University of Aizu Distinguished Lecture Series, 2008-9

In conjunction with the IT Specialists Program, and sponsored by the Graduate School Development Program, the goal of the University of Aizu Distinguished Lecture Series is to invite interesting, world-class researchers and scientists to the university, stimulating students and faculty, to foster fertile relations with international research groups including student exchange and research partnerships, and to promote the university in the scientific community, with the hope of attracting excellent students and researchers.
Date, Time; Location Speaker Affiliation Lecture Title Abstract Bio
Thursday, April 17: 15:00-16:00; Large Lecture Hall Lofti A. Zadeh Dept. of Electrical Engineering and Computer Science, University of California (Berkeley) "Fuzzy Logic- Origin, Trends and Applications" Almost forty years have passed since the publication of my first paper on fuzzy sets, and close to thirteen years have passed since the launching of BISC (Berkeley Initiative in Soft Computing). Where do we stand today? What do we see in the crystal ball? The following is a personal view, with no attempt to present an exhaustive survey or a balanced consensus.

In viewing the evolution of fuzzy logic, three principal phases may be discerned. The first phase, from 1965 to 1973, was concerned in the main with fuzzification, that is, with generalization of the concept of a set, with two-valued characteristic function generalized to a membership function taking values in the unit interval or, more generally, in a lattice. The basic issues and applications which were addressed were, for the most part, set-theoretic in nature and logic and reasoning were not at the center of the stage.

The second phrase, 1973-1999, began with the publication of my 1973 paper, Outline of a New Approach to the Analysis of Complex Systems and Decision Processes. Two key concepts were introduced in this paper: (a) the concept of a linguistic variable; and (b) the concept of a fuzzy if-then rule. Today, almost all applications of fuzzy set theory and fuzzy logic involve the use of these concepts.

What should be noted is that I employed the term "fuzzy logic" for the first time in my 1974 paper "Fuzzy Logic and Approximate Reasoning." Today, fuzzy logic is used in two different senses: (a) a narrow sense, in which fuzzy logic, abbreviated as FLn, is a logical system which is a generalization of multivalued logic; and (b) a wide sense, in which fuzzy logic, abbreviated as FL, is a union of FLn, fuzzy set theory, possibility theory, calculus of fuzzy if-then rules, fuzzy arithmetic, calculus of fuzzy quantifiers and related concepts and calculi. The distinguishing characteristic of FL is that in FL everything is, or is allowed to be, a matter of degree. Today, the term "fuzzy logic" is used, for the most part, in its wide sense.

Perhaps the most striking development during the second phase of the evolution was the naissance and rapid growth of fuzzy control, alongside the boom in fuzzy logic applications, especially in Japan. There were many other major developments in fuzzy-logic-related basic and applied theories, among them the genesis of possibility theory and possibilistic logic, knowledge representation, decision analysis, cluster analysis, pattern recognition, fuzzy arithmetic; fuzzy mathematical programming, fuzzy topology and, more generally, fuzzy mathematics. Fuzzy control applications proliferated but their dominance in the literature became less pronounced.

Soft computing came into existence in 1991, with the launching of BISC (Berkeley Initiative in Soft Computing) at UC Berkeley. Basically, soft computing is a coalition of methodologies which collectively provide a foundation for conception, design and utilization of intelligent systems. The principal members of the coalition are: fuzzy logic, neurocomputing, evolutionary computing, probabilistic computing, chaotic computing, rough set theory and machine learning. The basic tenet of soft computing is that, in general, better results can be obtained through the use of constituent methodologies of soft computing in combination rather than in a stand-alone mode. A combination which has attained wide visibility and importance is that of neuro-fuzzy systems. Other combinations, e.g., neuro-fuzzy-genetic systems, are appearing, and the impact of soft computing is growing on both theoretical and applied levels.

