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The Active Knowledge Engineering Lab activities include investigations that are about discovering, externalizing, expressing, representing, sharing, exploring, configuring, activating, growing and managing enterprise knowledge as well as designing new programming platforms based on mentioned above principles. This year we have been focused on the following topics.
Filmfications of Methods and Data
Existing systems of symbols and notations are usually very abstract and there is a great gap between the form and meaning of data/knowledge. Our long-term education, in an essential part, is reduced to training our brain for being 'encodingdecoding' machine bridging this gap. The abstractness mentioned and bridging operations are sources of serious mental and physical problems for a great variety of people and, especially for disabled and elderly. Our aging society is also becoming information society. So, the above-mentioned aspect of our environment is becoming crucial. That is why, our research is to develop a new environment with lesser level of abstraction and with the better quality of people life. Our general program is cyber-infrastructure including high-performance computing. We are also thinking about active knowledge being developed by humanity and undertaking research efforts in visual (multimedia) languages and tools, parallel and distributed systems. In a great part, our research and development are based on an idea of self-explanatory components in a cyberFilm format. A cyberFilm is a set of color stills supported, if necessary, by text, voice/sound and special links. Each still is to represent a view (some features) of objects or processes. Each cyberFilm is to represent a multiple view (an extended set of dynamic and/or static features) of objects or processes. The more accurate and relevant views are used, the greater adequacy is reached. The idea of cyberFilms is used for the specification of information resources and programming operations with the resources, as well as for the representation of multimedia messages and implementation of human-computer interfaces. The idea of equal opportunities to all individuals in the use of information resources is used to create a right set of cyberFilms and methods of their adaptation. We lead four clusters of projects related to filmification of methods and data: 1) Active Knowledge Studio for teachers, students, and programmers, 2) Semantic Surfaces in Ambient Living Environments for elderly, 3) Virtual objects, haptic interface and 3D printers for people doing fast prototyping, and 4) WWW-based software for users involved in multimedia programming and distance learning.
Human-Computer Interaction and Natural Language Parsing
Experimenting with human behavior via human-computer interaction is challenging and interesting topic with many possible problems. Our research interests include:
Artificial intelligence systems for computer games;
Virtual experiments based on human-computer interaction;
Understanding and modeling human behavior.
Natural language processing is a challenging branch of modern artificial intelligence. Its applications include text analysis, machine translation, computerassisted language learning, grammar checking, and information retrieval. Our current research is mostly focused at parsing, i.e. at analysis of language sentences in order to discover dependencies between individual words.
WWW-based Ubiquitous Environment for e-Learning and High-Performance Computing
The main goal of the project is in research and development of the multi-purposed Distributed Heterogeneous Environment that can easily be adapted to the different application areas. The basic system architecture consists of the server and client parts. The server part will include developing a set of utilities allowing programming and adaptation to the user's profiles and concrete application area. It will also include a set of tools supporting visual programming and Internet computing. We are based on a concept of the Movie-Based Programming using a movie-like representation of algorithms and methods. This environment supports different types of the user's projects distinguished according to programming platforms and languages, type of a target machine, user's specialization, etc. The set of application-oriented clients can be realized as usual workstations increasing the total computational power of the system as well as end-user mobile ubiquitous devices created on the basis of embedded technologies. The e-Learning Task Management subsystem is focused on systems supporting management of exercises and tests requiring not only numerical answers but also mathematical expressions or formulas. The originality of the proposed research is in developing the special visual tool to input and verify arithmetic/logical expressions, as well as special user-oriented interface using multimedia icons and high-level program keyboards. Accordingly, the client part as an ubiquitous multimedia calculator in order to support task solution process for problems from math, physics, chemistry, etc. Modern computational technologies are making possible to calculate rather well tsunami wave propagation over the deep ocean provided that initial displacement is known. The set of tsunami scenarios includes of many pre-calculated data of possible tsunami behaviors according the epicenter coordinates, coast shape, features of media, etc. A public server client/server architecture and infrastructure is developing developed including input/output parameters of numerical tasks for remote computational facilities as well as structure of tsunami data to be stored and assembled.
