Group Leader (Web technology group), Digital Humanities Center for Japanese Arts and Culture, Ritsumeikan University
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Mitsuyuki Inaba is a professor in the College of Policy Science and Graduate School of Policy Science at Ritsumeikan University. He is also a project leader of the Web technology group in the Digital Humanities Center for Japanese Arts and Culture, Ritsumeikan University. His current research interests include Semantic Web/Ontology Technology, Text Mining, Learning Science, and CSCL. He is a member of the ACM, JSAI, JCSS, JSISE, JSET, IPSJ and the ADHO.
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UNCHIKU is a CSCL system for higher education, which grows through social interactions among learners on the Web. On the system, users could participate in the community of practice for collaborative construction of XML formatted learning materials on the Web by posting their questions and comments as additional Web contents. This collaborative practice also promotes the participants' cognitive appropriation to the learning community through the awareness of the social relationships among themselves.
Term: 2000 - present
GANCHIKU is a CSCL system for the community of learners in higher education, which allows its users to browse presentation slides as learning materials on the Web. It also assists the users to exchange and share the knowledge among the community though the collaborative annotation to any coordinates on each slide. The designer of web-contents could easily create the learning materials with MS PowerPoint or other generic presentation software.
Term: 2002 - present
KOUCHIKU is a versatile tool for cooperative development of digital archives on the Web. It allows its users to define hierarchical topic graphs to organize the images or movies with textual description. The system also equips with the authoring environment for digital animations to present narratives as a series of pictures with narrations. Currently we are experiments of this system to assist collaborative learning at elementary schools, clearing house for regional information, and a platform to collect public comments from the local residents.
Term: 2003 - present
KACHINA Library is a digital archives and clearing house for traditional Japanese literature. Since the library is implemented with the UNCHIKU system, the users could participate in the construction of annotation databases on the Web by posting their questions and comments. KACHINA Library also equips with the function for collaborative filtering based on the evaluation by the users so that the library could maintain the quality of the archives.
Term: 2000 - present
GANCHIKU-Map is a platform for archiving and sharing urban memories that include the knowledge and cultural heritage embedded in a certain place. It enables its users to access geographical information databases on the Web and assists the users to exchange and share their information and memories about the place. The architecture of this system is based on the concept of Knowledgeable Archives, which allows the users to participate in the collaborative achieve construction. In this research, we are applying the system to preserve the memories of the old age in the Japan-town in Honolulu that are rapidly disappearing from people's minds and landscapes in the city.
Term: 2002 - present
Gondo, C., Ohno, S., and Inaba, M., "A Platform for Preservation and Sharing of Urban Memories based on a Concept of Knowledgeable Archives," The Proceedings of SIG Computers and the Humanities Symposium 2003, Information Processing Society of Japan, Jul. 2003, pp. 31-38.
KACHINA CUBE enables the members of a local community to share the regional narratives over the Internet. This system represents a region as a virtual 3D space that consists of a 2D map with a time axis. The users post and discuss historical episodes or folklores about the region on the 3D space. The architecture of this system is based on the concept of Knowledgeable Archives, which allows the users to participate in the collaborative archive construction. This research aims at the development of local identity and regional consciousness among members of a community through collaborative construction of regional digital archives. Currently we are working on the Kyoto Narrative Archives system that focuses on storing and sharing of the narratives in the Kyoto city.
Term: 2004 - present
We are conducting research on digital archives for Japanese traditional performing arts, among which is Noh play. We have utilized the newest digital technologies to capture video data of the actual Noh performance, the shape of Noh masks, and the texture of Noh costumes. Those digitized resources have been accumulated into a database. As for dance of Noh play, we have used a motion capturing system for plotting the performer's body motion. Currently we are working on the development of an authoring environment that is based on the XML (eXtensible Markup Language) and SMIL (Synchronized Multimedia Integration Language) technology, and that is capable of integrating digitized resources into an interactive viewing system for Noh play.
Term: 2002 - present
EBISS is a multi-disciplinary, open, collaborative project that aimed at investigating social problems by means of computational modeling and social simulations. This project has developed SARA, a multi-agent gaming simulation platform providing for easy construction of simulations and gamings.
Term: 1997 - present
IC is an intelligent agent that helps the user to explore the internet resources. Externally IC behaves as a conversational agent that assists Web browsing. Internally it is implemented as a multi-agent system which consists of the following three agents; 1) Natural language interface (NLI) agent that understands user's utterance and extracts his/her goals, 2) Planning agent that generates and executes plans to achieve the goals, and 3) Information agent that chooses appropriate information resources on the Internet and retrieves required information from the resources. Since IC utilizes local databases as well as resources provided on the Internet as knowledge bases, theoretically it has unlimited knowledge bases.
Term: 1995 - 1998
MC is a conversational agent designed as a NL interface for the SMA (Software Maintenance Assistant) system, that is a workbench for software engineers who are working on the maintenance. MC can provide useful information triggered by the question from the software engineer. For example, it visualizes the behavior or data structure of the software, the procedure for maintenance tasks, and hint for solution of the system trouble.
Term: 1991 - 1996
ALAWAI is an integrated environment for rapid development of intelligent agents which collaboratively operate on a distributed environment. It provides agent system components such as multimedia user interface parts, inter-agent communication languages, plans, user models, and agent system framework to which those components can be visually glued together.
Term: 1995 - 1997
MAUI (formally called AP) is a prototyping tool for coordinated multi-agents system to support flexible working style by business persons. Graphical models are at the heart of its prototyping process. It includes a graphical editor for the models and an interpreter of executable specifications in the models. All the graphical models are defined in MERA (Meta-Entity-Relationship-Attribute), a specification language whose primitive constructs are entities, relations and attributes.
MISAKO is a conversational agent with Japanese NL interface. It supports knowledge acquisition and information retrieval with NL. One of the practical applications based on this system is the knowledge-warehouse for software development tools. The software engineer states with NL the task he/she was assigned and MISAKO lists up the tools that may be useful to achieve the engineer's goal.