What I believe, and what as yet is widely unrecognized, is that, the genesis of computing with words and the computational theory of perceptions in my 1999 paper, "From Computing with Numbers to Computing with Words, From Manipulation of Measurements to Manipulation of Perceptions," will be viewed, in retrospect, as an important development in the evolution of fuzzy logic, marking the beginning of the third phase, 1999--. Basically, development of computing with words and perceptions brings together earlier strands of fuzzy logic and suggests that scientific theories should be based on fuzzy logic rather than on Aristotelian, bivalent logic, as they are at present. A key component of computing with words is the concept of Precisiated Natural Language (PNL). PNL opens the door to a major enlargement of the role of natural languages in scientific theories. It may well turn out to be the case that, in coming years, one of the most important application-areas of fuzzy logic, and especially PNL, will be the Internet, centering on the conception and design of search engines and question-answering systems.

From its inception, fuzzy logic has been, to some degree still is, an object of skepticism and controversy. In part, skepticism about fuzzy logic is a reflection of the fact that, in English, the word "fuzzy" is usually used in a pejorative sense. But, more importantly, for some fuzzy logic is hard to accept because by abandoning bivalence it breaks with centuries-old tradition of basing scientific theories on bivalent logic. It may take some time for this to happen, but eventually abandonment of bivalence will be viewed as a logical development in the evolution of science and human thought.