M. Mozgovoy, T. Kakkonen, and G. Cosma. Automatic Student Plagiarism Detection: Future Perspectives. Journal of Educational Computing Research, 43(4):507-527, 2010.
The availability and use of computers in teaching has seen an increase in the rate of plagiarism among students because of the wide availability of electronic texts online. While computer tools that have appeared in the recent years are capable of detecting simple forms of plagiarism, such as copy-paste, a number of recent research studies devoted to evaluation and comparison of plagiarism detection tools revealed that these contain limitations in detecting complex forms of plagiarism such as extensive paraphrasing and use of technical tricks, such as replacing original characters with similar-looking characters from foreign alphabets. This article investigates limitations in automatic detection of student plagiarism and proposes ways on how these issues could be tackled in future systems by applying various natural language processing and information retrieval technologies. A classification of types of plagiarism is presented, and an analysis is provided of the most promising technologies that have the potential of dealing with the limitations of current state-of-the-art systems. Furthermore, the article concludes with a discussion on legal and ethical issues related to the use of plagiarism detection software. The article, hence, provides a "roadmap" for developing the next generation of plagiarism detection systems.
M. Mozgovoy. Extensible Dependency Grammar for Education: Ideas and Experiments. FTRA Journal of Convergence, 1(1):29-34., 2010.
Extensible dependency grammar (XDG) is a modern formalism for declaring dependency relations between lexical entries, generally used to construct natural language parsers. This work discusses how XDG can be used to build computer-assisted language learning instruments, such as a context-sensitive dictionary, a cases and prepositions learning tool, and a grammar checking module. The paper outlines several ideas currently being researched by the author and his colleagues, and some of the current experiments.
T. Kakkonen and M. Mozgovoy. Hermetic and Web Plagiarism Detection Systems for Student Essays !=an Evaluation of the State-of-the-art. Journal of Educational Computing Research, 42(2):135-159, 2010.
Plagiarism has become a serious problem in education, and several plagiarism detection systems have been developed for dealing with this problem. This study provides an empirical evaluation of eight plagiarism detection systems for student essays. We present a categorical hierarchy of the most common types of plagiarism that are encountered in student texts. Our purpose-built test set contains texts in which instances of several commonly utilized plagiaristic techniques have been embedded. While Sherlock was clearly the overall best hermetic detection system, SafeAssignment performed best in detecting web plagiarism. TurnitIn was found to be the most advanced system for detecting semi-automatic forms of plagiarism such as the substitution of Cyrillic equivalents for certain characters or the insertion of fake whitespaces. The survey indicates that none of the systems are capable of reliably detecting plagiarism from both local and Internet sources while at the same time being able to identify the technical tricks that plagiarizers use to conceal plagiarism.
M. Mozgovoy. Declaring Local Contexts of Words with Extensible Dependency Grammar. In Proceedings of the 3rd International Conference on Human-centric Computing, pages 1-5, 2010.
Extensible dependency grammar (XDG) is a modern formalism for declaring dependency relations between lexical entries, generally used to construct natural language parsers. This work shows how to use XDG to declare specific contexts of the words, thus turning XDG parser into a word sense disambiguation module or a context-sensitive bilingual dictionary. The capabilities of the proposed method are shown on the example of small English to Finnish dictionary, helpful for entry-level Finnish language learners.
M. Mozgovoy and I. Umarov. Building a Believable and Effective Agent for a 3D Boxing Simulation Game. In Proceedings of the 3rd IEEE International Conference on Computer Science and Information Technology, volume 3, pages 14-18, 2010.
This paper describes an approach used to build and optimize a practical AI solution for a 3D boxing simulation game. The two main features of the designed AI agent are believability (human-likeness of agent's behavior) and effectiveness (agent's capability to reach own goals). We show how learning by observation and case-based reasoning techniques are used to create believable behavior. Then we employ reinforcement learning to optimize agent's behavior, turning the agent into a strong opponent, acting in a commercial-level game environment. The used knowledge representation scheme supports high maintainability, important for game developers.
M. Mozgovoy and I. Umarov. Building a Believable Agent for a 3D Boxing Simulation Game. In Proceedings of the 2nd International Conference on Computer Research and Development, pages 46-50, 2010.
