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1.
Extending the Unified Modeling Language for ontology development   总被引:3,自引:0,他引:3  
There is rapidly growing momentum for web enabled agents that reason about and dynamically integrate the appropriate knowledge and services at run-time. The dynamic integration of knowledge and services depends on the existence of explicit declarative semantic models (ontologies). We have been building tools for ontology development based on the Unified Modeling Language (UML). This allows the many mature UML tools, models and expertise to be applied to knowledge representation systems, not only for visualizing complex ontologies but also for managing the ontology development process. UML has many features, such as profiles, global modularity and extension mechanisms that are not generally available in most ontology languages. However, ontology languages have some features that UML does not support. Our paper identifies the similarities and differences (with examples) between UML and the ontology languages RDF and DAML+OIL. To reconcile these differences, we propose a modification to the UML metamodel to address some of the most problematic differences. One of these is the ontological concept variously called a property, relation or predicate. This notion corresponds to the UML concepts of association and attribute. In ontology languages properties are first-class modeling elements, but UML associations and attributes are not first-class. Our proposal is backward-compatible with existing UML models while enhancing its viability for ontology modeling. While we have focused on RDF and DAML+OIL in our research and development activities, the same issues apply to many of the knowledge representation languages. This is especially the case for semantic network and concept graph approaches to knowledge representations. Initial sbmission: 16 February 2002 / Revised submission: 15 October 2002 Published online: 2 December 2002  相似文献   

2.
During the last forty years, Human Handwriting Processing (HHP) has most often been investigated under the frameworks of character (OCR) and pattern recognition. In recent years considerable progress has been made, and to date HHP can be viewed much more as an automatic Handwriting Reading (HR) task for the machine. In this paper we propose the use of handwriting invariants, a physical model for a first segmentation, a logical model for segmentation and recognition, a fundamental equation of handwriting, and to integrate several sources of perception and of knowledge in order to design Handwriting Reading Systems (HRS), which would be more universal systems than is currently the case. At the dawn of the 3rd millennium, we guess that HHP will be considered more as a perceptual and interpretation task requiring knowledge gained from studies on human language. This paper gives some guidelines and presents examples to design systems able to perceive and interpret, i.e., read, handwriting automatically. Received October 30, 1998 / Revised January 30, 1999  相似文献   

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4.
The paper presents an analysis of the stability of pose estimation. Stability is defined as sensitivity of the pose parameters towards noise in image features used for estimating pose. The specific emphasis of the analysis is on determining {how the stability varies with viewpoint} relative to an object and to understand the relationships between object geometry, viewpoint, and pose stability. Two pose estimation techniques are investigated. One uses a numerical scheme for finding pose parameters; the other is based on closed form solutions. Both are “pose from trihedral vertices” techniques, which provide the rotation part of object pose based on orientations of three edge segments. The analysis is based on generalized sensitivity analysis propagating the uncertainty in edge segment orientations to the resulting effect on the pose parameters. It is shown that there is a precomputable, generic relationship between viewpoint and pose stability, and that there is a drastic difference in stability over the range of viewpoints. This viewpoint variation is shared by the two investigated techniques. Additionally, the paper offers an explicit way to determine the most robust viewpoints directly for any given vertex model. Experiments on real images show that the results of the work can be used to compute the variance in pose parameters for any given pose. For the predicted {instable} viewpoints the variance in pose parameters is on the order of 20 (degrees squared), whereas the variance for robust viewpoints is on the order of 0.05 (degrees squared), i.e., two orders of magnitude difference.  相似文献   

5.
The research done by the Tenet Group in multimedia networking has reached a point where it may be useful to reflect on the significance of its results for the current debate on how integrated-services internetworks should be designed. Such reflections constitute the main subject of this paper. The principles of the work and the conclusions reached so far by the Tenet researchers are discussed in the light of the conflict between the two major technologies being proposed to build future information infrastructures: namely, the Internet and the ATM technologies. The Tenet approach suggests one feasible way for resolving the conflict to the advantage of all the users of those infrastructures. This paper discusses various fundamental aspects of integrated-services network design: the choice of the service model, the type of charging policy to be adopted, and the selection of a suitable architecture.  相似文献   

6.
Accessibility and high quality of interaction with products, applications, and services by anyone, anywhere, and at any time are fundamental requirements for universal access in the emerging Information Society. This paper discusses these requirements, and their relation to the concept of automated adaptation of user interfaces. An example application is presented, showing how adaptation can be used to accommodate the requirements of different user categories and contexts of use. This application is then used as a vehicle for discussing a new engineering paradigm appropriate for the development of adaptation-based user interfaces. Finally, the paper investigates issues concerning the interaction technologies required for universal access. Published online: 23 May 2001  相似文献   