Lofti A. Zadeh is a Professor in the Graduate School, Computer Science Division, Department of EECS, University of California, Berkeley. In addition, he is serving as the Director of BISC (Berkeley Initiative in Soft Computing). Lotfi Zadeh is an alumnus of the University of Tehran, MIT and Columbia University. He held visiting appointments at the Institute for Advanced Study, Princeton, NJ; MIT, Cambridge, MA; IBM Research Laboratory, San Jose, CA; AI Center, SRI International, Menlo Park, CA; and the Center for the Study of Language and Information, Stanford University. His earlier work was concerned in the main with systems analysis, decision analysis and information systems. His current research is focused on fuzzy logic, computing with words and soft computing, which is a coalition of fuzzy logic, neurocomputing, evolutionary computing, probabilistic computing and parts of machine learning. Lotfi Zadeh is a Fellow of the IEEE, AAAS, ACM, AAAI, and IFSA. He is a member of the National Academy of Engineering and a Foreign Member of the Russian Academy of Natural Sciences, the Finnish Academy of Sciences, the Polish Academy of Sciences, Korean Academy of Science & Technology and the Bulgarian Academy of Sciences. He is a recipient of the IEEE Education Medal, the IEEE Richard W. Hamming Medal, the IEEE Medal of Honor, the ASME Rufus Oldenburger Medal, the B. Bolzano Medal of the Czech Academy of Sciences, the Kampe de Feriet Medal, the AACC Richard E. Bellman Control Heritage Award, the Grigore Moisil Prize, the Honda Prize, the Okawa Prize, the AIM Information Science Award, the IEEE-SMC J. P. Wohl Career Achievement Award, the SOFT Scientific Contribution Memorial Award of the Japan Society for Fuzzy Theory, the IEEE Millennium Medal, the ACM 2001 Allen Newell Award, the Norbert Wiener Award of the IEEE Systems, Man and Cybernetics Society, Civitate Honoris Causa by Budapest Tech (BT) Polytechnical Institution, Budapest, Hungary, the V. Kaufmann Prize, International Association for Fuzzy-Set Management and Economy (SIGEF), the Nicolaus Copernicus Medal of the Polish Academy of Sciences, the J. Keith Brimacombe IPMM Award, the Silicon Valley Engineering Hall of Fame, the Heinz Nixdorf MuseumsForum Wall of Fame, other awards and twenty-six honorary doctorates. He has published extensively on a wide variety of subjects relating to the conception, design and analysis of information/intelligent systems, and is serving on the editorial boards of over sixty journals.
Thursday, June 5: 14:50-16:20; UBIC 3D Theater Shigeki Yamada, Ph.D. (Japanese version here) National Institute of Informatics (NII) "Cyber Science Infrastructure to Promote Japan's Academic Research Activities and Strengthen International Competitiveness" The National Institute of Informatics (NII) is promoting the construction of the Cyber Science Infrastructure (CSI) through cooperation and other organizations, in order to promote Japan's academic and research educational activities and to further strengthen international competitiveness. This lecture presents the NII's strategic efforts to the following four areas, as expanding the various development projects and operations it has implemented to date within the framework of the CSI.
Establishment of Next-Generation Academic Network (SINET3)
SINET3 is an ultrahigh-speed network environment with a maximum line capacity of 40 Gbps, connecting over 700 universities and research institutions throughout Japan. SINET3 began its operations in June 2007 and is providing a diversity of network services, such as 1) multiple layer services including L3 (IP), L2 (Ethernet), & L1 (dedicated line) services, 2) enriched VPN (virtual private network) services with closed user environment, 3) enhanced QoS service for real-time applications and 4) bandwidth-on-demand (BoD) services for data-intensive applications.
Establishment of the University Public Key Infrastructure (UPKI)
The University Public Key Infrastructure (UPKI) is being constructed to foster inter-university cooperation through safe and convenient sharing of computer resources and digital content stored at universities and other institutions. In 2006, UPKI common specifications (CP/CPS and Procurement Guidelines for Campus PKI) were developed. A software package of certification authority is now being provided to universities in order to support the establishment of Campus PKI.
R&D on the NAREGI Science Grid
The NAREGI Science Grid Program is part of a research project titled "Development and Application of Advanced High-performance Supercomputer Project" commissioned by the Ministry of Education, Culture, Sports, Science and Technology (MEXT). In the program, we are conducting R&D on NAREGI Grid middleware that will enable efficient use of computational resources such as supercomputers by universities and overseas organizations. In fiscal year of 2007, the version 1.0 of NAREGI Grid Middleware was released and a verification test is being performed. We are continuing to strengthen its features in order to collaborate with overseas research institutions and will explore practical uses in collaboration with university IT centers and inter-university research institutions.
Development of Scholarly and Academic Information and Institutional Repositories
Activities to disseminate scholarly and academic information such as books, journals, academic papers, and research results include 1) one-stop shop for a variety of academic information through improvements of GeNii (NII scholarly and academic information portal), 2) provision of 6.2 million papers essential to academic research, 3) development of union catalog databases of academic documents (books and serials) held by university libraries, and 4) supporting information dissemination from universities (establishment and coordination of institutional repositories).
CSI will continue to be indispensable for research activities of Japan's academia and industry by progressively expanding its capabilities.
Shigeki Yamada is a Director and Professor of Research and Development Center for Academic Networks, the National Institute of Informatics (NII), Japan. He received his B.E., M.E., and Ph.D. degrees in electronic engineering from Hokkaido University in 1972, 1974, and 1991, respectively. He worked in the NTT laboratories from 1974 to 1999, where he was involved in research and development on digital switching systems, massively parallel processing systems and distributed network architectures. From 1981 to 1982, he was a visiting scientist in Computer Science Department, University of California, Los Angeles. He joined NII in 1999. His current research interests include ubiquitous and mobile networks, delay/disruption-tolerant networks, privacy and security technologies. He is also responsible for planning and managing a Japanese research and education network, called SINET3. He is a senior member of IEEE, a member of IEICE (The Institute of Electronics, Information and Communication Engineers) and IPSJ (The Information Processing Society of Japan).
Monday, July 28: 14:00-16:00; UBIC 3D Theater Tadao Nakamura, Ph.D. Imperial College London, Keio University, Tohoku University, Stanford University "How to make a cool supercomputer" Nowadays supercomputers are designed purely with speed in mind, maximising the number of computations per unit time. For example, LINPACK is used to benchmark High-Performance Computing systems and rank them in the TOP 500. However, it is increasingly important to factor in the power consumption of such systems. This talk looks at what a future ideal supercomputer that is power efficient might look like from the architectural point of view. This means making COOL chips and COOL software. Tadao Nakamura received his PhD from Tohoku University in 1972. Dr. Nakamura was inducted as a Professorial Fellow at Imperial College, The University of London in 2007 and soon formally he will have a chair. He is also Professor Emeritus of Tohoku University and Professor of Keio University. At Tohoku University from 1988-2007, he internationally sent his many PhD graduates to universities and industry. Fourteen graduates of his are Full Professors at universities. From 1994-97, he was a Visiting Professor of the Electrical Engineering Department at Stanford University. His recent research interests are in computer architecture, especially MISD computers with low-power and high-speed chips. In 2004 he received the IEEE Computer Society's Taylor L. Booth Award. He has been Organizing Committee Chair of COOL Chips conference series, fully sponsored by The IEEE Computer Society. He is an IEEE Fellow.
Tuesday, Nov. 18, 2008; Time: IInd period: 10:40-12:10; Location: 314 (Administration Bldg.) Aaron Walsh Prof., Woods College of Advancing Studies, Boston College; Director, Media Grid Immersive Education Initiative; Founding Director, Grid Institute Enabling the Age of Immersive Education Immersive Education combines 3D and virtual reality (VR) technologies with digital media to bring distance education and self-directed learning to a new level. Unlike traditional learning technologies, Immersive Education is designed to engage students in the same way that today's best video games grab and keep the attention of players. Immersive Education thoughtfully combines virtual worlds, simulators, learning games and sophisticated digital media (voice chat, game-based learning modules, audio/video, and so forth) with collaborative online learning environments, study rooms, and classrooms.

