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TRANSCRIPT
Professional Presentations in English
for Graduate Students Workshop
Place: J26, Date: 2015.01.28, Time: 14:25~
Organizers: K.Kanev, V.Wilkinson
Opening Remarks
Dr. K.Kanev, Professor
Graduate School of Informatics,
Shizuoka University, Japan
Adapting communication content to different contexts
Dr. Paolo Bottoni, Associate Professor
Department of Computer Science,
Universita Sapienza di Roma, Italy
Collaborative Intercultural Business Communication
Education and Serious Gaming
(Short Presentation)
Dr. Bill Kapralos, Associate Professor
Faculty of Business and IT, UOIT, Oshawa, Canada
Closing Remarks
Dr. V.Wilkinson, Professor
Graduate School of Informatics,
Shizuoka University, Japan
Adapting communication content to different contexts
Dr.Paolo Bottoni, Associate Professor
Department of Computer Science, Universita Sapienza di Roma, Italy
Place: J26, Date: 2015.01.28, Time: 14:25~
Organizers: K.Kanev, V.Wilkinson
Biography:
Paolo Bottoni has been active in the field of Visual Communication for over 20 years. In
this area, his research interests are focused on foundational techniques for developing
domain specific languages, through uniform formalisms for the definition of their
abstract or concrete syntax and semantics, and for supporting model-based
development of interactive systems. After joining Sapienza University of Rome in 1994,
where he currently teaches courses on Software Engineering, he received a PhD in
Computer Science in 1995 from the University of Turin, with a thesis on the application
of linear logic to visual simulation. He has participated in national and European
projects on visual languages, graph transformation, and Human-Computer Interaction.
He has published 200 papers in international journals, conferences and books. He sits in
the Steering Committees of VL/HCC, ICGT, and AVI, is a member of the Editorial
Board of the Journal of Visual Languages and Computing and of Human-centric
Computing and Information Sciences and has acted as invited expert on the W3C
working group on Model-Based User Interfaces.
Abstract:
Professional communication is usually performed within a community of peers sharing
common languages, interests and established conventions. However, it is also often the
case that one needs to present achievements or proposals outside his or her own area,
either to laypeople interested in the general subject being presented, or to professionals
in other fields, for potential collaboration, or to funding bodies. Different strategies of
presentation, different languages and different keywords have to be used to adapt to the
culture and expectations of the different audiences in order to let the important
message be received. We present a case where a project for a research on adaptation of
historical maps for supporting studies and applications related to cultural heritage was
presented to a funding body and results from first advancements in the project were
shown to a multi-disciplinary conference on cultural heritage.
Timelines and themelines on City viewsPaolo Bottoni, Luigi Cinque,
Anna Labella, Fabio Pellacini
Adapting communication content
to different contexts
Paolo Bottoni
An interactive system for urban map registrationPaolo Bottoni, Anna Labella, Francesco Maggi, Fabio Pellacini, Davide Tuccilli
Outline
• Two presentations on the same subjects
– One towards funding body, one at a conference
• Commonalities
• Differences
• Reuse
Hamamatsu, March 28, 2015
Comparison of Presentations 2
Stadio di DomizianoRoman times: inward direction
Campo Agonale Middle Age: outward direction
Piazza NavonaModern Age: inward direction
Same place, different
perspective: Piazza Navona
Hamamatsu, March 28, 2015
Comparison of Presentations 3
Piazza Navona aerial view(only Google)
Hamamatsu, March 28, 2015
Comparison of Presentations 4
Problems with map registration
• Different standards for cartography across eras
– Orientation
– Measurement precision
• Alterations of the urban maps
– City layout (new streets, relocation of buildings,
disappearance of landmarks)
– Classical geo-referentiation methods insufficient
– Need for expert intervention
• Local and global deformations
(only Conference)
Hamamatsu, March 28, 2015
Comparison of Presentations 5
Conclusions
• Different aims, different focuses
• Vision
– Show it is realistic
• Achievements
– Show what is needed to progress
Hamamatsu, March 28, 2015
Comparison of Presentations 6
Collaborative Intercultural Business Communication Education and Serious Gaming
Dr. Bill Kapralos, Associate Professor
Faculty of Business and IT, University of Ontario Institute of Technology, Oshawa, Canada.
