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Yasushi Kuno

dblp:71/4608 · DBLP profile ↗
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8ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 3Software engineering, systems software and programming languages · 2Artificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
1 paper
Automated reasoning and model checking · 50% Mathematical optimization · 50%
Software engineering, system software, and programming languages
1 paper
Program verification · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Mathematical optimization › submodular optimization
coverage problem
0.212013
Coverage Estimation in Model Checking with Bitstate Hashing · IEEE Trans. Software Eng. 2013
Automated reasoning and model checking › model checking
explicit-state model checking
0.212013
Coverage Estimation in Model Checking with Bitstate Hashing · IEEE Trans. Software Eng. 2013
Program verification › model checking
state space exploration
0.012013
Coverage Estimation in Model Checking with Bitstate Hashing · IEEE Trans. Software Eng. 2013

Methods — techniques the papers use, named apart from their topics

growth curve fitting · 0.3bloom filter · 0.3bitstate hashing · 0.3
YearPublicationVenuePosition
2021 Analysis of the Answering Processes in Split-Paper Testing to Promote Instruction
Shin Ueno, Yuuki Terui, Ryuichiro Imamura, Yasushi Kuno, Hironori Egi
ICCE4
2020 Analyzing Viscuit Programs Crafted by Kindergarten Children
abstract
Viscuit is a programming language developed in Japan. With Viscuit, children can move and change multiple pictures on the screen using picture rewriting rules. Viscuit's distinguishing feature is that the program is expressed solely with pictures and their layouts without any letters. Therefore, Viscuit is very suitable for pre-school children. As an experiment, we carried out regular programming lessons using Viscuit in a kindergarten for one year in 2017. Through these lessons, we taught four Viscuit techniques. In this report, we analyze the programs made by 5-6 year old children in the final lesson of the 13 lessons. Our research question is how kindergarten children make Viscuit programs to express their ideas. We analyzed the kinds of programs children made to express their ideas by applying what they have learned in the previous 12 lessons. We let children make programs based on the operetta in which they were going to perform in the kindergarten graduation ceremony. As a result, 85.7% of children made valid programs and used multiple programming techniques effectively.
Takeshi Watanabe, Yuriko Nakayama, Yasunori Harada, Yasushi Kuno
ICER4
2019 How Can Children Express Their Intentions Through Coding?: Analysis of Viscuit Programs in Kindergarten
abstract
Viscuit is a programming language developed by one of the authors. With Viscuit, you can move and change multiple pictures on the screen using eyeglasses, which make a sequence from left to right, following from-to (picture rewriting) rules. Its distinguishing feature is that the program is expressed solely with pictures and their layouts. No letters are necessary at all. Therefore, Viscuit is perfectly suitable for pre-school children. We have been carrying out regular programming lessons in a kindergarten in Japan since 2015. We have recorded and analysed almost all of the programs made by 56 children aged 5-6 years in a series of 13 lessons held during the school year 2017. In this poster we report how the children could express their intentions through coding.
Takeshi Watanabe, Yuriko Nakayama, Yasunori Harada, Yasushi Kuno
ITiCSE4
2013 Coverage Estimation in Model Checking with Bitstate Hashing
abstract
Explicit-state model checking which is conducted by state space search has difficulty in exploring satisfactory state space because of its memory requirements. Though bitstate hashing achieves memory efficiency, it cannot guarantee complete verification. Thus, it is desirable to provide a reliability indicator such as a coverage estimate. However, the existing approaches for coverage estimation are not very accurate when a verification run covers a small portion of state space. This mainly stems from the lack of information that reflects characteristics of models. Therefore, we propose coverage estimation methods using a growth curve that approximates an increase in reached states by enlarging a bloom filter. Our approaches improve estimation accuracy by leveraging the statistics from multiple verification runs. Coverage is estimated by fitting the growth curve to these statistics. Experimental results confirm the validity of the proposed growth curve and the applicability of our approaches to practical models. In fact, for practical models, our approaches outperformed the conventional ones when the actual coverage is relatively low.
Satoshi Ikeda, Masahiro Jibiki, Yasushi Kuno
IEEE Trans. Software Eng.3
2011 Join Token-Based Event Handling: A Comprehensive Framework for Game Programming
Taketoshi Nishimori, Yasushi Kuno
SLE2
2009 A CS unplugged design pattern
abstract
"Computer Science (CS) Unplugged" is an educational method for introducing non-specialists to concepts of CS through hands-on activities that don't require the use of a computer. Often the deeper concepts of CS have been considered as being too difficult for elementary and middle school students, and many educators teaching "IT" are not even aware of the richness of the topic. CS Unplugged methods have been used successfully with students of a wide range of ages. In this paper, we analyze the structure of CS Unplugged activities to identify the elements that make them work well. Based on the analysis, we propose a design pattern which will be useful as a guideline for developing new activities, and to revise existing ones. We also describe our experience developing original teaching material, using the pattern as a benchmark for evaluation.
Tomohiro Nishida, Susumu Kanemune, Yukio Idosaka, Mitaro Namiki, Timothy C. Bell, Yasushi Kuno
SIGCSE6
2002 A compiler for business simulations: Toward business model development by yourselve
Kazuhiko Tsuda, Takao Terano, Yasushi Kuno, Hiroaki Shirai, Hisatoshi Suzuki
Inf. Sci.3
1999 Business game development toolkit for the WWW environment
abstract
This paper proposes a novel toolkit for educating business people through home-made simulator development. The toolkit is used at our business simulation course. The course consists of (i) Simple gaming experiment among multiple students using Alexander Islands, a tiny business simulator on the WWW; (ii) Lectures to let students to understand the core concepts of systems management through the simulation; and (iii) Home-made simulation model development by the students themselves using the toolkit, which equips a business model description language (BMDL) and a business model development system (BMDS), This paper describes the background and basic principles, the architecture and of BMDL/BMDS, and evaluation results.
H. Fujimori, Hiroaki Shirai, Hisatoshi Suzuki, Yasushi Kuno, Kazuhiko Tsuda, Takao Terano
KES4