Immersive Education gives learners a sense of "being there" even when attending class in person is not possible or practical. This, in turn provides educators and remote learners with the ability to connect, communicate, and collaborate in a way that greatly enhances the learning experience.

Immersive Education is freely available through the Immersive Education Initiative (ImmersiveEducation.org). The Immersive Education Initiative is an merit-based, non-profit international collaboration of universities, colleges, research institutes, consortia and companies working together to define and develop open standards, best practices, platforms, and communities of support for virtual worlds, simulators and game-based learning and training systems.

Hundreds of faculty, researchers, staff, administrators and students are members of the Immersive Education Initiative, which is growing at the rate of approximately 2 new members every day. The Immersive Education Initiative is an official activity of the international Media Grid standards group. The Media Grid standards group actively applies open standards to specific problem spaces, such as distance education, digital libraries, and the impact of digital media on culture and society. Media Grid members and Immersive Education Initiative participants include faculty, staff, administrators and students from a range of organizations. In this presentation, Aaron E. Walsh, Director of the Media Grid, will provide attendees with an in-depth overview of Immersive Education past, present, and future. Specifically, Walsh will show early examples of Immersive Education from 2001 and also a variety of examples of Immersive Education today. Walsh will also provide attendees an advance preview of new features and capabilities now under development for the next generation of Immersive Education.

Walsh will also discuss the Immersive Education "platform ecosystem" for virtual worlds, which presently consists of Wonderland, Second Life, and Croquet/Cobalt, and the related Education Grid. In the context of Immersive Education the term platform refers to any virtual world, simulator or 3D environment that may be used for teaching or training purposes. The Immersive Education platform has evolved considerably over the past decade and the 3rd generation ("next generation") is now under development. Whereas the previous two generations were based on specific client-side platforms tied to proprietary server-side infrastructures, the future of Immersive Education revolves around multiple client-side platforms working in unison through the server-side Education Grid. The Platform Ecosystem and Education Grid provide educators with a comprehensive end-to-end infrastructure for a new generation of learning environments, learning games, and simulations.

Walsh will conclude with a summary of Immersive Education Technology Working Groups (TWGs) through which educators, researchers, and graduate students can participate directly in the ongoing design and development of Immersive Education technologies and standards.

Aaron E.Walsh is Director of the Grid Institute, a Boston-based research and development company founded in 2005 specifically to standardize, build and maintain the Media Grid. In 2006 Walsh received the Teaching with New Media (TWIN) award for his work on the Media Grid and Immersive Education, and in 2007 he was named one of the forty most innovative people in the Information Technology (IT) industry by Computerworld, the premier source of news and analysis for the IT industry. Walsh received the prestigious national award in recognition for his pioneering work on the Media Grid and Immersive Education, which are recognized as "...innovative, promising technologies which hold the potential to significantly affect society in the near future."

