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Dive into the research topics where Rentaro Yoshioka is active.

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Featured researches published by Rentaro Yoshioka.


soft computing | 2002

Visual computing within environment of self-explanatory components

Rentaro Yoshioka; Nikolay N. Mirenkov

Abstract A visual language and a multimedia environment supporting the language are considered. The language is explained through describing a visual program for solving partial differential equations by a multigrid method. The environment is based on a database of self-explanatory components in a “film” format and a film management system for searching, editing, composing and other manipulations with components. The visual program presented is only one view of a self-explanatory component. In fact, it can also be watched in dynamics and from other points of view for better understanding the method features. The goal of the visual program example is to show that visual programs can be physically much smaller than the text they replace and much easier for understanding and modifying.


Knowledge Based Systems | 2009

Algorithm library based on algorithmic cyberFilms

Yutaka Watanobe; Nikolay N. Mirenkov; Rentaro Yoshioka

A library of algorithms developed as algorithmic cyberFilms is presented. Algorithmic cyberFilms are a new type of software components for presentation, specification/programming and automatic code generation of computational algorithms. The algorithmic cyberFilm format is implemented as a set of multimedia frames (and scenes), and each component is represented by frames of algorithmic skeletons representing dynamical features of an algorithm, by frames of integrated view providing static features of the algorithm in a compact format, and by corresponding template codes supporting the program generation. We developed a library which is a collection of basic and advanced algorithms taught at universities, including computation on grids, trees and graphs. In this paper, we present basic constructs of visual languages which are used for representing cyberFilms as well as for demonstrating the library components. We also provide a general overview of the library and its features. In addition, we discuss results of experiments which were conducted to verify the usability of the library components and their usefulness in education.


Proceedings of the 2012 Joint International Conference on Human-Centered Computer Environments | 2012

Employment of 3D printing for enhanced kanji learning

Kamen Kanev; Itaru Oido; Rentaro Yoshioka; Nikolay N. Mirenkov

Learning of kanji is a complex process that requires significant time and effort for understanding fundamentals of kanji construction, developing adequate writing skills, retention of proper meaning and language use, etc. Research presented in this work addresses earlier stages of kanji learning where basic understanding of kanji composition takes place and tangible associations are being established. Written kanji are essentially flat and thus resemble alphabet characters and numerals but in contrast to them many kanji and kanji components are derived from and thus directly associated with existing physical artifacts and notions. For novice kanji learners, however, it is usually very hard to analyze and map kanji and kanji components to existing artifacts. We attempt to facilitate this process by introducing various tangible kanji representations and bringing flat, written kanji back to the tangible 3D world where learners can get proper touch and feel of them. We report on the design and development of different spatial kanji models and construction sets for kanji learning experiments and research.


Electronic Communication of The European Association of Software Science and Technology | 2008

Composing control flow and formula rules for computing on grids

Paolo Bottoni; Nikolay N. Mirenkov; Yutaka Watanobe; Rentaro Yoshioka

We define computation on grids as the composition, through pushout constructions, of control flows, carried across adjacency relations between grid cells, with formulas updating the value of some attribute. The approach is based on the identification of a subcategory of attributed typed graphs suitable to the definition of pushouts on grids, and is illustrated in the context of the Cyberfilm visual language.


frontier of computer science and technology | 2006

Algorithmic CyberFilm Language

Yutaka Watanobe; Nikolay N. Mirenkov; Rentaro Yoshioka

The algorithmic cyberFilm language is a visual programming language for presentation, specification and consequent automatic code generation of computational algorithms. The language employs a physical-mathematical abstraction which represents an algorithm as a model of a space and activity in this space. This language has been used to present/specify a variety of algorithms, but a general description of it has not yet been presented. This paper provides an additional description of the algorithmic cyberFilm language including its syntax and semantic aspects. We also show that certain constructs of this language represent semantic features of other constructs


parallel computing technologies | 2009

Filmification of Methods: Representation of Particle-In-Cell Algorithms

Yutaka Watanobe; Victor E. Malyshkin; Rentaro Yoshioka; Nikolay N. Mirenkov; Hamido Fujita