This paper describes an approach used to build a practical AI solution for a 3D boxing simulation game. The features of the designed AI agent are based on our deliberate concentration on believability, i.e. human-likeness of agent's behavior. We show how learning by observation and case-based reasoning techniques can be used to create an AI decision-making system for an industrial-level computer game. The chosen AI design principles support high usability and maintainability, which is important for game developers. We prove experimentally that our AI system provides both believable and effective behavior.
K. Kanev and N. Mirenkov. Ambient Assisted Living and Rehabilitation Support Engaging Semantic Surfaces. In Proceedings of the 3rd European Conference Technically Assisted Rehabilitation TAR2011, pages 1-4, CDROM, Berlin, March 2011.
This work considers problems that elderly and disabled people face in their daily activities and rehabilitation, and employs ubiquitous, context-aware systems and tangible interfaces to address them. The European Union (EU) has created a special Ambient Assisted Living (AAL) Joint Program and initiated several big research projects to tackle such problems. Our approach addresses the technological aspects of the AAL and employs innovative methods and facilities for multiple view adaptive interfaces and ambient information control, based on attaching spatial connotation to surrounding surfaces. In this way semantic surfaces for direct ambient interactions can be created and intuitive support to the elders and disabled can be provided. In the context of Technically Assisted Rehabilitation (TAR), semantic surfaces could make a difference in the treatment, rehabilitation, and consequent lifestyle of people in need and ensure their much desired self-confidence and dignity.
K. Kanev and N. Mirenkov. Satellite Cloud Computing. In Proceedings of FINA2011 held in conjunction with the 25th IEEE Int. Conf. on Advanced Information Networking and Applications (AINA 2011), pages 1-6, CDROM, Singapore, March 2011.
In this work we present a novel concept for satellite based cloud computing integrating virtualized information resources from satellites and from the Internet. We first discuss the role of satellites in the infrastructure of cloud computing. Second we focus on some practical aspects of cloud computing, considering different configurations for access to satellite channels. We follow with reporting on our experience with large satellite antennas and antenna farms at different locations in Japan. Finally we consider the impact that satellite cloud computing might have on the development of satellite information clouds as open access public resources.
N. Mirenkov, R. Yoshioka, and K. Kanev. Rapid Prototyping and 3D Kanji Sculpturing. In Proceedings of the 13th Int. Conf. on Humans and Computers HC-10, pages 203-208, Aizu-Wakamatsu, December 2010.
In this paper we present a novel concept for constructing Kanji (or Chinese characters) in three dimensions. As written or printed characters, Kanji are essentially flat, so a uniform thickness is usually applied when such character shapes are cut from different materials to produce 2.5D physical objects. Both written and cut Kanji are single view objects that are normally seen from the front.The 3D Kanji that we propose, in contrast, are constructed as multi-view objects and can be seen from multiple directions. Obviously, a well sculptured 3D Kanji character should be semantically equivalent in its multiplicity of views. To achieve that, our method for creation of 3D Kanji constructs objects that project to 2D Kanji in multiple directions.
P. Bottoni, K. Kanev, and N. Mirenkov. Distributed and Contextfocused Discussion on Augmented Documents and Objects. In International Reports on Socio-Informatics, Vol. 7, No. 1, 2010, Workshop Proceedings of the 9th Int. Conf. on the Design of Cooperative Systems, pages 298-307, Aix-en-Provence, France, May 2010.
We propose a combination of technologies for information encoding and for multimedia annotation to enrich interaction with paper documents and object labels, both in desktop and mobile settings. We argue that combining immediate access to online information from physical support with creation and retrieval of annotations, while keeping in focus the context of their creation, would increase awareness about products, processes and situations, and provide new ways of interaction based on tangible objects.
Yutaka Watanobe, Rentaro Yoshioka, and Nikolay N. Mirenkov. Embedded Clarity in Filmification of Methods. In Tools and Techniques, H. Fujita (Ed.), IOS Press, pages 70-82, Yokohama, Sep. 2010.
