Professional Presentations in English for Graduate ...vipl.rie.shizuoka.ac.jp/news/Prof Pres in...

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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

Transcript of Professional Presentations in English for Graduate ...vipl.rie.shizuoka.ac.jp/news/Prof Pres in...

Page 1: Professional Presentations in English for Graduate ...vipl.rie.shizuoka.ac.jp/news/Prof Pres in English WorkshopB07K01... · Timelines and themelines on City views Paolo Bottoni,

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

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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.

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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

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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.

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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