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1.
Speech is a fundamental means of human communication. Design and construction are social activities. We argue that designers
and builders generate and develop concepts through dialogue. These communicative events are typically not captured. Consequently,
knowledge transfer and reuse opportunities are missed. Our objective is to capture and mine rich, contextual, social communicative
events for further knowledge reuse. We present a methodology and prototype called I-Dialogue that: (1) captures the knowledge
generated during informal communicative events through dialogue, sketching and gestures in the form of unstructured digital
design knowledge corpus; (2) adds structure to the unstructured digital knowledge corpus; and (3) processes the corpus using
an innovative notion disambiguation algorithm in support of knowledge retrieval. The paper concludes with results of evaluation
experiments with I-Dialogue using a testbed of design–construction projects.
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2.
Systematic software reuse is emerging as a promising route to improved software development productivity and quality. While
many benefits of patterns reuse have been identified, there is a need to develop a mechanism for supporting and automating
the reuse of relevant analysis patterns for conceptual modeling. To enable effective reuse of analysis patterns, extant approaches
require judgment about correctly instantiating and combining the analysis patterns. Building on prior research in ontology
and conceptual modeling, we propose a “top-down” approach, referred to as Ontology for Describing Analysis Patterns (ODAP),
to explicitly express the semantics of analysis patterns. We show how ODAP helps provide a mechanism to identify appropriate
instances of analysis patterns including the discovery of valid combinations with other patterns in a patterns base. Thus,
ODAP can enable communication of the meaning of the analysis pattern constructs to modelers and be the basis for a design
support environment that supports the development of conceptual schemas using analysis patterns.
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3.
Context-awareness is emerging as a central issue in ubiquitous computing research. Context-aware computing refers to the idea
that computing devices can sense and react to the physical environment where they are deployed. A great deal of research on
context-awareness has been conducted to explore and address the various challenges related to context acquisition, representation,
distribution, and abstraction. This paper surveys the most relevant approaches to modeling context for ubiquitous computing.
It also evaluates how the existing works utilize contextual information, with respect to the query processing approaches used
to access and manage that information. We also discuss typical problems, shortcomings, and challenges posed by context modeling
at large, and highlight some proposals to address some of them.
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4.
As the latest stage of learning and training evolution, e-Learning is supposed to provide intelligent functionalities not only in processing multi-media education resources but also in supporting context-sensitive pedagogical education processes. Towards providing an integrated solution for intelligent multimedia e-Learning, this paper presents a context-aware knowledge management framework named ConKMeL. Proposed framework features a semantic context-based approach for representing and integrating information and knowledge in e-Learning. Requirement analysis in university e-Learning environments shows that knowledge communications are usually in a hybrid mode across different conceptual levels. Based on the fact, a multi-layer contextual knowledge representation model called KG (knowledge graph) is presented. Corresponding key issues in development such as context-based knowledge retrieval and logical knowledge interpretation are discussed. On the application side, a scenario-based learning case study is shown to demonstrate the concepts and techniques developed in the ConKMeL framework. 相似文献
5.
Businesses need to continuously focus on change and innovation in order to survive in dynamic environments. The ability of
an organization to deploy appropriate business processes requires that the fit between business processes and systems that
support the management of these processes is continuously maintained and evolved. Acquisition and use of the knowledge about
the context in which business processes are defined, modified, and implemented can help maintain this fit. We identify requirements
for a business process management system (BPMS) capable of managing contextual knowledge. Based on these requirements, we
have enhanced KOPeR, a knowledge-based system for business process improvement, with an explanation facility that can acquire
and maintain knowledge about the context behind process definitions and design choices. A case study that illustrates the
functionalities of this system which is designed to improve the fit between business processes and BPMS is presented.
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9.
In order to be capable of exploiting context for pro-active information recommendation, agents need to extract and understand
user activities based on their knowledge of the user interests. In this paper, we propose a novel approach for context-aware
recommendation in browsing assistants based on the integration of user profiles, navigational patterns and contextual elements.
In this approach, user profiles built using an unsupervised Web page clustering algorithm are used to characterize user ongoing
activities and behavior patterns. Experimental evidence show that using longer-term interests to explain active browsing goals
user assistance is effectively enhanced.
