Search results for: Interactive Computer Multimedia on Basic Japanese Vocabulary
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 2773

Search results for: Interactive Computer Multimedia on Basic Japanese Vocabulary

2743 Estimating Correlation Dimension on Japanese Candlestick, Application to FOREX Time Series

Authors: S. Mahmoodzadeh, J. Shahrabi, M. A. Torkamani, J. Sabaghzadeh Ghomi

Abstract:

Recognizing behavioral patterns of financial markets is essential for traders. Japanese candlestick chart is a common tool to visualize and analyze such patterns in an economic time series. Since the world was introduced to Japanese candlestick charting, traders saw how combining this tool with intelligent technical approaches creates a powerful formula for the savvy investors. This paper propose a generalization to box counting method of Grassberger-Procaccia, which is based on computing the correlation dimension of Japanese candlesticks instead commonly used 'close' points. The results of this method applied on several foreign exchange rates vs. IRR (Iranian Rial). Satisfactorily show lower chaotic dimension of Japanese candlesticks series than regular Grassberger-Procaccia method applied merely on close points of these same candles. This means there is some valuable information inside candlesticks.

Keywords: Chaos, Japanese candlestick, generalized box counting, strange attractor.

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2742 A Review on Terrestrial Multimedia Communication using OFDM Technology

Authors: Shweta Shah, Upena Dalal

Abstract:

The development of wireless communication technologies has changed our living style in global level. After the international success of mobile telephony standards, the location and time independent voice connection has become a default method in daily telecommunications. As for today, highly advanced multimedia messaging plays a key role in value added service handling. Along with evolving data services, the need for more complex applications can be seen, including the mobile usage of broadcast technologies. Here performance of a system design for terrestrial multimedia content is examined with emphasis on mobile reception. This review paper has accommodated the understanding of physical layer role and the flavour of terrestrial channel effects on the terrestrial multimedia transmission using OFDM keeping DVB-H as benchmark standard.

Keywords: Digital Video Broadcast-Handhelds, Multimedia, OFDM, Physical Layer

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2741 User Survey on Food and Drinks in Japanese Public Libraries

Authors: Marika Kawamoto, Keita Tsuji

Abstract:

Several decades ago, food and drinks were disallowed in most Japanese libraries. However, as discussions of “Library as a Place” have increased in recent years, the number of public and university libraries that have relaxed their policies to allow food and drinks have been increasing. This study focused on the opinions of library users on allowing food and drinks in public libraries and conducted a questionnaire survey among users of nine Japanese libraries. The results indicated that many users favored allowing food and drinks in libraries. Furthermore, it was found that users tend to frequently visit and stay longer in libraries where food and drinks are allowed.

Keywords: Food and drinks, Japanese libraries, opinions of users, public libraries.

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2740 Open Educational Resource in Online Mathematics Learning

Authors: Haohao Wang

Abstract:

Technology, multimedia in Open Educational Resources, can contribute positively to student performance in an online instructional environment. Student performance data of past four years were obtained from an online course entitled Applied Calculus (MA139). This paper examined the data to determine whether multimedia (independent variable) had any impact on student performance (dependent variable) in online math learning, and how students felt about the value of the technology. Two groups of student data were analyzed, group 1 (control) from the online applied calculus course that did not use multimedia instructional materials, and group 2 (treatment) of the same online applied calculus course that used multimedia instructional materials. For the MA139 class, results indicate a statistically significant difference (p = .001) between the two groups, where group 1 had a final score mean of 56.36 (out of 100), group 2 of 70.68. Additionally, student testimonials were discussed in which students shared their experience in learning applied calculus online with multimedia instructional materials.

Keywords: Online learning, Open Educational Resources, Multimedia, Technology.