A multilevel approach to realize a self-explanatory representation of symbols, variables, language constructs and software components is considered. Some aspects related to the implementation of the approach within the concept of Filmification of methods are provided. In particular, super-symbols and constructs of Language of Integrated view and Language of Algorithmic interFaces of a cyber- Film programming environment are analyzed and examples of embedded-clarity support are presented.
Yutaka Watanobe, Nikolay Mirenkov, and Rentaro Yoshioka. Browsing and Editing Tool for Programming in Pictures. In Selected Topics in Applied Computer Science (Proc. of 10th WSEAS Int. Conference on Applied Computer Science), pages 242-250, Iwate, October 2010.
A tool that enables programming in pictures based on Filmification of Methods (FIM) is presented. FIM is an approach where pictures and moving pictures are used to specify and program computational algorithms. The key contribution of the tool is the integration of sub-systems for organizing a visual programming environment in which end-users can easily access, through web browsers, special libraries of software components and algorithmic characters and create their own components. Using the tool, the users are able to retrieve library components, browse and edit them, generate executable codes, execute them to observe computational results, and upload and share the components. To facilitate the processes of understanding and manipulations with components, the tool is based on a few visual languages and appropriate interfaces. In addition, the tool allows to export the programs in pictures in several formats, including Adobe Flash animations, PNG or JPEG images to create, for example, educational materials. The scalability of the library of algorithmic characters and the library of software components are also discussed.
Rentaro Yoshioka, Yutaka Watanobe, and Nikolay Mirenkov. Open set of algorithmic characters. In Selected Topics in Applied Computer Science (Proc. of 10th WSEAS Int. Conference on Applied Computer Science), pages 327-334, Iwate, October 2010.
Programming in pictures (or filmification of methods) is an approach where pictures and moving pictures are used as (super-) characters to represent algorithms. There are compound pictures to define algorithmic steps and generic pictures to define the contents of compound pictures. In this paper we focus on generic pictures by providing their overview, classification and examples. We also show how bridging the syntax-semantic gap is performed and readability and understandability of the picture-based programs are achieved. In addition, the scalability of computation behind the super-characters and the expansion of these character set are considered, too.
Takashi Imaizumi, Koichi Noda, Saphina Lawrence Mchome, and Rentaro Yoshioka. Complex Issues on Legacy Modernization in Japan: A Case Study of a System Deployed on Unisys Mainframe. In Annual International Conference on Infocomm Technologies in Competitive Strategies (ICT 2010), pages 81-86. Global Science and Technology Forum, Oct. 2010.
A legacy system is an information system that is running on outdated technology. Traditionally, Japan can be viewed as a mainframe dependent country. Since the late 1990s, modernization of legacy systems has been under serious considerations. Various approaches for modernizing legacy systems have been presented over the years. However, more than 60% of Japanese companies still possess legacy systems. In this research, the current situation of legacy modernization in Japan is investigated by analyzing actual legacy system. From this study, technical issues and also some non-technical issues have been found which hinders legacy modernization. The fundamental challenge is, managements' lack of long-term vision in maintaining software systems. This paper presents these issues with relation to our model system. Furthermore, technology is always dynamic and any system can become legacy system in the future. Thus, we also propose how organizations can prepare for future migrations through concrete software documentation and establishment of internal policies to govern management of software systems.
Takayuki Shibata, Kazuyuki Nakamura, Takanobu Sato, and Rentaro Yoshioka. A Knowledge Sharing System for Software Developers. In 5th International Conference on Software and Data Technologies (ICSOFT 2010), pages 499-503. SciTe Press, July 2010.
Knowledge sharing is a key factor for increasing productivity of programmers and also in maintaining the quality of programs in companies. However, programmers tend to resort to outside resources for solving their problems. This paper proposes a system to facilitate active sharing of program related knowledge among a group of programmers in a company. The system introduces a flexible unit to define the target knowledge, defines a set of function tags to describe its functionality from a programming point of view, and a set of project tags to describe its environmental aspects. We illustrate the rigid structure and classification of the tags and how this approach can decrease the work load of programmers in registering and retrieving knowledge along with a few examples. In addition, a simple evaluation tests have been performed with an experimental implementation of the proposed system.
