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[Keyword] cyberworld(4hit)

1-4hit
  • Corporate Knowledge in Cyberworlds

    Pierre MARET  Jacques CALMET  

     
    PAPER

      Vol:
    E88-D No:5
      Page(s):
    880-887

    The aim of this paper is to propose a modeling of corporate knowledge in cyberworlds. An enterprise is considered in the framework of multiagent methodology as a distributed computational system. The Agent-Oriented Abstraction paradigm was proposed earlier to describe in a fully generic way agents and societies of agents. In this paper, we are investigating the application of this paradigm to the abstract modeling of corporate knowledge, extending the scope of traditional knowledge management approaches. We show that such an abstraction mechanism leads to very practical applications for cyberworlds whether on the web or on any other medium. Our approach covers the broader possible scope of corporate knowledge, emphasizing the distributivity and autonomy of agents within cyber systems. This approach can be further used to better simulate and support knowledge management processes.

  • Cyberworlds--Theory, Design and Potential--

    Tosiyasu L. KUNII  

     
    INVITED PAPER

      Vol:
    E88-D No:5
      Page(s):
    790-800

    Cyberworlds are being formed in cyberspaces as computational spaces. Now cyberspaces are rapidly expanding on the Web either intentionally or spontaneously, with or without design. Widespread and intensive local activities are melting each other on the web globally to create cyberworlds. The major key players of cyberworlds include e-finance that trades a GDP-equivalent a day and e-manufacturing that is transforming industrial production into Web shopping of product components and assembly factories. Lacking proper theory and design, cyberworlds have continued to grow chaotic and are now out of human understanding and control. This research first presents a generic theoretical framework and design based on algebraic topology, and also provides an axiomatic approach to theorize the potentials of cyberworlds.

  • A Computer-Based Clinical Teaching-Case System with Emulation of Time Sequence for Medical Education

    Lih-Shyang CHEN  Yuh-Ming CHENG  Sheng-Feng WENG  Chyi-Her LIN  Yong-Kok TAN  

     
    PAPER

      Vol:
    E88-D No:5
      Page(s):
    816-821

    In medical education, many of computerized Problem-Based Learning (PBL) systems are used into their training curricula. But these systems do not truly reflect the situations which practitioners may actually encounter in a real medical environment, and hence their effectiveness as learning tools is somewhat limited. Therefore, the present study analyzes the computerized PBL teaching case, and considers how a clinical teaching case can best be presented to the student. Specifically, this paper attempts to develop a web-based PBL system which emulates the real clinical situation by introducing the concept of a "time sequence" within each teaching case. The proposed system has been installed in the medical center of National Cheng Kung University in Taiwan for testing purposes. The participants in this study were 50 of 5th grade (equivalent to 1st grade students in a medical school of the American medical education system) students for the evaluation process. Some experiments are conducted to verify the advantages of designing teaching cases with the concept of the "time sequence."

  • Extensible Task Simulation with Motion Archive

    Shigeru KURIYAMA  Tomohiko MUKAI  Yusuke IRINO  Kazuyuki ANDA  Toyohisa KANEKO  

     
    PAPER

      Vol:
    E88-D No:5
      Page(s):
    809-815

    This paper proposes a new framework to produce humanoid animations for simulating human tasks. Natural working movements are generated via management of motion capture data with our simulation package. An extensible middleware controls reactive human behaviors, and all processes of simulation in a cyber factory are controlled through XML documents including motions, scene objects, and behaviors. This package displays simulation using Web3D technology and X3D specifications which can supply a common interface for customizing cyberworlds.