, enabling you to make appropriate choices for employment, R&D, and careers that utilize IT technology in the future. |
| 授業スケジュール /Class schedule |
1. DX/IT Business and Technology Environment 2. Career and Role of Project Manager [Course Content and Methods] Lecture [Pre-class and Post-class Learning] Have an awareness of your future career based on your own learning and experiences 3. DX/IT system development process 4. What is “Project” 5. Project Management method - Planning 6. Project Management method - Schedule 7. Project Management method - EVM* 8 Project Management method - EVM case study* 9. Project Management method - Risk Management 10. Project Management method - Risk Management case study [Course Content and Methods] Lecture, 5,6,8,10 Including group work [Pre-class and Post-class Learning] Review the process and techniques used in software and hardware development planning, requirements definition, design, implementation, testing, etc. that you have experienced. 11. Project Management for using software package 12. Project Management for using software package- case study [Course Content and Methods] Lecture, 6,7,8 by external lecturers [Pre-class and Post-class Learning] Read the pre-distributed materials regarding software package development. 13 Project Management method - Contract Management 14. Summary [Course Content and Methods] Lecture [Pre-class and Post-class Learning] Understand the keywords given in the lecture. |
| 教科書 /Textbook(s) |
Not specified. handout softcopy is delivered. |
| 成績評価の方法・基準 /Grading method/criteria |
Final examination(50%), Reports (40%), Case study(10%) |
| 履修上の留意点 /Note for course registration |
Programming and software & hardware development expertise helps the understanding of this course. |
| 参考(授業ホームページ、図書など) /Reference (course website, literature, etc.) |
The course instructor Jiro Iwase has practical working experience. He worked for IBM for 27 years where he was involved in system development, standard system development process, quality management and project management. Based on his experience, he can teach the Fundamentals and Practices of Project Management. In addition, two DX/IT expert(Ai.Star) will join as external lecturers. |
| Open Competency Codes Table Back |
| 開講学期 /Semester |
2026年度/Academic Year 3学期 /Third Quarter |
|---|---|
| 対象学年 /Course for; |
1st year , 2nd year |
| 単位数 /Credits |
2.0 |
| 責任者 /Coordinator |
YOSHIOKA Rentaro |
| 担当教員名 /Instructor |
YOSHIOKA Rentaro |
| 推奨トラック /Recommended track |
- |
| 先修科目 /Essential courses |
- |
| 更新日/Last updated on | 2026/02/03 |
|---|---|
| 授業の概要 /Course outline |
There is a myth that only artists, composers, writers, singers, actors, inventors, and others of these types are creative. There is also a myth that creativity is a mysterious, uncontrollable burst of inspiration available only to a lucky few; the creative process is equated with spiritual growth, etc. IT specialists are the most creative people: they understand people's needs and applications, corresponding abstract models, and transform knowledge into design and implementation. In this course, creativity is defined as the ability to create new and useful things and/or add new and useful features to existing ones. Each person has the talent to innovate, but to demonstrate creativity, they must be in good physical and mental condition, possess specialized knowledge, and regularly practice it. In the first half, this course provides approaches and methods for developing creativity based on the dualism of processes and phenomena, alternative actions, multiple views of objects, and a concept of good classification. In the second half, students will engage in practical, creative activities that feature extensive classification to organize information and generate innovative ideas (hands-on creativity sessions). |
| 授業の目的と到達目標 /Objectives and attainment goals |
The objective of this course is to enhance students' ability to innovate, that is, "to see what no one else is seeing," "to think what no one else is thinking," and "to understand why people miss their chances." Students are expected to improve their fluency in the following skills. 1) Understand existing things and their specific features, and get some possible hints about non-existing things or new features. 2) Predict the usefulness of the things and features. |
| 授業スケジュール /Class schedule |
Each session will be conducted in a lecture format, with most of the time spent on presenting and discussing the topics and their ideas. Topic 1: What is “creativity” and why is it necessary - Alternative ideas for familiar things Topic 2: How to cultivate creativity - Cooking-meal method Topic 3: What inhibits creativity - Fixation, structural imagination Topic 4: How to prepare the mind - Classifications: good and bad Topic 5: Why people miss opportunities - Lost opportunities Topic 6: How to think productively - Thinking productively vs. reproductively Topic 7: What is “seeing” and “thinking” - Multiple views and examples Topic 8: Hands-on creativity Session 1 - Group creativity session Topic 9: Hands-on creativity Session 2 - Group creativity session Topic 10: Hands-on creativity Session 3 - Group creativity session Topic 11: Hands-on creativity Session 4 - Group creativity session Topic 12: Hands-on creativity Session 5 - Group creativity session Topic 13: Hands-on creativity Session 6 - Group creativity session Topic 14: How to share your knowledge [Preparation/Review] Before each class, study the lecture materials and prepare for discussion in class. Also, work on the exercises given in class until the designated submission dates. The typical preparation/review time per session is 4–5 hours. |
| 教科書 /Textbook(s) |
Handouts will be provided through the Moodle course page. |
| 成績評価の方法・基準 /Grading method/criteria |
1. Technical report and presentation on “Classification of Objects” (45 points) 2. Technical report and presentation on “Self-reproducing Program” (35 points) 3. Active participation in discussions and hands-on creativity sessions (20 points) |
| 履修上の留意点 /Note for course registration |
Student discussions and presentations power this activity-based course, and proactive participation is requested. |