The Internet has evloved as various new technologies have been added like “patchwork”. Through the apprehensions that the Internet will fail if this condition continues, an idea about redesigning the Internet from scratch appeared (the clean slate approach) in the beginning of 2000s. In this paper, the networks based on the clean slate approach are called “the New Generation Networks.” This paper introduces several research projects about the New Generation Networks from the viewpoints of (1) network architecture, (2) network virtualization, and (3) ultra high-speed network.
As network technologies have been infiltrated into our daily life, reliability of networks and technologies which compose them is important. In order to guarantee them to be safe, various network experiments are performed and researchers discuss these methodologies to improve them. We have developed and managed StarBED; large-scale general purpose network testbed which enables to verify actual hardware and software implementations for real environments such as the Internet. In this paper, we describe characteristics and components of network experiments and supported areas by existing network testbeds. Finally, we discuss the future of network testbed researches.
Techniques for network virtualization including VPN, Virtual LAN (VLAN), are widely used in the current network environment. Especially, VLAN technology, that is the virtualization of datalinks, becomes essential for current local area network. In this paper, we first classify the network virtualization techniques, then describe the details of VLAN technologies from the its basic concepts.
Wearable computing, which is a computing style where a user wears a computer and receives various services anytime and anywhere, is becoming reality because of the recent technological advancement of computers. In wearable computing environments, the system should recognize the user contexts and present context-aware services. In this paper, I explain context-aware services using wearable sensors, and discuss the technologies on context recognition in wearable computing environments, including our research projects.
Multi-touch interfaces are getting popular for touch-panel based user interface. While traditional singletouch interface allows to point to only one location on a display, multi-touch interface allows various interactions and thus it is mainly introdcued to mobile devices that have strong limitations on its size and weight. This paper reports on the historical researches of multi-touch and recent research trends beyond positional touch interaction.
We have designed and developed MetaFa as the metadata management system on wide-area network. The MetaFa offers the data access method for desired data using the metadata. In this paper, we propose “personal view namespace file system” (PVN-FS) which is enable to flexible data access based on characteristics and semantics of data. The PVN-FS is enable to mount original namespace on user's file systems. It can incorporate the search results as the directories in the local file system. Users create a child directory in the PVN-FS. Then, the child directory succeeds to the attribute of parent directories. Directory constructed with the PVN-FS creates the child and then refines a result of retrieval on an intersection for the metadata between the parent and the child, so the PVN-FS offers the data access functionality. To evaluate an effectiveness of PVN-FS, we implemented a prototype system. Consequently, we mentioned and discussed about a possibility of PVN-FS that can be applied to the flexible data access method on the wide-area distributed computing environments.
The necessity for keeping a destination address and sending source information secret is pointed out from the viewpoint of protection of personal information with the widespread use of E-mail systems. Such address information, however, is necessary to route messages through networks, and communication with addresses kept secret is hard to implement. We propose a new design of anonymous communication system which keeps sender-receiver-pair secret from the communication system itself. Since our system does not necessarily need separate managing entities to keep the anonymity, it can be a cost effective solution. Reply block mechanism to reply to an anonymous sender is also efficiently implemented, which make the system useful in a wide variety of applications including consultations on the personal affairs. This paper reports the principle of anonymous communication, its prototype system, the efficiency of it, and the evaluation result.
Network operators must understand the status of a network from various viewpoints to manage the changing conditions of the Internet and diagnose the cause of anomalies within it. For this purpose, analyzing information obtained from different sources, including network devices such as routers and network monitoring tools, is required. Of that information, route information exchanged by Border Gateway Protocol (BGP) is essential for analyzing and diagnosing the Internet at an inter-autonomous-system level. However, the information is not easily deployed for actual network management because of its enormous amount and the difficulties in manipulating it in an original format. To overcome these problems and support network analysis essential for actual network management, we propose IM-DB, a network information retrieval system for interactive analysis of the Internet. Our IM-DB is based on a relational database and can store large amounts of network information including BGP information. By providing several functions for manipulating stored network information, the IM-DB enables network operators to easily search, integrate, and explore information they require. We developed the first version of our IM-DB for storing BGP routing information and other application-level network information. The experimental results using this prototype demonstrate the feasibility of our IM-DB.
In this paper, we show the possibility of predicting the anomalous packets' behaviors to the near active addresses from small observation address space (Darknet) in Internet. We have proposed the distributed cooperative monitoring architecture (DCMA) which probes the anomalous packets that arrive at the distributed unused address segments and detects and defenses anomalous packets' behaviors to the near active addresses. To realize DCMA, it is necessary to investigate the time-series correlation between anomalous packets arriving at small observation address segments and those of near addresses. Thus, we calculated the correlation strength of anomalous packets that scan address segments from the pairs of the sub-observation address segments divided from the Darknet addresses. Furthermore, we observed the correlation strength when changing the sub-observation's size and investigated the size dependency of the correlation strength. As a result, we could indicate the possibility of predicting the anomalous packets' behaviors to the near address segments from small sub-observation addresses. We could also find that the base observation fixed to the specific sub-observation space contributes to the strong correlation coefficient. Therefore, these results imply that DCMA can predict the anomalous packets' behaviors to the near addresses using small observation space.
