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[Keyword] colouring(3hit)

1-3hit
  • Visual Emphasis of Lip Protrusion for Pronunciation Learning

    Siyang YU  Kazuaki KONDO  Yuichi NAKAMURA  Takayuki NAKAJIMA  Hiroaki NANJO  Masatake DANTSUJI  

     
    PAPER-Educational Technology

      Pubricized:
    2018/10/22
      Vol:
    E102-D No:1
      Page(s):
    156-164

    Pronunciation is a fundamental factor in speaking and listening. However, instructions for important articulation have not been sufficiently provided in conventional computer-assisted language learning (CALL) systems. One typical case is the articulation of rounded vowels. Although lip protrusion is essential for their correct pronunciation, the perception of lip protrusion is often difficult for beginners. To tackle this issue, we propose an innovative method that will provide a comprehensive visual explanation for articulation. Lip movements are three-dimensionally measured, and face images or videos are pseudocoloured on the basis of the movements. The coloured regions represent the lip protrusion of rounded vowels. To verify the learning effect of the proposed method, we conducted experiments with Japanese undergraduates in Chinese classes. The results showed that our method has advantages over conventional video materials.

  • A Quantum Protocol to Win the Graph Colouring Game on All Hadamard Graphs

    David AVIS  Jun HASEGAWA  Yosuke KIKUCHI  Yuuya SASAKI  

     
    PAPER

      Vol:
    E89-A No:5
      Page(s):
    1378-1381

    This paper deals with graph colouring games, an example of pseudo-telepathy, in which two players can convince a verifier that a graph G is c-colourable where c is less than the chromatic number of the graph. They win the game if they convince the verifier. It is known that the players cannot win if they share only classical information, but they can win in some cases by sharing entanglement. The smallest known graph where the players win in the quantum setting, but not in the classical setting, was found by Galliard, Tapp and Wolf and has 32,768 vertices. It is a connected component of the Hadamard graph GN with N=c=16. Their protocol applies only to Hadamard graphs where N is a power of 2. We propose a protocol that applies to all Hadamard graphs. Combined with a result of Frankl, this shows that the players can win on any induced subgraph of G12 having 1609 vertices, with c=12. Moreover combined with a result of Godsil and Newman, our result shows that all Hadamard graphs GN (N ≥ 12) and c=N yield pseudo-telepathy games.

  • Self-Routing in 2-D Shuffle Networks

    Josef GIGLMAYR  

     
    PAPER-Switching and Communication Processing

      Vol:
    E79-B No:2
      Page(s):
    173-181

    Throughout the paper, the proper operating of the self-routing principle in 2-D shuffle multistage interconnection networks (MINs) is analysed. (The notation 1-D MIN and 2-D MIN is applied for a MIN which interconnects 1-D and 2-D data, respectively.) Two different methods for self-routing in 2-D shuffle MINs are presented: (1) The application of self-routing in 1-D MINs by a switch-pattern preserving transformation of 1-D shuffle stages into 2-D shuffle stages (and vice versa) and (2) the general concept of self-routing in 2-D shuffle MINs based on self-routing with regard to each coordinate which is the original contribution of the paper. Several examples are provided which make the various problems transparent.