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2739 Extending the Conceptual Neighborhood Graph of the Relations for the Semantic Adaptation of Multimedia Documents

Authors: Azze-Eddine Maredj, Nourredine Tonkin

Abstract:

The recent developments in computing and communication technology permit to users to access multimedia documents with variety of devices (PCs, PDAs, mobile phones...) having heterogeneous capabilities. This diversification of supports has trained the need to adapt multimedia documents according to their execution contexts. A semantic framework for multimedia document adaptation based on the conceptual neighborhood graphs was proposed. In this framework, adapting consists on finding another specification that satisfies the target constraints and which is as close as possible from the initial document. In this paper, we propose a new way of building the conceptual neighborhood graphs to best preserve the proximity between the adapted and the original documents and to deal with more elaborated relations models by integrating the relations relaxation graphs that permit to handle the delays and the distances defined within the relations.

Keywords: Conceptual Neighborhood Graph, Relaxation Graphs, Relations with Delays, Semantic Adaptation of Multimedia Documents.

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2738 Different Multimedia Presentation Types and Students' Interpretation Achievement

Authors: Cenk Akbiyik, Gonul Altin Akbiyik

Abstract:

The main purpose of the study was to determine whether students- interpretation achievement differed with the use of various multimedia presentation types. Four groups of students, text only (T), audio only (A), text and audio (TA), text and image (TI), were arranged and they were presented the same story via different types of multimedia presentations. Inference achievement was measured by a critical thinking inference test. Higher mean scores for the TA group compared to the other three groups were found. Also when compared pairwise, interpretation achievement of the TA group differed significantly from scores of the T and TI groups. These differences were interpreted with the increased cognitive load. Increased cognitive load for the TA group may have invited students to put more effort into comprehending the text, thus resulting in better test scores. Findings of the study can be seen as a sign of the importance of learning situations and learning outcomes in multimedia-supported learning environments and may have practical benefits for instructional designers.

Keywords: Multimedia, cognitive multimedia, dual coding, cognitive load, critical thinking.

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2737 SIP-Based QoS Management Architecture for IP Multimedia Subsystems over IP Access Networks

Authors: Umber Iqbal, Shaleeza Sohail, Muhammad Younas Javed

Abstract:

True integration of multimedia services over wired or wireless networks increase the productivity and effectiveness in today-s networks. IP Multimedia Subsystems are Next Generation Network architecture to provide the multimedia services over fixed or mobile networks. This paper proposes an extended SIP-based QoS Management architecture for IMS services over underlying IP access networks. To guarantee the end-to-end QoS for IMS services in interconnection backbone, SIP based proxy Modules are introduced to support the QoS provisioning and to reduce the handoff disruption time over IP access networks. In our approach these SIP Modules implement the combination of Diffserv and MPLS QoS mechanisms to assure the guaranteed QoS for real-time multimedia services. To guarantee QoS over access networks, SIP Modules make QoS resource reservations in advance to provide best QoS to IMS users over heterogeneous networks. To obtain more reliable multimedia services, our approach allows the use of SCTP protocol over SIP instead of UDP due to its multi-streaming feature. This architecture enables QoS provisioning for IMS roaming users to differentiate IMS network from other common IP networks for transmission of realtime multimedia services. To validate our approach simulation models are developed on short scale basis. The results show that our approach yields comparable performance for efficient delivery of IMS services over heterogeneous IP access networks.

Keywords: SIP-Based QoS Management Architecture, IPMultimedia Subsystems, IP Access Networks

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2736 Educational and Technological Perspectives in Doraemon - Hope and Dreams in Doraemon’s Gadgets

Authors: Miho Tsukamoto

Abstract:

A Japanese manga character, Doraemon, was made by Fujiko F. Fujio in 1969, was made into animation in 1973. The main character, Doraemon, is a robot cat, and is a well-known Japanese animated character. However, Doraemon is not only regarded as an animation character but it is also used in educational and technological programs in Japan. This paper focuses on the background of Doraemon, educational and technological perspectives on Doraemon, and comparison of the original Japanese animation and the US remade version, and the animator Fujiko’s dreams and hopes for Doraemon will be examined. Since Doraemon has been exported as animation and manga to overseas, perspectives toward Doraemon have changed. For example, changes of stories and characters can been seen in the present Doraemon animation. Not only the overseas TV productions which broadcast Doraemon but also the Japanese production has to consider violence, sexuality, etc. when editing episodes. Because of representation of cultural differences, Japanese animation is thought to contain more violence, discrimination, and sexuality in animation. With responses from overseas, the Japanese production was cautious about the US remade version. They cared about the US Broadcast Standard, and tried to consider US customs and culture in the US remade version. Seeing the difference, acculturation is necessary for exports of animation overseas. Moreover, observing different aspects of Doraemon domestically, Doraemon provides dreams and hopes to children.