S. Rajam, R. Cortez, A. Vazhenin, and S. Bhalla. Design Patterns in Enterprise Application Integration for e-Learning Arena. In The 13th International Conference on Human and Computers HC 2010, pages 81-88, University of Aizu, Japan, December 2010. In cooperation with the IEEE, The University of Aizu.
Pattern based design is an effective way to avoid an expensive process of reinventing, rediscovering and revalidating agnostic software artifacts. The Enterprise Application Integration (EAI) leverages the reusability factor of an application by applying decoupling and location transparency in the communication of the disparate applications and services. Design patterns are reusable solutions to solve recurring issues pertaining to the Functional, Non-Functional and Implementation tasks. The e- Learning is an ever growing and expanding arena. It has huge number of disparate applications and services that can be exposed over a ubiquitous media, such as the Internet, to the various kinds of end users. Therefore, the EAI is an important aspect in the e-Learning Arena in order to increase the high reusability and application decoupling factors. In this paper, we are imitating the Model-ViewController (MVC) design patterns in order to explore the other composite patterns for an efficient integration of the applications and services. The demarcation of a Functional (View) and an Implementation (Model) task can be achieved deliberately by inducing an Integrator (Controller). The Controller can be further enriched to encapsulate certain Non- Functional activities such as security, reliability, scalability, and routing of request. This enables the separation of an Integration Logic from that of a Functional Logic (Client Application) and an Implementation Logic (Service). The Controller can be viewed by using the compound design pattern of the Enterprise Service Bus (ESB). This paper discusses how the Dependency Injection pattern is used in the ESB pattern for the integration of the e- Learning applications.
R. Cortez, S. Rajam, A. Vazhenin, and S. Bhalla. E-Learning Distributed Cloud Built on MVC Design Patterns for Service Task Management. In Euro-American Conference on Telematics and Information Systems, EATIS-2010, Panama City, Panama, September 2010. In cooperatioin with IEEE, CAPAtec, Technological University of Panama.
Cloud computing is prevalently influencing the present day business trends and operations due to Cloud's enticing features, that can be measured by the ease in which the services are delivered to a range of consumer demands without changing the underlying technological implementations or the economics associated with the systems. The e-Learning arena is also not an exception to distance itself away from Cloud driven computing technology. The key point in the e-Learning environment is to process any type of diverse problem within a moderate response time across ubiquitous network channel and securely deliver the output to the authorized user on the most user-friendly interface. The bottom-line of our research is to provide a Software Development Platform enabling the clients to specify and design their task that can be hosted as a service through the Cloud which is interfaced by Web services technology. We are proposing an e-Learning enterprise Cloud based on the Model-View-Controller design patterns to expose the reusable View and Controller tiers as Distributed Cloud, each one wrapped individually in Web services. The Controller Cloud implements any task as a configurable entity, which is individually exposed as a service, and/or simultaneously uses third party Cloud services to execute the most complex problems. The loose coupling between View and Controller potentially benefits to baseline and manipulate the desired level of system's Quality of Service in terms of performance, scalability and security.
D. Vazhenin and A. Vazhenin. On-line Debugging Methods and Tools
in Movie-based Programming. In ACS'10 Proceedings of the 10th WSEAS international conference on Applied computer science, pages 418-425, Iwate, Japan, October 2010. WSEAS, WSEAS. Movie-based programming focuses on a representation of computational process similar to a movie demonstration. It is possible by correlating animation frames with solution steps. Like in conventional movie frame is representing a part of a process. Typically, one frame corresponds to logically completed part of an algorithm like one iteration of iterative method. By its nature the animation frame is an image, and the execution frame is a source code snippet, both are produced by corresponding component of a system. Both a movie and program can synchronously be generated and debugged. This allows that debugging operations can be implemented in any stage of the movie/program design. In this paper, we discuss main stages of the movie/program design and propose the new visual debugging schemes allowing to implement debugging process at all design stages. We demonstrate how some typical programming mistakes can be easily avoided or discovered/fixed by means of the movie-based programming software that integrate traditional debugging attributes such as breakpoints with multimedia formulas backtracking methods.