Place: J26, Date: 2015.01.28, Time: 14:25~
Organizers: Dr. K.Kanev, and Dr. V.Wilkinson
Biography: Bill Kapralos is an Associate Professor in the Game Development and Entrepreneurship
(GDE) program at the University of Ontario Institute of Technology and Guest Professor at the
Graduate School of Informatics, Shizuoka University, Hamamatsu, Japan. Bill has extensive
experience in serious games development having led several large initiatives that included experts
from medicine/surgery, and health professions education. He is part of the Network of Centres of
Excellence (NCE) Graphics, Animation, and New Media (GRAND) interdisciplinary research
network where he is co-leading the Simulator Design and Evaluation for Healthcare and Surgical
Education initiative. He is also leading the serious games theme within the Social Sciences and
Humanities Research Council of Canada funded Interactive and Multi-Modal Experience Research
Syndicate (iMMERSE) initiative. Bill chaired the 2014 International IEEE Games, Media, and
Entertainment conference. He has also chaired the ACM FuturePlay International Conference on
the Future of Game Design and Technology from 2007-2010, and co-chaired the ACM Virtual
Reality Software and Technology conference in 2012. He is the recipient of an IBM Centers for
Advanced Studies Faculty Award, a co-recipient of a Google Faculty Award, and a recent recipient of
a Natural Sciences and Engineering Research Council of Canada (NSERC)-Japan Society for the
Promotion of Science (JSPS) Fellowship to conduct research in Japan.
Abstract: The study of intercultural communication has tried to answer the question “How do
people understand one another when they do not share a common cultural experience?” Only
several decades ago, this question was of concern primarily to diplomats, expatriates, and the
occasional international traveler. However, living in multicultural societies within a global village,
we all face this question on a daily basis. In today's “global market”, intercultural business
transactions are commonplace and simply knowing what general behaviors are acceptable in
intercultural exchanges is just the beginning. For example, what behaviors were expected in an
initial meeting between a Canadian consultant and a Japanese client? While such a question is
interesting, it is too generalized and does not account for the nuances and differences within the
Japanese and Canadian cultures. Are the consultants male or female? Are the clients from Tokyo or
Kyoto? What are the ages of the clients and what are their corporate ranks? How do their value
systems differ? It appears there are far more questions than answers. Despite the importance of
intercultural communication and understanding in a multilingual and multicultural society and
the benefits it may provide, intercultural communications training is not part of standard
curriculums. To address this issue, we have begun investigating the application of serious games to
intercultural communication and have started developing a team-based (multi-player), user-driven
serious game to promote intercultural communication. The serious game applies group and team
dynamics, leadership, and intercultural communication theories to move beyond the “bow, kiss, or
shake” training common in international business in a fun, interactive, and engaging manner.
Professor Bill KapralosHamamatsu, Japan, January 2015
Bill Kapralos
Faculty of Business and Information Technology University of Ontario Institute of Technology, Oshawa, Ontario, Canada.
Introduction (1)• Intercultural Communication Tries to
Address the Following– How do people understand one another when
they don’t share a common cultural experience?– Current “global market” → inter-cultural business
transactions are common-place – Huge importance to multi-national companies
such as IBM, Microsoft, etc.• What behaviors are expected in an initial meeting
between a Canadian consultant and Japanese client?
Introduction (2)• Despite the Importance of Intercultural
Communication and Understanding in this “Global Village”– Intercultural communications training is not part
of standard educational curricula
• Serious Games– Video games that are used for training,
advertising, simulation, or education– Engaging, motivational, and fun!
The Serious Game (1):• Develop Multi-Player Serious Game for
Intercultural Communication Education– Team-based → two teams (3-5 players/team)– Goal of the game
• Be the first team to collect all objects within a specific timeframe (i.e.,15 minutes)
• All team members begin at the same starting location which includes multiple teleporters used to define roles and paths
Starting location
Teleportation room
The Serious Game (2)• Overview (cont.)
– Goal of the game (cont.)• Players are then separated (via the teleporter) to
separate “individualized rooms” → allows players to explore a particular “cultural role”
• Rooms contains specific “objects” which players must collect
Japan room
Egypt room
Progress to Date (1):• So Far, We Have Developed a Prototype
– Informal and preliminary tests conducted with students indicate that game is able to provide cultural information in a fun, and engaging manner
– Furthermore, more structured testing is required before conclusions can be made
• Working together with IBM’s Center for Advanced Studies (CAS) Global Business Strategies department to conduct usability tests on a large scale