Keywords: Animation, Change, Doraemon, Gadgets, Manga, Technology.

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2735 Morphemic Analysis Awareness: Impact on ESL Students’ Vocabulary Learning Strategy

Authors: Chandrakala Varatharajoo, Adelina Binti Asmawi, Nabeel Abdallah Mohammad Abedalaziz

Abstract:

The research explored the effect of morphemic analysis awareness on ESL secondary school students’ vocabulary acquisition. The quasi-experimental study was conducted with 100 ESL secondary school students in two experimental groups (inflectional and derivational) and one control group. The students’ vocabulary acquisition was assessed through two measures: Morph-Analysis Test and Morph-Vocabulary Test in the pretest and posttest before and after an intervention programme. Results of ANCOVA revealed that both the experimental groups achieved a significant score in Morph- Analysis Test and Vocabulary-Morphemic Test. However, the inflectional group obtained a fairly higher score than the derivational group. Thus, the findings of the research are discussed in two main areas. First, individual instructions of two types of morphemic awareness have contributed significant results on inflectional and derivational awareness among the ESL secondary school students. Nevertheless, derivational morphology achieved a significant but relatively smaller amount of effect on secondary school students’ morphological awareness compared to inflectional morphology in this research. Second finding showed that the awareness of inflectional and derivational morphology was found significantly related to vocabulary achievement of ESL secondary school students. Nevertheless, inflectional morphemic awareness had higher significant effect on ESL secondary school students’ vocabulary acquisition. Despite these findings, the study implies that morphemic analysis awareness can serve as an alternative strategy for ESL secondary school students in acquiring English vocabulary.

Keywords: Morphemic analysis, vocabulary, ESL students.

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2734 Implementation of Interactive Computer Aided Instruction in Learning of Javanese Traditional Classic Dance

Authors: Petrus Sutyasadi, Theresia Suharti

Abstract:

Traditional Javanese classic dance is a valuable inheritance in Java Indonesia. Nowadays, this treasure of culture is no longer belonging to Javanese people only. Many art departments from universities around the world already put this as a subject in their curriculum. Nonetheless, dance is a practical skill. It needs to be practices so often while accompanied by an instructor to get the right technique. An interactive Computer Aided Instruction (iCAI) that can interactively assist the student to practice is developed. By using this software students can conduct a self practice in studio and get some feedbacks from the software. This CAI is not intended to replace the instructor, but to assist them in increasing the student fly-time in practice.

Keywords: Computer Aided Instruction, Javanese classic dance, Accelerometer.

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2733 Human Interactive E-learning Systems using Head Posture Images

Authors: Yucel Ugurlu

Abstract:

This paper explains a novel approach to human interactive e-learning systems using head posture images. Students- face and hair information are used to identify a human presence and estimate the gaze direction. We then define the human-computer interaction level and test the definition using ten students and seventy different posture images. The experimental results show that head posture images provide adequate information for increasing human-computer interaction in e-learning systems.

Keywords: E-learning, image segmentation, human-presence, gaze-direction, human-computer interaction, LabVIEW

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2732 An Interactive 3D Experience for the Creation of Personalized Styling

Authors: Dawei Lin

Abstract:

This research proposes an Interactive 3D Experience to enhance customer value in the fantasy era. As products reach maturity, they become more similar in the range of functions that they provide. This leads to competition via reduced retail price and ultimately reduced profitability. A competitive design method is therefore needed that can produce higher value products. An Enhanced Value Experience has been identified that can assist designers to provide quality products and to give them a unique positioning. On the basis of this value opportunity, the method of Interactive 3D Experience has been formulated and applied to the domain of retail furniture. Through this, customers can create their own personalized styling via the interactive 3D platform.