An international best-selling technology author, Aaron is active in the International Standards community as founding Chair of the Web3D Consortium (Web3DC) Universal Media Working Group, founding Chair of the Web3D-MPEG Working Group responsible for the convergence of Web3D and Moving Picture Experts Group (MPEG) technology, Co-Chair of the Web3D Consortium's Intellectual Property Rights (IPR) Task Group, and Web3D Liaison to MPEG and the World Wide Web Consortium (W3C). He teaches at Boston College, conducts related workshops and lectures at industry conferences, holds United States patents for modern graphical user interfaces for local and Internet information reference and retrieval, and has patents pending for network caching techniques and related distributed computing processes.

Aaron teaches Computer Graphics and Internet and Web application development at Boston College, where he was manager of the Advanced Technology Group (ATG) before departing to found Mantis Development Corporation in 1992. As manager of ATG, Aaron was lead software architect and senior software engineer for a number of advanced technology projects developed at Boston College, including robust client/server information systems that pre-date the World Wide Web. During that time Aaron also wrote core software for the award-winning Eagle Eyes, a Boston College research project. Eagle Eyes was selected as a finalist in Discover Magazine's 1994 Awards for Technical Innovation. In 2006 Eagle Eyes received the Technology Award Laureate by the Tech Museum of San Jose, and in 2007 Eagle Eyes received the da Vinci Award for "exceptional design and engineering achievements in accessibility and universal design, that empowers people of all abilities."

Aaron's work on Eagle Eyes was the outgrowth of Virtual Reality (VR) research that he conducted in the early 1990s. In 1997 he donated portions of his VR research to the open standards community by founding the Universal Media group through which he contributed his media cache concepts and technology to the Web3D Consortium and the international 3D community at large.

A frequent advisor to high technology companies, Aaron has designed standalone and networked hardware and software products using a combination of technologies including C/C++, Java, J2EE, XML, HTML, JavaScript, style sheets, streaming media, Web3D, and relational/ object databases. He routinely participates in the development of business, marketing and technology plans for his clients and has conducted related workshops and lectures at industry conferences and expositions such as the Internet Commerce Expo (ICE), ACM/SIGGRAPH, and the Web3D/Virtual Reality Modeling Language (VRML) Symposia. His award-winning Web3D Roundup performance astounded Web3D Symposia 2000 as detailed by SIGGRAPH Computer Graphics and About's 3D Graphics/ Virtual Reality reporter.

An international best-selling technology author, Aaron has written numerous articles for journals and magazines such as Dr. Dobb's Programming Journal, ACM SIGGRAPH Computer Graphics, New Architect (formerly Web Techniques), Mobilized Software, and MacTech Magazine (formerly MacTutor). He has written a number of books for Wiley (formerly IDG Books Worldwide and Hungry Minds) including Destination Multimedia, Java For Dummies, Foundations of Java Programming for the World Wide Web, Java Bible, Java 2 Bible, Visual InterDev for Dummies and J2EE 1.4 Essentials. In addition, Aaron was the first Java columnist for IDG Books Online and was the founding author and series editor for Prentice Hall's series of Web3D books that includes Core Web3D, Java 3D API Jump-Start, MPEG-4 Jump-Start. He was also lead author and editor for a series of Internet and Web standards books published by Prentice Hall, including XHTML Example by Example, ebXML: The Technical Specifications, ebXML: The Technical Reports, UDDI, SOAP, and WSDL: The Web Services Specification Reference Book, and related titles.