S. Rajam, R. Cortez, A. Vazhenin, and S. Bhalla. E-Learning Computational Cloud (eLC2): Web Services Platform to Enhance Task Collaboration. In 2010 IEEE/WIC/ACM International Conference on Web Intelligence and Intelligent Agent Technology (WI-IAT), pages 350-355, Toronto, Canada, September 2010. IEEE, ACM,, IEEE.
A significant proportion of e-Learning services are delivered through Cloud Computing. These use Web services as an interface integrator to support communication across heterogeneous platforms over internet protocols. Similarly, a high level of task collaboration is needed to form an e-Learning community. Therefore, we propose an e-Learning Computational Cloud (eLC2) based on the Model-ViewController design patterns paradigm. The reusable task objects collaborate in a Model that is wrapped inside the reconfigurable Controller which transforms the request/response parameters of the end user View to that of the Model. The eLC2 offers software development platform for e-Learning Task Management. The main deliverable of eLC2 is a Task as a Service which is decoupled from View as well as user session maintenance. It is directly exposed to external the e-Learning Cloud for scalability.
S. Rajam, R. Cortez, A. Vazhenin, and S. Bhalla. Enterprise Service Bus dependency injection on MVC design patterns. In TENCON 2010 - 2010 IEEE Region 10 Conference, pages 1015-1020, Fukuoka, Japan, November 2010. IEEE, The IEEE Region 10.
Paper deals with the design issues of an e-Learning Computational System based on a Task Management Model. One of the main components of the proposed eLearning Computational Cloud is the Controller acting as an Enterprise Service Bus (ESB) for absolute Model abstraction from outside references. Simultaneously, View is completely decoupled from Model and ultimate privacy and security is achieved for the business data objects. This ESB bolstered with the Dependency Injection Pattern has reinforced protocol and message transformation, service loose coupling, global service contract, service implementation autonomy, service reusability, service modularity, statelessness and dynamic discoverability of the services. The ESB uses service virtualization that archives the services together as a single deployable unit which is managed by the Orchestration Engine as a central console. This allows the user to customize e-Learning Platforms by sourcing a diverse range of e-Learning services.
Rentaro Yoshioka, Yutaka Watanobe, Nikolay Mirenkov, Shigeaki Tsunoyama, and Hiroshi Endo. Towards Reliable Software Transparent for People Understanding. In 2011 Annual Meeting of the Atomic Energy Society of Japan, page 428, Fukui, Mar. 2011. Atomic Energy Society of Japan, AESJ.
N. Mirenkov. Ministry of Education Scientific Research Fund, 20092010.
R. Yoshioka. Grant-in-Aid for Scientific Research, Japanese Ministry of Education, Culture, Sports, Science and Technology, 2009-2011.
R. Yoshioka. Research and development of self-explanatory programming language for nuclear energy safety analysis , Japanese Nuclear Energy Safety, 2010-2011.
R. Yoshioka. Transformation of a computational analysis program into CyberFilm format, Mitsubishi Research Institute, 2010.
A. Vazhenin. Grant-in-Aid for Scientific Research: 21500948, Japanese Ministry of Education, Culture, Sports, Science and Technology, 2009-2011.
Nikolay Mirenkov, 2010.
Member of ACM and IEEE
Nikolay Mirenkov, 2010.
Member of the Program Committee, International Conference on Parallel and Distributed Computing (AICCSA-10)
Nikolay Mirenkov, September 2010.
Member of the Program Committee of the 9th International Conference on New Software Methodologies, Tools, and Techniques (SoMET-10)
Nikolay Mirenkov, March 2010.
Member of the Program Committee, Multimedia and Social Networking (AINA 2011)
Nikolay Mirenkov, 2010.
Member, the IFIP Working Group 10.3 (Concurrent Systems)
Nikolay Mirenkov, 2010.