Keywords: Interactive 3D experience, enhanced valueexperience, value opportunity, personalized styling.

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2731 Enhancing Visual Basic GUI Applications using VRML Scenes

Authors: Bala Dhandayuthapani Veerasamy

Abstract:

Rapid Application Development (RAD) enables ever expanding needs for speedy development of computer application programs that are sophisticated, reliable, and full-featured. Visual Basic was the first RAD tool for the Windows operating system, and too many people say still it is the best. To provide very good attraction in visual basic 6 applications, this paper directing to use VRML scenes over the visual basic environment.

Keywords: Cortona Control, Interpolator, Route, Sensor, VisualBasic, VRML

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2730 Correlation between Meaning in Life and Academic Performance in Japanese College Students

Authors: Jihyun Park

Abstract:

This research suggests that meaning in life or Ikigai can be associated with better academic performances in Japanese college students. To measure meaning in life in Japanese college students, the Ikigai questionnaire and the Meaning in Life Questionnaire (MLQ) are both used, and the survey was collected using Microsoft Teams Forms for a total of 80 Japanese college students. The data revealed that students who have a higher than a 3.0 grade point average (GPA) showed the highest score in both the Ikigai and MLQ. The participants with between a 2.0 and a 3.0 GPA reported lower scores in both MLQ and Ikigai than the previous participants. The group of students who have lower than a 2.0 GPA had the lowest scores for MLQ and Ikigai. This result can indicate that implementing meaning in life or Ikigai to early college students can bring about better academic performance, which also can improve students’ college life better as well.

Keywords: College students’ academic performance, Ikigai, meaning in life, purpose of life.

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2729 Routing in Mobile Wireless Networks for Realtime Multimedia Applications- Reuse of Virtual Circuits

Authors: A.Khaja Kamaluddin, B.Muhammed Yousoof

Abstract:

Routing places an important role in determining the quality of service in wireless networks. The routing methods adopted in wireless networks have many drawbacks. This paper aims to review the current routing methods used in wireless networks. This paper proposes an innovative solution to overcome the problems in routing. This solution is aimed at improving the Quality of Service. This solution is different from others as it involves the resuage of the part of the virtual circuits. This improvement in quality of service is important especially in propagation of multimedia applications like video, animations etc. So it is the dire need to propose a new solution to improve the quality of service in ATM wireless networks for multimedia applications especially during this era of multimedia based applications.

Keywords: Packet buffering, Routing Table, Virtual Circuits (VC)

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2728 I2Navi: An Indoor Interactive NFC Navigation System for Android Smartphones

Authors: Jing Hang Choo, Soon Nyean Cheong, Yee Lien Lee, Sze Hou Teh

Abstract:

The advancement of smartphones, wireless networking and Near Field Communication (NFC) technology have opened up a new approach to indoor navigation. Although NFC technology has been used to support electronic commerce, access control, and ticketing, there is a lack of research work on building NFC-based indoor navigation system for smartphone users. This paper presents an indoor interactive navigation system (named I2Navi) based on NFC technology for users to navigate within a building with ease using their smartphones. The I2Navi system has been implemented at the Faculty of Engineering (FOE), Multimedia University (MMU) to enable students, parents, visitors who own NFC-enabled Android smartphones to navigate themselves within the faculty. An evaluation is carried out and the results show positive response to the proposed indoor navigation system using NFC and smartphone technologies.

Keywords: Near Field Communication, indoor navigation system, smartphones.

