International Journal of ICT Application Research
Online ISSN : 2758-9420
Current issue
International Journal of ICT Application Research Vol. 3 No. 1
Displaying 1-4 of 4 articles from this issue
  • Mitsunobu KAMATA
    2026Volume 3Issue 1 Pages 1-8
    Published: March 06, 2026
    Released on J-STAGE: March 06, 2026
    JOURNAL FREE ACCESS
    This study develops and evaluates two Retrieval-Augmented Generation (RAG) chatbot systems (LangChain and Dify) for municipal services, offering deployment guidelines tailored to technical capacities. LangChain, a code-based framework, provides advanced customization for complex integration, whereas Dify is a GUI-based platform enabling rapid, low-code operation. Both systems were equipped with key security features—including PII detection, prompt injection prevention, and request rate limiting—and evaluated using simulated administrative inquiries. Our evaluation indicates that LangChain is the better choice for environments with strict security requirements and detailed management, while Dify is a practical option for municipalities with limited technical expertise due to its speed and ease of maintenance.
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  • Evidence from Undergraduates across Programs
    Noriko Hatanaka, Wataru Soma, Michinori Yamashita
    2026Volume 3Issue 1 Pages 9-18
    Published: March 06, 2026
    Released on J-STAGE: March 06, 2026
    JOURNAL FREE ACCESS
    This study examines how undergraduates engage with data science when it is framed through social inclusion. A short general-education lecture at Rissho University enrolled 168 students (Sports program: 89; Regular program: 79). Using a mixed-methods design that combines quantitative analysis of six Likert-type items and qualitative natural language processing of open-ended reflections, we describe post-lecture patterns rather than changes from before to after the session. Quantitatively, comprehension items tended to be higher among Regular students, while interest and self-relevance were strong across both groups. K-means clustering (k = 3) yielded interpretable profiles: C0 High-Understanding, C1 Moderate, and C2 Low-Confidence/High-Interest, indicating that interest can precede confidence. Qualitatively, responses shifted from abstract notions of technology or data use toward concrete social domains, including disability and welfare, poverty alleviation, decision transparency, and community issues, organized into the themes Data Utilization, Social Issues, and Disability and Welfare. Taken together, the results support context-led, problem-first pedagogy that pairs on-ramp scaffolds for beginners with brief applied outputs and equity-aware assessment. Such design choices can lower psychological and curricular barriers without recreating STEM-style gatekeeping, extending data literacy to learners beyond traditional STEM tracks.
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  • Hidetsugu Kohzaki
    2026Volume 3Issue 1 Pages 19-24
    Published: March 06, 2026
    Released on J-STAGE: March 06, 2026
    JOURNAL FREE ACCESS
    [Purpose] The COVID-19 pandemic made it necessary to provide first -year nursing students with remote access to lectures on the structure and function of the human body (SFHB) via Google Classroom ( GCR). However, I had doubts about whether these remote lectures would be effective in teaching three-dimensional anatomy, and I considered introducing virtual reality (VR) and augmented reality ( AR) teaching materials. Furthermore, with the aim of creating a rubric for VR/AR teaching materials, I conducted preliminary effect measurements and reported on them. [Method] Seventy-seven students were asked to give their impressions in an anonymized questionnaire regarding the use of VR/AR teaching materials similar to the videos used in standard SFHB classes on line, and 38 responded (valid response rate, 49.4%). The evaluation was based on a comparison between the VR/AR lectures and face-to-face lectures using videos of the responses to: questionnaires about the teaching materials and to class improvement questionnaires ; the student feedback after each lecture ; and the level s attained in examinations. The rubric incorporated evaluation scales, evaluation viewpoints, and evaluation criteria (Table.1). The university is a member of the Compensation System for Public Transmission for Educational Purposes; this research was approved by my former university. [Results] 1. Similar to the evaluations of conventional videos, 86.8% of the evaluations of VR/AR teaching materials were reported by students as "very interesting” or "interesting. ” 2. When students were asked if they would like to use these materials in future lectures and preparations for national exams, 52.6% said they would, and 5.3% said the materials were unnecessary. 3. In the questionnaire, there were positive responses such as "because it is easy to understand" and "VR is easier to remember." In contrast, some students expressed opinions such as "Printed material is enough." The scores in the class improvement questionnaire were 2.95–3.00 points out of 3 for all items. In the rubric created from the above , the students were considered to have achieved "acceptance of VR/AR," "acquisition of knowledge," and "three-dimensional understanding," but "engagement" scored only 52.6%. Students found "filling in blank body maps" difficult. In addition, when I asked about the potential use of XR (extended reality) teaching materials for subjects other than SFHB, pathology was the most popular, followed by maternity, geriatrics, and physical assessment. [Discussion] Virtual space services known as the metaverse are expected to become even more widespread worldwide in the future . As stated in previous studies, in this survey, students were interested in VR/AR. But because the teaching materials used were not necessarily designed for nurses the "engagement" score was 52.6%. According to a survey by the Japanese Nursing Association, 9.2% of students are offered VR/AR in their lectures—a percentage that is still small. I therefore decided to use VR/AR teaching materials for nurs ing training to improve engagement . In this study, Ⅰconducted a rubric-based evaluation of VR/AR for the first time in the world.
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  • Musashi Eriko, Hosoda Takaaki, Ikeda Daisuke
    2026Volume 3Issue 1 Pages 25-32
    Published: 2026
    Released on J-STAGE: March 11, 2026
    JOURNAL FREE ACCESS
    Japan's population aging rate is 29.1%, a high percentage. Previous research approaches to the elderly have mainly focused on topics related to the medical and welfare fields of the elderly. Prior research has shown that the elderly are known to prefer positive information and that focusing on positive information can stabilize their mood. In this study, therefore, we analyze the data on complaints posted by the elderly, targeting complaints, a comment that tends to be negative, and clarify the characteristics of information transmission by the elderly.
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