Associate Editor, the Tamkang Journal of Science and Engineering, International Journal
A. Vazhenin, 2010.
Reviewer of the International Journal: The International Journal of Computers and Applications, ACTA Press
A. Vazhenin, 2010.
Accociate Editor of the International Journal: International Journal of Distance Education Technologies, AU Press
A. Vazhenin, 2010.
Reviewer of the International Journal: PARCO, Elcevier
A. Vazhenin, 2010.
Co-Chair of the Program Committee, The 13th International Conference on Humans and Computers, HC-2010
A. Vazhenin, 2010. Member of IEEE, ACM and IEICE
N. Mirenkov and T. Hirotomi. A method to generate 3D forms, PAT. NO. 4675042 Japan, February 2011.
N. Mirenkov and T. Hirotomi. A method and a system for the interface development, PAT. NO. 4546125 Japan, July 2010.
N. Mirenkov and R. Yoshioka. 3D Kanji shapes, PAT. NO. 14073711407379 Japan, January 2011.
N. Mirenkov and R. Yoshioka. 3D Kanji shapes, PAT. NO. 14102041410212 Japan, February 2011.
R. Yoshioka. Design Patent Registered PAT.NO. 1407371, 1407372, 1407373, 1407374, 1407375, 1407376, 1407377, 1407378, 1407379, 1410204, 1410205, 1410206, 1410207, 1410208, 1410209, 1410210,1 410211, 1410212, Mar. 2011.
Kasumi Takeshige. Graduation Thesis: A Language of Embedded Clarity Support, School of Computer Science and Engineering, March 2011.
Thesis Adviser: Nikolay Mirenkov
Ami Yamaguchi. Graduation Thesis: Developing a Dictionary of Semantic Music Words, School of Computer Science and Engineering, March 2011.
Thesis Adviser: Nikolay Mirenkov
Hirotsugu Sekine. Graduation Thesis: New 3D Kanji Sculpturing and Rapid Prototyping, School of Computer Science and Engineering, March 2011.
Thesis Adviser: Nikolay Mirenkov
Koichi Noda. Software Development Arena: Legacy Migration, Graduate School of Computer Science and Engineering, March 2011.
Thesis Adviser: R. Yoshioka
Takashi Imaizumi. Software Development Arena: Legacy Migration, Graduate School of Computer Science and Engineering, March 2011.
Thesis Adviser: R. Yoshioka
Yukie Inada. Graduation Thesis: Usage of 3DKanji to Promote Casual Learning of Regional Culture, School of Computer Science and Engineering, March 2011.
Thesis Adviser: R. Yoshioka
Noritaka Tan. Graduation Thesis: Proposal of an Electronic Repository to Support University Operations, School of Computer Science and Engineering, M 2011.
Thesis Adviser: R. Yoshioka
Atsushi Suzuki. Graduation Thesis: Specification Method and Template Programs for File I/O Operations in CyberFilm, School of Computer Science and Engineering, March 2011.
Thesis Adviser: R. Yoshioka
Ayaka Takai. Graduation Thesis: Algorithm for Editing CT Images to Simulate Change of Body Shape After Visceral Fat Reduction, School of Computer Science and Engineering, March 2011.
Thesis Adviser: R. Yoshioka
Hiroki Tamaru. Graduation Thesis: Method to Manage Program Execution Through I/O Data Patterns, School of Computer Science and Engineering, March 2011.
Thesis Adviser: R. Yoshioka
Hidenori Yatsu. Graduation Thesis: Task Preparation Tools in eLearning arena, School of Computer Science and Engineering, March 2011.
Thesis Adviser: A. Vazhenin
Sho Morimoto. Graduation Thesis: Movie-based Representation of LU decomposition, School of Computer Science and Engineering, March 2011.
Thesis Adviser: A. Vazhenin
Takumi Yaginuma. Graduation Thesis: Verification Engine in Elearning Environment, School of Computer Science and Engineering, March 2011.
Thesis Adviser: A. Vazhenin
Ryo Odagiri. Graduation Thesis: Problem Editor Environment in eLC2, School of Computer Science and Engineering, March 2011.
Thesis Adviser: A. Vazhenin
Keisuke Yabuki. Graduation Thesis: e-Learning Student Workplace, School of Computer Science and Engineering, March 2011.
Thesis Adviser: A. Vazhenin
Yoshinori Morita. Graduation Thesis: Movie-based Image Filtration Algorithms, School of Computer Science and Engineering, March 2011.
Thesis Adviser: A. Vazhenin