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2727 Morphemic Analysis Awareness: A Boon or Bane on ESL Students’ Vocabulary Learning Strategy

Authors: Chandrakala Varatharajoo, Adelina Binti Asmawi, Nabeel Abdallah Mohammad Abedalaziz

Abstract:

This study investigated the impact of inflectional and derivational morphemic analysis awareness on ESL secondary school students’ vocabulary learning strategy. The quasi-experimental study was conducted with 106 low proficiency secondary school students in two experimental groups (inflectional and derivational) and one control group. The students’ vocabulary acquisition was assessed through two measures: Morphemic Analysis Test and Vocabulary- Morphemic Test in the pretest and posttest before and after an intervention programme. Results of ANCOVA revealed that both the experimental groups achieved a significant score in Morphemic Analysis Test and Vocabulary-Morphemic Test. However, the inflectional group obtained a fairly higher score than the derivational group. Thus, the results indicated that ESL low proficiency secondary school students performed better on inflectional morphemic awareness as compared to derivatives. The results also showed that the awareness of inflectional morphology contributed more on the vocabulary acquisition. Importantly, learning inflectional morphology can help ESL low proficiency secondary school students to develop both morphemic awareness and vocabulary gain. Theoretically, these findings show that not all morphemes are equally useful to students for their language development. Practically, these findings indicate that morphological instruction should at least be included in remediation and instructional efforts with struggling learners across all grade levels, allowing them to focus on meaning within the word before they attempt the text in large for better comprehension. Also, by methodologically, by conducting individualized intervention and assessment this study provided fresh empirical evidence to support the existing literature on morphemic analysis awareness and vocabulary learning strategy. Thus, a major pedagogical implication of the study is that morphemic analysis awareness strategy is a definite boon for ESL secondary school students in learning English vocabulary.

Keywords: ESL, instruction, morphemic analysis, vocabulary.

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2726 Case Study: Linking Career Education to University Education in Japan

Authors: Kumiko Inagaki

Abstract:

Japanese society is experiencing an aging population and declining birth rate along with the popularization of higher education, spread of economic globalization, rapid progress in technical innovation, changes in employment conditions, and emergence of a knowledge-based society. Against this background, interest in career education at Japanese universities has increased in recent years. This paper describes how the government has implemented career education policies in Japan, and introduces the cases of two universities that have successfully linked career education to university education in Japan.

Keywords: Career Education, Employability, Higher Education, Japanese University, University Education.

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2725 Field Investigation on Modification of Japanese Cedar Pollen Allergen in Urban Air-Polluted Area

Authors: Qingyue Wang, Jun Morita, Shinichi Nakamura, Di Wu, Xiumin Gong, Miho Suzuki, Makoto Miwa, Daisuke Nakajima

Abstract:

Cry j 1 is a causative substance of Japanese cedar pollinosis, and it may deteriorate by Cry j 1 invasion to a lower respiratory tract. We observed airborne particles containing Cry j 1 by an immunofluorescence technique using a fluorescence microscope, and we clarified that Cry j 1 exist as aggregates of airborne fine particles (< 1.1 μm) in the urban atmosphere. Airborne Cry j 1 may react with air pollutants and be denature to a substance deteriorated Japanese cedar pollinosis. Therefore, we applied a sodium dodecyl sulfate-polyacrylamide gel electrophoresis (SDS-PAGE) to evaluate a Cry j 1 reacted with various air pollutants by liquid phase reaction, and calculated kinetics constants of Cry j 1 extracted from pollens collected in various sites and airborne fine particles containing Cry j 1 by using a surface plasmon resonance (SPR) method. As a result, it is suggested that Cry j 1 may be denatured by air pollutants during the transportation to the urban atmosphere.

Keywords: Cry j 1, Japanese cedar pollinosis, SDS-PAGE, SPR

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2724 Experimenting the Influence of Input Modality on Involvement Load Hypothesis

Authors: Mohammad Hassanzadeh

Abstract:

