International Journal of Applied Informatics and Media Design
Online ISSN : 2758-7622
Print ISSN : 2758-8122
Current issue
Displaying 1-5 of 5 articles from this issue
  • Fumi Wakui, Koji Fujita
    2025Volume 5Issue 1 Pages 3-18
    Published: June 30, 2025
    Released on J-STAGE: August 11, 2025
    JOURNAL OPEN ACCESS
    In this study, we researched the relationship between media exposure time and summarization skills in today's information society. We conducted a survey with individuals from their teens to their sixties to check how much time they spend on the internet and print media. We also did an experiment where participants read and summarized two different texts. Their summaries were scored based on a standard evaluation method. We analyzed whether less reading of printed texts is connected to lower summarization skills. Summarization skills are important for understanding language and communicating well. They depend on many different abilities. Based on our results, we discussed how advancements in technology affect summarization skills and the connection between learning a language and summarization ability.
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  • Maxim Zhidkov, Takayuki Fujimoto
    2025Volume 5Issue 1 Pages 19-31
    Published: June 30, 2025
    Released on J-STAGE: August 11, 2025
    JOURNAL OPEN ACCESS
    In recent years, the evolution of video games has been mostly technical, with little to no progress on the design side. This has led to predictable gameplay, low engagement, and the general stagnation of the medium. As a proposal for video games to evolve further, this research focuses on a design of a simulated role-playing game (RPG) framework, introducing the RPG genre to zero-player games as well as simulator games by putting the player in charge of the game's background management, while the protagonist is controlled by Artificial Intelligence (AI). Additionally, the study introduces the concept of Extended Intelligence (XI) – an innovative approach focusing on the cooperation between machines and humans. XI concept can be applied to game mechanics and overall game design to push forward players’ creativity and implicitly deepen their comprehension of video games. This enables new ways of thinking and learning patterns, ultimately allowing players and developers both to grow. Our research introduces a new genre called simulated RPG and explains how it relates to XI Gaming with descriptive examples of AI character’s design and algorithm. The focus lies in the ability of the AI character to learn and solve problems, which is managed by priority lists correlated with each specific task types. In the beginning of the game those lists will only approximately describe the best course of action, progressively getting more effective as the AI character learns more abilities, gets more experience playing the game managed by the player.
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  • Raj Mahalingam, Priya Sarathy, Mohan Krishna Mannava, Yukti Kathuria
    2025Volume 5Issue 1 Pages 32-41
    Published: June 30, 2025
    Released on J-STAGE: August 11, 2025
    JOURNAL OPEN ACCESS
    As organizations increasingly rely on AI, informatics, and analytics for decision-making, a persistent challenge remains: the communication gap between technical teams and business leaders. Many data-driven initiatives fail because insights and processes do not effectively translate into business impact. This paper examines the emerging role of analytics translators, professionals who bridge this divide by ensuring data, models, and algorithms align with organizational objectives. We explore how design thinking principles—empathy, iteration, and prototyping—enhance analytics translation, making insights more actionable and strategically relevant. McKinsey estimates a global need for 2–4 million analytics translators by 2026, but structured frameworks for developing these roles are lacking. Using real-world case studies, this paper illustrates how analytics translators drive value by optimizing supply chains, enabling digital transformation, and enhancing AI-driven forecasting, maximizing the return on informatics investments.
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  • A Proposal for Effective Learning Through Backward Design and Pre-shared Performance Assessment
    Motona Ishida, Mayumi Kawase
    2025Volume 5Issue 1 Pages 42-54
    Published: June 30, 2025
    Released on J-STAGE: August 11, 2025
    JOURNAL OPEN ACCESS
    This study aimed to verify the effectiveness of an integrated approach combining instructor-led backward design and pre-shared performance evaluation rubrics in the “Business Work” PBL course at Kagoshima Women's Junior College. Its uniqueness and high generalizability stem from a convergent mixed research methodology framework that combines quantitative and qualitative research methods. Fifty-four students (N = 54) who enrolled in the course during the second semester of the 2023 academic year participated in the study. Quantitative data consisted of (1) a 15-item self-report questionnaire administered to all participants before Session 2 and the same questionnaire administered after Session 14. The average number of students who self-rated their performance on a 10-point scale as 6–10 increased from 22.4 (SD = 11.7) to 43.3 (SD = 5.5). Notably, significant improvements were observed in SDGs knowledge, problem-identification ability, planning ability, and creativity. Qualitative data included (2) self-assessment comparison charts across the 15 sessions and (3) semi-structured interviews with 11 students who demonstrated significant academic improvement. These findings revealed that clear backward design objectives and transparent rubric criteria promote participants' intrinsic motivation, appropriate self-regulation, and group collaboration. The discussion emphasized that backward design and rubric assessment provide a dual structure for clarifying learning objectives and motivating self-growth, thereby strengthening learners' autonomy, collaborative problem-solving, and foundational workplace skills in higher education at junior colleges. We propose that community colleges nationwide adopt this evidence-based model, grounded in the standardization of backward design processes and rubric development, to optimize their PBL practices.
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  • Xuezhen Li
    2025Volume 5Issue 1 Pages 55-68
    Published: June 30, 2025
    Released on J-STAGE: August 11, 2025
    JOURNAL OPEN ACCESS
    Online and virtual libraries have developed rapidly in recent years. However, no matter how much the functionality of virtual libraries improves, they cannot replace conven-tional public libraries. The causes and the background of the coexistence state are not yet clear. On the other hand, when considering the future of the next generation of virtual libraries, it is possible to gain insights by focusing on how the roles and functions of public libraries have changed. Based on this position, this paper will reconsider the history of libraries as public cultural institutions from the perspective of Humanities and Informatics to reevaluate the history of the roles and characteristics of public libraries. Looking back at the history of libraries, the history of the development of libraries can be described as a history how library spaces have become more open and people's freedom to use libraries has become more expanded. When considering the next generation of libraries, the history of libraries suggests more active use of digital technology to create an environment that allows people to use the library freely from time and spatial re-strictions. Besides, since the ages of private collection rooms, libraries were not only the spaces for preserving existing books(information), but also served as symposium and manuscript rooms. How to digitally reproduce the library as a ‘creative place to en-counter with unknown information’ is also a challenge for the next generation virtual library.
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