Filmification of methods is an approach to find new formats for program and data/knowledge representation. It is also to create a basis for specifying and developing a new generation of programming environments. Within this approach various algorithms are analyzed and represented as cyberFilms where special visual super-symbols (icons) are introduced for defining meaning of the cyberFilm frames. In this paper, the filmification of methods is applied for particle-in-cells algorithms. Results demonstrate a promising compactness of the program representation, covering technical details of parallel implementation and an effectiveness of an open set of icons.


ieee region 10 conference | 2009

Filmification of methods: Convex Hull algorithms

Yutaka Watanobe; Rentaro Yoshioka; Shuichiro Tsukumoto; Nikolay N. Mirenkov

Filmification of methods is a promising concept to find new formats for program and data/knowledge representation. It is also to create a basis for specifying and developing a new generation of programming environments, as well as for introducing new types of educational materials. Within this approach various algorithms are analyzed and represented as cyberFilms where special visual constructs, super-symbols and background images are introduced for defining and explaining meaning of the cyberFilm frames. In this paper, the filmification of methods is applied to Convex Hull algorithms. As a result, several ways to enhance the approach has been obtained. They are based on new types of flashing (highlighting) nodes, to represent different limitations on specifying activity on spatial structures, and special background images and formulas to support the explanation of algorithm dynamics.


symposium on visual languages and human-centric computing | 2011

Programming in pictures within Filmification Modeling environment

Yutaka Watanobe; Rentaro Yoshioka; Nikolay N. Mirenkov

“Programming in pictures,” or “filmification of methods” is an approach where pictures and moving pictures are used as super-characters for representing features of computational algorithms. A Filmification Modeling environment supporting the approach is based on a set of generic pictures and related editors/browsers allowing the development of compound pictures of algorithmic steps. The compound pictures are assembled into special series representing different views of algorithmic features. These views are employed to split the programming process into special stages and to support understandability of the programs within the framework of visual debugging or external inspection. In this paper, a brief introduction of the approach and the environment are presented to prepare a basis for the demonstration.


technical symposium on computer science education | 2018

How to Foster Creativity?: Curriculum of Creativity Development Program for Computer Science Students (Abstract Only)

Rentaro Yoshioka; Tastuki Kawaguchi

The importance of problem solving skills in addition to computational skills for computer science graduates is increasing. The authors present a curriculum of a creativity development program for undergraduate computer science students that aims at exposing them to problem solving and software development through a series of three courses spanning a period of six months. The focus of this initiative is to teach problem solving skills and software development skills as an integrated skill-set and take advantage of the combined effect to address the challenge for students to connect computer science knowledge to real-world problems, an issue apparent in our current curriculum. The curriculum starts with the first course on creativity development in which students propose solutions to a real-world problem through field-work and information gathering/analysis spanning five days. The second course introduces project management and software development through another five-day software development team project. In the final course, student teams work on a software development request from customers during a period of 4 months. All three courses use the same problem. The program is in its first year of offering with a relatively small group of students. The presentation will display our findings from program assessment including student scores on individual performance tests and student perception. Details of the project can be found at: https://www.u-aizu.ac.jp/enpit/


2014 IEEE 8th International Symposium on Embedded Multicore/Manycore SoCs | 2014

An Analysis Tool for a Programming Contest for High-School Students

Shota Furuya; Katsuki Yanai; Rentaro Yoshioka

Owing to the rapid growth of the modern information society, it is necessary to educate young people who are responsible for the future of the Information Technology (IT). A programming contest is a competitive learning that is intended to improve skills and enhance knowledge of the IT. In Japan, programming contests for high school students play an important role in information education but analyses of their effect and role in the education system has been scarce. In this research, an analysis framework based on a survey of programming contests is proposed and a corresponding analysis tool for evaluating and analyzing a programming contest is created. The summary of the survey, the details of the framework and the tool are explained in this paper.

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Hamido Fujita

Iwate Prefectural University

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