As far as incidental vocabulary learning is concerned, the basic contention of the Involvement Load Hypothesis (ILH) is that retention of unfamiliar words is, generally, conditional upon the degree of involvement in processing them. This study examined input modality and incidental vocabulary uptake in a task-induced setting whereby three variously loaded task types (marginal glosses, fill-in-task, and sentence-writing) were alternately assigned to one group of students at Allameh Tabataba’i University (n=2l) during six classroom sessions. While one round of exposure was comprised of the audiovisual medium (TV talk shows), the second round consisted of textual materials with approximately similar subject matter (reading texts). In both conditions, however, the tasks were equivalent to one another. Taken together, the study pursued the dual objectives of establishing a litmus test for the ILH and its proposed values of ‘need’, ‘search’ and ‘evaluation’ in the first place. Secondly, it sought to bring to light the superiority issue of exposure to audiovisual input versus the written input as far as the incorporation of tasks is concerned. At the end of each treatment session, a vocabulary active recall test was administered to measure their incidental gains. Running a one-way analysis of variance revealed that the audiovisual intervention yielded higher gains than the written version even when differing tasks were included. Meanwhile, task 'three' (sentence-writing) turned out the most efficient in tapping learners' active recall of the target vocabulary items. In addition to shedding light on the superiority of audiovisual input over the written input when circumstances are relatively held constant, this study for the most part, did support the underlying tenets of ILH.

Keywords: Evaluation, incidental vocabulary learning, input mode, involvement load hypothesis, need, search.

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2723 Idealization of Licca-chan and Barbie: Comparison of Two Dolls across the Pacific

Authors: Miho Tsukamoto

Abstract:

Since the initial creation of the Barbie doll in 1959, it became a symbol of US society. Likewise, the Licca-chan, a Japanese doll created in 1967, also became a Japanese symbolic doll of Japanese society. Prior to the introduction of Licca-chan, Barbie was already marketed in Japan but their sales were dismal. Licca-chan (an actual name: Kayama Licca) is a plastic doll with a variety of sizes ranging from 21.0 cm to 29.0 cm which many Japanese girls dream of having. For over 35 years, the manufacturer, Takara Co., Ltd. has sold over 48 million dolls and has produced doll houses, accessories, clothes, and Licca-chan video games for the Nintendo DS. Many First-generation Licca-chan consumers still are enamored with Licca-chan, and go to Licca-chan House, in an amusement park with their daughters. These people are called Licca-chan maniacs, as they enjoy touring the Licca-chan’s factory in Tohoku or purchase various Licca-chan accessories. After the successful launch of Licca-chan into the Japanese market, a mixed-like doll from the US and Japan, a doll, JeNny, was later sold in the same Japanese market by Takara Co., Ltd. in 1982. Comparison of these cultural iconic dolls, Barbie and Licca-chan, are analyzed in this paper. In fact, these dolls have concepts of girls’ dreams. By using concepts of mythology of Jean Baudrillard, these dolls can be represented idealized images of figures in the products for consumers, but at the same time, consumers can see products with different perspectives, which can cause controversy.

Keywords: Barbie, Dolls, JeNny, Idealization, Licca-chan.

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2722 Functioning of Turkic Elements in Modern Hindi

Authors: B. S. Bokuleva, R. A. Avakova, A. A. Sultangubieva, U. Schamiloglu

Abstract:

It is discussed about modern usage of adopted words and their vocabularies, Turkism usage fields, phonetic, grammatical and lexis-semantic assimilation of the typological-morphological structures of entering to different Hindi languages in comparative typological aspects in this scientific article. The lexis vocabulary is rich, the prevalence area is wide and it has researched the entering process of vocabulary into the great languages of Turkic elements from the speakers- numbers. The research work has worked on the base of Hindi vocabulary.

Keywords: Adopted words, language communications, Turkism, Turkic languages.

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2721 Absence of Developmental Change in Epenthetic Vowel Duration in Japanese Speakers’ English

Authors: Takayuki Konishi, Kakeru Yazawa, Mariko Kondo

Abstract:

This study examines developmental change in the production of epenthetic vowels by Japanese learners of English in relation to acquisition of L2 English speech rhythm. Seventy-two Japanese learners of English in the J-AESOP corpus were divided into lower- and higher-level learners according to their proficiency score and the frequency of vowel epenthesis. Three learners were excluded because no vowel epenthesis was observed in their utterances. The analysis of their read English speech data showed no statistical difference between lower- and higher-level learners, implying the absence of any developmental change in durations of epenthetic vowels. This result, together with the findings of previous studies, will be discussed in relation to the transfer of L1 phonology and manifestation of L2 English rhythm.