Wednesday, Nov. 19, 2008; Time: IInd period: 10:40-12:10; Location: 314 (Administration Bldg.) Adrian David Cheok Director, Mixed Reality Lab, National University of Singapore, and Assoc. Prof., Dept. of Electrical and Computer Engineering. Full Prof., Keio University, Graduate School of Media Design. Embodied Media and Mixed Reality for Social and Physical Interactive Communication This talk outlines new facilities within human media spaces supporting embodied interaction between humans, animals, and computation both socially and physically, with the aim of novel interactive communication and entertainment. We aim to develop new types of human communications and entertainment environments which can increase support for multi-person multi-modal interaction and remote presence. In this talk, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We discuss some different research prototype systems for interactive communication and play. The functional capabilities implemented in these systems include mixed reality, tangible interaction, and ubiquitous human media spaces. Adrian David Cheok is Director of the Mixed Reality Lab, National University of Singapore. He is Associate Professor in the Department of Electrical and Computer Engineering. From April 2008 he became Full Professor in Keio University, Graduate School of Media Design He has previously worked in real-time systems, soft computing, and embedded computing in Mitsubishi Electric Research Labs (Osaka, Japan). He has been working on research covering mixed reality, human- computer interaction, wearable computers and smart spaces, fuzzy systems, embedded systems, power electronics, and multi-modal recognition. He has successfully obtained funding for externally funded projects in the area of wearable computers and mixed reality from National Research Foundation, Interactive and Digital Media Program Office, Nike, National Oilwell Varco, Defense Science Technology Agency, Ministry of Communications and Arts, National Arts Council, Singapore Science Center, Hougang Primary School. The research output has included numerous high quality academic journal papers, research prototype deliverables, numerous demonstrations including to the President of Singapore, broadcast television worldwide broadcasts on his research (such as CNN/CNBC/Discovery/ National Geographic), Siggraph New-Tech, and international invited new media exhibits such as in Ars Electronica and Wired Nextfest. He has been a keynote and invited speaker at numerous international conferences and events.

He was IEEE Singapore Section Chairman 2003, and is presently ACM SIGCHI Chapter President. He was awarded the Hitachi Fellowship 2003, the A-STAR Young Scientist of the Year Award 2003, and the SCS Singapore Young Professional of the Year Award 2004. In 2004 he was invited to be the Singapore representative of the United Nations body IFIP SG 16 on Entertainment Computing and the founding and present Chairman of the Singapore Computer Society Special Interest Group on Entertainment Computing. Also in 2004, he was awarded an Associate of the Arts award by the Minister for Information, Communications and the Arts, Singapore. He was awarded as Fellow in Education, World Technology Network in 2004. In 2005 he was awarded a Microsoft Research Award for Gaming and Graphics. He was awarded Young Global Leader 2008 by the World Economic Forum. This honour is bestowed each year by the World Ecomonic Forum to recognize and acknowledge the top young leaders from around the world for the professional accomplishments, commitment to society and potential to contribute to shaping the future of the world.

He is Editor/Associate Editor of the following academic journals: ACM Computers in Entertainment, Advances in Human Computer Interaction, International Journal of Arts and Technology (IJART), Journal of Recent Patents on Computer Science, The Open Electrical and Electronic Engineering Journal, Advances in Human Computer Interaction, International Journal of Entertainment Technology and Management (IJEntTM), Virtual Reality (Springer-Verlag), International Journal of Virtual Reality, and The Journal of Virtual Reality and Broadcasting.

Adrian David Cheok, who was born and raised in Adelaide Australia, graduated from the University of Adelaide with a Bachelor of Engineering (Electrical and Electronic) with First Class Honors in 1992 and an Engineering PhD in 1998.

Mon., Jan. 5, 2009; IVth period (2:50-4:20), UBIC 3D Theater William Martens Prof., McGill University, Montréal, Canada, and University of Sydney Optimizing Spatial Sound Reproduction for Entertainment and Information Display: What's Missing in 5.1-Channel Reproduction for Musical Sound? and What's Missing in Virtual Acoustic Rendering for Human Interaction? Although it might seem that the technology enabling high-quality spatial sound reproduction has become quite mature, this is still an active area of research and development within the audio industry. The primary focus of this R&D has typically been on how to reduce cost while maintaining acceptable quality, as can be seen, for example, when current trends in spatial audio coding development are examined. This presentation will focus on a different goal, which is how best to optimize spatial sound reproduction when the highest quality results are desired. This question is addressed in two different application areas, one being entertainment (music reproduction), and the other being information display (virtual acoustic interfaces). Stereoscopic images related to virtual acoustics and spatial hearing will be presented. Dr. William L. Martens is an Assoc. Prof. in the Dept. of Music Research within the Schulich School of Music of McGill University (Canada), and serves as Chair of the Sound Recording Area. He is a perceptual psychologist specializing in spatial hearing research and the simulation of the acoustical cues used in human sound localization. He holds several patents on spatial sound processing technology and has contributed to development of several commercial spatial sound processing technologies. He received a Ph.D. in Psychology from Northwestern University in 1991, and has often served as a consultant in the audio industry. He is a member of the AES, ASA, and IEEE, and is also a member of the ICAD board of directors (International Community for Auditory Display). He is chairman of the AES Technical Committee on Perception and Subjective Evaluation of Audio Signals, and is Vice Chairman of the AES Technical Committee on Human Factors in Audio Systems.