We proposed the Birdlime Icon to facilitate pointing tasks by dynamically stretching its shape as it catches the overshooting cursor on GUI. Unlike existing techniques, this technique can reduce pointing time even in such realistic situation as there are many objects on a display. We conducted three experiments to examine the Birdlime Icon's performance. The comparison technique are Expansion which expands target size when the cursor approaches it and Sticky icons which reduces cursor velocity while the cursor is on the target. The first experiment was conducted in a single target situation, the second was conducted with multiple targets selection task, and the third was in the situation that the cursor must go through some distracters to reach the target. The experiment results show that the Birdlime Icon is the practical technique that can always maintain positive performance even in multiple target situations while the compared techniques drop their performance in some conditions.
This paper describes an attitude control method of fur surface for an interface covered with fur material. Chimpanzees and cats are known as animal which assumes a threat posture as one of their communication ways. When they adopt a threading posture, they raise their hair. As this phenomenon is also perceptible to human, it can be useful element for human user interface. Therefore, we set our goal to achieve a control method of fur surface and apply the method to interfaces with fur. With this method, we achieved rapidly changing of hair attitude. Also, through user study, we confirmed that the method is feasible approach for vision perception.
In any event, the master of ceremony (MC) plays an important role for smooth progress of the event because the immature progress makes the event unsuccessful. MC is required various abilities such as memorizing the scenario and managing accidental troubles. Moreover, since it is difficult for the unskilled MC to grasp the atmosphere among audiences, he/she cannot improve the atmosphere in the event smoothly. Therefore, we propose Wearable MC System that solves these problems using wearable computing technologies. Our system has functions to support MCs, such as a robust voice tracking function for the scenario understanding, a human interface for unimposing interaction, and a function to grasp the atmosphere. We implemented a prototype of wearable MC system and used it actually in several events. The result of actual use confirmed that our system works well and helps the MC to make the event smooth.
As social web sites such as blog and SNS(Social Network System) became popular, many people have communicated with their friends on the Web. Meanwhile, several problems of social web sites were revealed recently: (1) messages of close friends are often buried in other massive messages, (2) messages and people are dispersed several web sites, (3) they have to check and browse the web sites consciously, and (4) it is difficult to find a particular person in the timeline. In order to solve these problems, we proposed an novel software, “SocialFaceIcon”, which allows users to easily access messages of their friends on multiple social web sites without being confused by massive nonsignificant messages. SocialFaceIcon expresses information of a user of social web sites as an “icon” on the desktop. Users can easily obtain latest/past messages of their close friends using this icon-style interface. Moreover, we propose simple visualization techiniques for expressing “freshness” and “frequency” of these messages.
While watching real-time contents such as presentations and TV shows, it is fun and productive to discuss with the large audiences in an online communication space. However, message lists tend to be filled up with simple typical reactions to the real-time content such as (dis)agreements and excitements, since it is difficult to watch and discuss at the same time. To facilitate communications while watching real-time content, we propose to provide special ways to easily send these simple reactions and use the collected reactions to visualize the discussion. Based on the design principle, we developed a chat system called “On-Air Forum”, and conducted an evaluation experiment at a technical conference. While watching technical presentations, typical reactions were mostly shared through the special features provided by the system, and users could send longer messages than before.
Musical instruments have a long history, and many types of musical instruments have been created to attain ideal sound production. At the same time, various types of electronic musical instruments have been developed. Since the main purpose of conventional electronic instruments is to duplicate the shape of acoustic instruments with no change in their hardware configurations, the diapason and the performance style of each instrument is inflexible. Therefore, the goal of our study is to construct the UnitInstrument that consists of various types of musical units. A unit is constructed by simulating functional elements of conventional musical instruments, such as output timing of sound and pitch decision. Each unit has connectors for connecting other units to create various types of musical instruments. Additionally, we propose a language for easily and flexibly describing the settings of units. We evaluated the effectiveness of our proposed system by using it in actual performances.
Visualiztion is an effective mean to comprehend the structure of the social network. The article deals with visualization of a massive social network, which has been difficult to project its useful information on the computer display. To overcome the scale of the social network, we propose to preprocess heavy weight computation needed for structural analysis and graph layout of the social network as an offline task, and offer a three-dimensional, interactive, browsing interface that incorporate level-of-detail technique. The resulting system enables us to browse an acquaintance network retrieved from an SNS that comprises 890,000 user accounts.
Generally, software systems consist of application which they offer and execution environments for performing the application. Although these application and execution environments are changed according to the change of requirements, it becomes important to maintain their consistency when they change. Computational support is needed, because it is difficult for engineers to resolve such problems. In this paper, we propose a framework to manage consistency in a software system, and formalize by Alloy. Our framework uses a model which is based on the feature diagram of FODA, and describes the application, execution environments and relations among them. we describe how our framework checks the consistency of the model using Alloy.
Computer programming languages that embody OWL semantics allow us to develop computer systems by Ontology Driven Architecture. This paper describes an RDF(S) and OWL modeling language called SWCLOS, which is built on top of Common Lisp Object System (CLOS). The axioms and many entailment rules of RDF(S) and OWL are implemented by Meta-Object Protocol (MOP) of CLOS, and then the OWL semantics are realized in CLOS. Based on RDF axioms, we derive ontology metamodeing criteria, which is compatible to CLOS semantics, and we demonstrate several OWL Full metamodeling examples with SWCLOS.
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