Keywords: Vowel epenthesis, Japanese learners of English, L2 speech corpus, speech rhythm.

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2720 ARMrayan Multimedia Mobile CMS: a Simplified Approach towards Content-Oriented Mobile Application Designing

Authors: Ali Reza Manashty, Mohammad Reza Ahmadzadeh Raji, Zahra Forootan Jahromi, Amir Rajabzadeh

Abstract:

The ARMrayan Multimedia Mobile CMS (Content Management System) is the first mobile CMS that gives the opportunity to users for creating multimedia J2ME mobile applications with their desired content, design and logo; simply, without any need for writing even a line of code. The low-level programming and compatibility problems of the J2ME, along with UI designing difficulties, makes it hard for most people –even programmers- to broadcast their content to the widespread mobile phones used by nearly all people. This system provides user-friendly, PC-based tools for creating a tree index of pages and inserting multiple multimedia contents (e.g. sound, video and picture) in each page for creating a J2ME mobile application. The output is a standalone Java mobile application that has a user interface, shows texts and pictures and plays music and videos regardless of the type of devices used as long as the devices support the J2ME platform. Bitmap fonts have also been used thus Middle Eastern languages can be easily supported on all mobile phone devices. We omitted programming concepts for users in order to simplify multimedia content-oriented mobile applictaion designing for use in educational, cultural or marketing centers. Ordinary operators can now create a variety of multimedia mobile applications such as tutorials, catalogues, books, and guides in minutes rather than months. Simplicity and power has been the goal of this CMS. In this paper, we present the software engineered-designed concepts of the ARMrayan MCMS along with the implementation challenges faces and solutions adapted.

Keywords: Mobile CMS, MCMS, Mobile Content Builder, J2ME Application, Multimedia Mobile Application, MultimediaCMS, Multimedia Mobile CMS, Content Management System.

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2719 Management of Multimedia Contents for Distributed e-Learning System

Authors: Kazunari Meguro, Daisuke Yamamoto, Shinichi Motomura, Toshihiko Sasama, Takao Kawamura, Kazunori Sugahara

Abstract:

We have developed a distributed asynchronous Web based training system. In order to improve the scalability and robustness of this system, all contents and functions are realized on mobile agents. These agents are distributed to computers, and they can use a Peer to Peer network that modified Content-Addressable Network. In the proposed system, only text data can be included in a exercise. To make our proposed system more useful, the mechanism that it not only adapts to multimedia data but also it doesn-t influence the user-s learning even if the size of exercise becomes large is necessary.

Keywords: e-Learning, multimedia, Mobile Agent.

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2718 Inferring Hierarchical Pronunciation Rules from a Phonetic Dictionary

Authors: Erika Pigliapoco, Valerio Freschi, Alessandro Bogliolo

Abstract:

This work presents a new phonetic transcription system based on a tree of hierarchical pronunciation rules expressed as context-specific grapheme-phoneme correspondences. The tree is automatically inferred from a phonetic dictionary by incrementally analyzing deeper context levels, eventually representing a minimum set of exhaustive rules that pronounce without errors all the words in the training dictionary and that can be applied to out-of-vocabulary words. The proposed approach improves upon existing rule-tree-based techniques in that it makes use of graphemes, rather than letters, as elementary orthographic units. A new linear algorithm for the segmentation of a word in graphemes is introduced to enable outof- vocabulary grapheme-based phonetic transcription. Exhaustive rule trees provide a canonical representation of the pronunciation rules of a language that can be used not only to pronounce out-of-vocabulary words, but also to analyze and compare the pronunciation rules inferred from different dictionaries. The proposed approach has been implemented in C and tested on Oxford British English and Basic English. Experimental results show that grapheme-based rule trees represent phonetically sound rules and provide better performance than letter-based rule trees.

Keywords: Automatic phonetic transcription, pronunciation rules, hierarchical tree inference.