In January of 2009, Dr. Martens will begin a new position as Senior Lecturer in Audio and Acoustics on the Faculty of Architecture, Design and Planning at the University of Sydney (Australia). With the aid of University of Sydney's International Program Development Fund, he has launched, along with Densil Cabrera and Yoiti Suzuki, an Audio and Acoustics Research Program Exchange (between University of Sydney, McGill University, and Tohoku University) entitled "Spatial Audio, Sound Quality, and Multimodal Perception." As an affiliate member of McGill's Centre for Interdisciplinary Research in Music Media and Technology (CIRMMT), he continues to be active in collaborative research with academic colleagues from McGill, along with researchers from audio industry corporations such as Yamaha and Harman International.

Wednesday, Jan. 14, 2009; Vth period (16:30-18:00), UBIC 3D Theater Noor Alam Bolhassan Prof., Universiti Malaysia Sarawak (UNIMAS); Sarawak, Malaysia eBario Project The eBario pilot project is a research project conducted by Universiti Malaysia Sarawak. By applying a people-centred/participatory approach, Information and Communication Technologies (ICTs) were deployed and the Bario community was empowered to apply ICTs in improving their livelihood. The project involved a multi-disciplinary research team, the Bario community, the Government, private industries, and schools. Bario now has access to telephones and the Internet, and is applying ICTs to enhance its livelihood. Bario is a remote rural community, located close to the border between Kalimantan and Sarawak, Malaysia. Flying to Bario is the only practical way to get there. There are no roads, and an overland journey requires a river journey, and an additional 14-day-long trek across forested mountains. Bario has a population of 1,000 people, living in 12 longhouses. The majority of the people are Kelabits, one of the smallest ethnic groups in Sarawak, and are mainly farmers. Noor Alamshah Bolhassan is a Senior Lecturer and serves as Deputy Dean (Undergraduate and Student Development) at the Faculty of Computer Science and Information Technology (FCSIT), Universiti Malaysia Sarawak (UNIMAS), Sarawak, Malaysia. He received his B.Sc. degree from National University of Malaysia in 1994, and his M.Sc. and Ph.D. degrees from Aizu University in 2002 and 2005 respectively. He worked as a system analyst in UNIMAS from 1995 to 1996, and then switched to academic line, who served as an assistant lecturer from 1996 until he went to further his studies in 2000. After coming back in May 2005, he taught many subjects including Multimedia Programming, Visualization, and Image Processing. He was appointed as a Head of Department of Computing and Software Engineering (FCSIT) in January 2006, and then as a Deputy Dean of his faculty from Oct 2006 until now. He joins several research projects, including a project under EU grant which involves European and South-East Asian partners such as Damai Sciences, Volvo Technology Corporation, Centro Ricerche Fiat, Universitat Stuttgart, University of Nottingham, to develop the Computerized Automotive Technology Reconfiguration System for Mass Customization (CATER).
Hj. Khairul Aidil Azlin Abd. Rahman Prof., Universiti Malaysia, Sarawak (Unimas), Sarawak, Malaysia "Research in Applied and Creative Arts: Current Challenges" The speed of technological and demographic changes is increasing rapidly and hence our culture will be affected by these changes. Our problems are getting more and more complex. With regards to this complexity, artists and designers create either tangible or intangible value through their creative works as innovative solutions for human beings. Artists and designers today are interested in applying technological tools for creating art. Artists and designers have taken the role of researchers. They become hybrid artists, technologists or collaborators in scientific research teams to create new tools and forms. The collaboration of various experts with their own specializations will create new art forms, design and lead to new knowledge. Art is no more subjective but objective, and the process a novel idea of innovation. This philosophy emphasis art is not to be segregated into separate compartments. Apart from specializing in the desired arts, respectively understanding and exploring across intra- and inter-disciplinary boundaries will surely give better insight, a holistic experience and deeper understanding of what integrated and hybrid mean to artists and designer. The current challenges cover culture and identity, research models, application of design thinking, education approaches, and university-industry commercialization strategies and the future direction. Hj. Khairul Aidil Azlin Abd. Rahman received BA Art & Design (Industrial Design), UiTM Malaysia in 1987, MA Industrial Design (Engineering) UK in 1990 and Doctor of Engineering (Design Management) Chiba University Japan. Previously, he was the Head of Design Technology Program, Faculty of Applied and Creative Arts, UNIMAS. Currently he is the Deputy Dean (Postgraduate & Research), Faculty of Applied and Creative Arts, UNIMAS. He also plays the role of design consultant and published his work for publications in local and international journals. He received best student award in 1987, academic awards scholarships and several design and innovation awards in Malaysia and International such as Product Innovation and Techniques, Geneva Switzerland. He is also the winners for Batik Piala Seri Endon 2006 handicraft category and the finalist for the Prime Minister's Innovation Award 2007. He also was appointed as Jury for several local and international design competition such as Good design Award. He is the Vice Chairman for Piala Seri Endon Alumni and a member for World Batik Council. He also presented his sculpture, painting and experimental hybrid art works in several exhibitions local and international. His principle areas of research are design management, industrial design and future arts.
Thurs., March 5, 2009; IIIrd period (13:10-14:40), UBIC 3D Theater Christian Götze Release Manager, Linden Lab, San Francisco, CA; USA "Build Your Own World in Second Life" Second Life is a unique virtual world where residents can design, build, and most importantly, retain intellectual property rights of the virtual content they produce. It features a thriving micro-economy based on a freely convertible concurrency.