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PicoDBMS: Scaling down database techniques for the smartcard   总被引:1,自引:0,他引:1  
Smartcards are the most secure portable computing device today. They have been used successfully in applications involving money, and proprietary and personal data (such as banking, healthcare, insurance, etc.). As smartcards get more powerful (with 32-bit CPU and more than 1 MB of stable memory in the next versions) and become multi-application, the need for database management arises. However, smartcards have severe hardware limitations (very slow write, very little RAM, constrained stable memory, no autonomy, etc.) which make traditional database technology irrelevant. The major problem is scaling down database techniques so they perform well under these limitations. In this paper, we give an in-depth analysis of this problem and propose a PicoDBMS solution based on highly compact data structures, query execution without RAM, and specific techniques for atomicity and durability. We show the effectiveness of our techniques through performance evaluation. Received: 15 October 2000 / Accepted: 15 April 2001 Published online: 23 July 2001  相似文献   

9.
This article offers a research update on a 3-year programme initiated by the Kamloops Art Gallery and the University College of the Cariboo in Kamloops, British Columbia. The programme is supported by a ‘Community–University Research Alliance’ grant from the Social Sciences and Humanities Research Council of Canada, and the collaboration focuses on the cultural future of small cities – on how cultural and arts organisations work together (or fail to work together) in a small city setting. If not by definition, then certainly by default, ‘culture’ is associated with big city life: big cities are equated commonly with ‘big culture’; small cities with something less. The Cultural Future of Small Cities research group seeks to provide a more nuanced view of what constitutes culture in a small Canadian city. In particular, the researchers are exploring notions of social capital and community asset building: in this context, ‘visual and verbal representation’, ‘home’, ‘community’ and the need to define a local ‘sense of place’ have emerged as important themes. As the Small Cities programme begins its second year, a unique but key aspect has become the artist-as-researcher. Correspondence and offprint requests to: L. Dubinsky, Kamloops Art Gallery, 101–465 Victoria Street, Kamloops, BC V2C 2A9 Canada. Tel.: 250-828-3543; Email: ldubinsky@museums.ca  相似文献   

10.
Failure detection and consensus in the crash-recovery model   总被引:2,自引:0,他引:2  
Summary. We study the problems of failure detection and consensus in asynchronous systems in which processes may crash and recover, and links may lose messages. We first propose new failure detectors that are particularly suitable to the crash-recovery model. We next determine under what conditions stable storage is necessary to solve consensus in this model. Using the new failure detectors, we give two consensus algorithms that match these conditions: one requires stable storage and the other does not. Both algorithms tolerate link failures and are particularly efficient in the runs that are most likely in practice – those with no failures or failure detector mistakes. In such runs, consensus is achieved within time and with 4 n messages, where is the maximum message delay and n is the number of processes in the system. Received: May 1998 / Accepted: November 1999  相似文献   

11.
Issues in the design of a storage server for video-on-demand   总被引:2,自引:0,他引:2  
We examine issues related to the design of a storage server for video-on-demand (VOD) applications. The storage medium considered is magnetic disks or arrays of disks. We investigate disk scheduling policies, buffer management policies and I/O bus protocol issues. We derive the number of sessions that can be supported from a single disk or an array of disks and determine the amount of buffering required to support a given number of users. Furthermore, we propose a scheduling mechanism for disk accesses that significantly lowers the buffer-size requirements in the case of disk arrays. The buffer size required under the proposed scheme is independent of the number of disks in the array. This property allows for striping video content over a large number of disks to achieve higher concurrency in access to a particular video object. This enables the server to satisfy hundreds of independent requests to the same video object or to hundreds of different objects while storing only one copy of each video object. The reliability implications of striping content over a large number of disks are addressed and two solutions are proposed. Finally, we examine various policies for dealing with disk thermal calibration and the placement of videos on disks and disk arrays.  相似文献   

12.
In this paper, some fundamental aspects of societal change processes are described, leading to proposals of how to cope with such changes through continuous learning within society. This change society is presently emerging worldwide. It is very much shaped by advanced networked information and communication technology. Correspondingly, certain trends are identified in this paper which indicate the change processes towards this new emerging society. Subsequently, different personal skills are described which are required for all members of society to cope with these trends. The paper finishes with a case study which deals with regional development through open networked business processes. The aim of the project described was to develop a joint family vacation concept in the former socialist East German state of Saxonia. Thus, it illustrates the change and learning processes across society which have taken place in many countries after the socialist era.  相似文献   

13.
Personalized, interactive news on the Web   总被引:2,自引:0,他引:2  
We present Krakatoa Chronicle, an interactive, personalized newspaper on the World Wide Web implemented as a Java applet. The newspaper is similar in appearance to newspapers in the real world, with a multi-column layout and justified text. At the same time, it provides various interaction techniques for browsing the content of articles, giving relevance feedback, and dynamically changing layout. As users interact with the system, individual ‘user profiles’ are built up at the webserver site. These are used to tailor the newspaper's content and layout to each user's declared and inferred preferences. The system allows for a balancing of personal and community interests, allowing the user to navigate through a space of newspapers corresponding to a range of viewpoints.  相似文献   