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2717 Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

Authors: Tan Kian Lam, Abdullah Zawawi bin Haji Talib, Mohd. Azam Osman

Abstract:

This paper describes a method of modeling to model shadow play puppet using sophisticated computer graphics techniques available in OpenGL in order to allow interactive play in real-time environment as well as producing realistic animation. This paper proposes a novel real-time method is proposed for modeling of puppet and its shadow image that allows interactive play of virtual shadow play using texture mapping and blending techniques. Special effects such as lighting and blurring effects for virtual shadow play environment are also developed. Moreover, the use of geometric transformations and hierarchical modeling facilitates interaction among the different parts of the puppet during animation. Based on the experiments and the survey that were carried out, the respondents involved are very satisfied with the outcomes of these techniques.

Keywords: Animation, blending, hierarchical modeling, interactive play, real-time, shadow play, visual simulation.

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2716 NEAR: Visualizing Information Relations in Multimedia Repository A•VI•RE

Authors: Qian, C. Z., Chen, V. Y., R. F. Woodbury

Abstract:

This paper describes the NEAR (Navigating Exhibitions, Annotations and Resources) panel, a novel interactive visualization technique designed to help people navigate and interpret groups of resources, exhibitions and annotations by revealing hidden relations such as similarities and references. NEAR is implemented on A•VI•RE, an extended online information repository. A•VI•RE supports a semi-structured collection of exhibitions containing various resources and annotations. Users are encouraged to contribute, share, annotate and interpret resources in the system by building their own exhibitions and annotations. However, it is hard to navigate smoothly and efficiently in A•VI•RE because of its high capacity and complexity. We present a visual panel that implements new navigation and communication approaches that support discovery of implied relations. By quickly scanning and interacting with NEAR, users can see not only implied relations but also potential connections among different data elements. NEAR was tested by several users in the A•VI•RE system and shown to be a supportive navigation tool. In the paper, we further analyze the design, report the evaluation and consider its usage in other applications.

Keywords: measure similarity, trace reference, inherentrelation, information visualization, online multimedia repository

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2715 Evaluation of Japanese Kyoto Park in Terms of User Satisfaction

Authors: Ruhugül Özge Gemici

Abstract:

The need for open space, which is an important problem especially since the 19th century, has become more important in today's conditions. The most important factor in increasing the livability of cities is the open and green areas. Parks are the most important of the urban open and green space elements that provide the most benefit to users. In this context, the user satisfaction of the Japanese Kyoto Park, which is the subject of the research, was evaluated in the light of the questionnaires. With this analysis, the satisfaction level of the user using the park was determined. Suggestions have been developed for the park to be handled and regulated according to the user requests and requirements changing over time.

Keywords: Japanese park, landscape, landscape design, open and green areas.

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2714 Enhancing Children’s English Vocabulary Acquisition through Digital Storytelling at Happy Kids Kindergarten, Palembang, Indonesia

Authors: Gaya Tridinanti

Abstract:

Enhanching English vocabulary in early childhood is the main problem often faced by teachers. Thus, the purpose of this study was to determine the enhancement of children’s English vocabulary acquisition by using digital storytelling. This type of research was an action research. It consisted of a series of four activities done in repeated cycles: planning, implementation, observation, and reflection. The subject of the study consisted of 30 students of B group (5-6 years old) attending Happy Kids Kindergarten Palembang, Indonesia. This research was conducted in three cycles. The methods used for data collection were observation and documentation. Descriptive qualitative and quantitative methods were also used to analyse the data. The research showed that the digital storytelling learning activities could enhance the children’s English vocabulary acquisition. It is based on the data in which the enhancement in pre-cycle was 37% and 51% in Cycle I. In Cycle II it was 71% and in Cycle III it was 89.3%. The results showed an enhancement of about 14% from the pre-cycle to Cycle I, 20% from Cycle I to Cycle II, and enhancement of about 18.3% from Cycle II to Cycle III. The conclusion of this study suggests that digital storytelling learning method could enhance the English vocabulary acquisition of B group children at the Happy Kids Kindergarten Palembang. Therefore, digital storytelling can be considered as an alternative to improve English language learning in the classroom.

Keywords: Acquisition, enhancing, digital storytelling, English vocabulary.

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