This presentation will be a guided tour through the various communities existing in second life. It will start by showing some of the famous places, the variety of content, and then demonstrate some of the techniques used by the residents to create the content.

Some Japanese communities have built extraordinary places and outfits, and are generally regarded as the most gifted and detail-oriented of the creators in second life. The tour will highlight some of their builds.

  • Explain SLs offering, emphasizing
    • resident ownership of IP
    • micro-economy
  • Show Existing Content
    • Apollo's Garden
    • Some Japanese Sims, "tinies"
    • Go CLub
  • Simple Build and Script Demo
    • Build a House
    • Add a sliding door
  • Questions
Born in Heidelberg 1963, raised in Germany, US and france, Christian Götze graduated as a math major from the University of Grenoble to then join the teaching staff of the University of Aizu in 1993. He then moved to San Francisco where he went on to work as release manager in a variety of silicon valley startups, culminating at a position at Linden Lab, the creators of Second Life. In his spare time, Christian Götze enjoys flying his airplane, performing at local airshows, and playing card and board games with friends.
Mon., March 23, 2009; IInd period (10:40-12:10), S6/コンピューター演習室1 Yukita Shuichi; 雪田 修一 Prof., Faculty of Computer and Information Sciences, Hosei University, Tokyo ACM/ICPC世界大会の過去問題で確認するCSの基礎理論 前半: Mathematica で問題へのアプローチを解説
後半: その他の言語(学生の希望により複数選択)での実装演習
Shuichi YUKITA received the B.S. degree in physics and the M.S. degree in mathematics from the University of Tokyo, Tokyo, Japan in 1976 and 1978, respectively. He received the Ph.D. degree in information science from Tohoku University, Sendai, Japan in 2000. From 1983 to 1987, he was with Toyo University, Saitama, Japan. From 1987 to 1993, he was with Wakkanai-Hokusei Junior College, Hokkaido, Japan. From 1993 to March 2000, he was with the University of Aizu, Fukushima, Japan. In April 2000, he joined the Faculty of Computer and Information Sciences at Hosei University, Japan, as an Associate Professor, and become a Professor in April 2001.

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