14.
This paper investigates how many users of commercial interactive systems are not properly agents within the interactive narrative, largely due to the dynamics of branding in cyberspace. Parallels are drawn between the dynamic personalization of e-CRM engines and context aware computing systems. Several seminal games are discussed as examples of systems in which very different relationships exist between users and the system. Arguments are made for designing e-commerce interactive systems that install into games, inside the game narrative. Correspondence to: Ms N. Cummins, Preject Brand Communications Consultancy, Unit P, Carlton Works Studios, Asylum Road, London SE15 2SB, UK. Email: nizami@preject.com  相似文献   

15.
A case study of requirements engineering practice is reported. The application, a decision support system for the Greek Ministry of Health, was investigated by studying the process of requirements analysis through to design and implementation. A usability analysis was then conducted on the designed system with the users. Several usability problems were discovered, and interviews uncovered further problems with the system that could be attributed to failure in requirements engineering (RE). Even though requirements were explicitly stated and the system was an evolution from an existing legacy system, functionality was defective and usability was poor. The client’s prime concern for redeveloping the system was to improve usability; unfortunately communications problems in the RE process meant that the developers did not appreciate this. The implications for RE methods and understanding the RE process are discussed.  相似文献   

16.
ExploreNet is an experimental environment for creating and delivering networked “virtual worlds.” This system's style of user interaction was inspired by the concept of a “habitat” as first articulated in the LucasFilm's Habitat system. Players enter and interact in a habitat via their animated alter egos, called “avatars.” Habitats may be created for many purposes, including social interaction, entertainment and education. Our focus has been to facilitate the creation of habitats in which virtual communities of learners and mentors interact. This paper presents details of the current ExploreNet system, including its user interface, the means it provides for creating complex behaviors, details of its implementation, the outcomes of several experiments using this system, and our plans for its natural migration to a World Wide Web-based system.  相似文献   

17.
Z -buffer approach, which takes full advantage of the resources already provided in current graphics hardware. We employ a modified data structure on the light screen's Z-buffer, which dramatically increases the shadowing accuracy. This data structure, the ED-buffer, also simplifies the shadow testing calculations considerably, needing only a couple of fixed-point multiplications and additions per shadow test. This is ideal for hardware implementation. We also present a technique for optimizing the use of the fixed memory resource in order to maximize the accuracy of shadowing when the scene is projected from the lighting point of view on the six faces of a cube surrounding the light source.  相似文献   

18.
The transportation of prerecorded, compressed video data without loss of picture quality requires the network and video servers to support large fluctuations in bandwidth requirements. Fully utilizing a client-side buffer for smoothing bandwidth requirements can limit the fluctuations in bandwidth required from the underlying network and the video-on-demand servers. This paper shows that, for a fixed-size buffer constraint, the critical bandwidth allocation technique results in plans for continuous playback of stored video that have (1) the minimum number of bandwidth increases, (2) the smallest peak bandwidth requirements, and (3) the largest minimum bandwidth requirements. In addition, this paper introduces an optimal bandwidth allocation algorithm which, in addition to the three critical bandwidth allocation properties, minimizes the total number of bandwidth changes necessary for continuous playback. A comparison between the optimal bandwidth allocation algorithm and other critical bandwidth-based algorithms using 17 full-length movie videos and 3 seminar videos is also presented.  相似文献   

19.
Investigating the Work of Industrial Schedulers through Field Study   总被引:1,自引:1,他引:0  
The study of planning and scheduling from a human factors perspective has re-emerged as an important area for research in contemporary manufacturing enterprises. Improved decision support systems are needed that optimally integrate people with computer-based systems in order to increase productivity and responsiveness. However, there is a dearth of knowledge on the reality of the human factors of planning and scheduling practice across manufacturing industry. This paper reviews previous studies of scheduling practice and demonstrates the lack of clearly reported and justified methods to study scheduling behaviour and to interpret and represent the findings. Field study is proposed as the most appropriate approach for carrying out studies of scheduling in practice and various methods used in scheduling field studies are specified. Particular emphasis is given to the investigation of the nature of planning and scheduling practice in the context of a functionally, spatially and temporally complex environment.  相似文献   

20.
This paper presents a method of quantitatively measuring local vectorization errors that evaluates the deviation of the vectorization of arbitrary (regular and irregular) raster linear objects. This measurement of the deviation does not depend on the thickness of the linear object. One of the most time-consuming procedures of raster-to-vector conversion of large linear drawings is manually verifying the results. Performance of raster-to-vector conversion systems can be enhanced with auto- localization of places that have to be corrected. The local deviations can be used for testing results and automatically showing the parts of resulting curves where deviations are greater than a threshold value and have to be corrected.  相似文献   

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