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10.
In the context of technology development and systems engineering, knowledge is typically treated as a complex information structure. In this view, knowledge can be stored in highly sophisticated data systems and processed by explicitly intelligent, software-based technologies. This paper argues that the current emphasis upon knowledge as information (or even data) is based upon a form of rationalism which is inappropriate for any comprehensive treatment of knowledge in the context of human-centred systems thinking. A human-centred perspective requires us to treat knowledge in human terms. The paper sets out the particular importance of tacit knowledge in this regard. It sets out two case studies which reveal the critical importance of a careful treatment of tacit knowledge for success in two complex, technology-driven projects. 相似文献
11.
This paper explores the design issues of situated play within a museum through the study of a museum guide prototype that
integrates a tangible interface, audio display, and adaptive modeling. We discuss our use of design ethnography in order to
situate our interaction and to investigate the liminal and engagement qualities of a museum visit. The paper provides an overview of our case study and analysis of our user evaluation. We discuss
the implications including degrees of balance in the experience design of play in interaction; the challenge in developing
a discovery-based information model, and the need for a better understanding of the contextual aspects of tangible user interfaces
(TUIs). We conclude that learning effectiveness and functionality can be balanced productively with playful interaction through
an adaptive audio and TUI if designers balance the engagement between play and the environment, and the space between imagination
and interpretation that links the audio content to the artifacts.
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12.
Information is integral to the engineering design process, and gaining access to design knowledge is critical to effective
design decision-making. This paper considers the indexing and retrieval of informal, unstructured information captured from
electronic design logbooks. One of the key observations of informal design information is its evolutionary nature over time.
While this characteristic makes informal information a rich source for reuse, it also makes it difficult to employ traditional
information retrieval (IR) approaches. The work described in this paper is based on a framework developed specifically for
the information handling requirements of designers. This manual method for indexing information is adapted to meet the evolutionary
nature of design through the development of thesauri for design context. Several approaches to building thesauri are examined,
including manual and automated methods. It is found that manual methods provide a high level of IR performance, but also have
high overhead requirements. Machine methods, however, may provide a viable, low overhead alternative.
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13.
Knowledge-based trust is trust that is grounded in knowledge about another party developed through repeated interaction. Knowledge-based
trust is especially important for online business environments where there are repeated transactions between fixed pairs of
consumers and merchants. Building on previous studies of trust, this paper examines the proposition that players’ knowledge
about website characteristics (i.e., security and interface design) and about website outputs (i.e., online game quality and
service quality) has an effect on the development of trust in the context of online game websites. The impact of trust on
building an effective online game website is also investigated. A conceptual model of knowledge-based trust is tested with
questionnaire responses of 253 online game players. Overall, the results indicate that all of these four classes of knowledge
engender trust and that trust helps develop effective online game websites.
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14.
This paper presents a general framework for efficient synthesis of supervisors for discrete event systems. The approach is
based on compositional minimisation, using concepts of process equivalence. In this context, a large number of ways are suggested
how a finite-state automaton can be simplified such that the results of supervisor synthesis are preserved. The proposed approach
yields a compact representation of a least restrictive supervisor that ensures controllability and nonblocking. The method
is demonstrated on a simple manufacturing example to significantly reduce the number of states constructed for supervisor
synthesis.
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15.
This paper presents a method for automatically annotating files created on portable devices with contextual metadata. We achieve this through the combination of two system components. One is a context dissemination mechanism which allows devices in a personal area network (PAN) to maintain a shared aggregate contextual perception. The other is a storage management system that uses such context information to automatically decorate files created on personal devices with annotations. As a result, the user is able to flexibly browse and lookup files that were generated on the move, based on the contextual situation at the time of their creation. What is equally important is that the user is relieved from the cumbersome task of having to manually provide annotations in an explicit fashion. This is especially valuable when generating files on the move, using U/I-restricted portable devices. 相似文献
16.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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17.
As the structural and behavioral complexity of systems has increased, so has interest in reusing modules in early development
phases. Developing reusable modules and then weaving them into specific systems has been addressed by many approaches, including
plug-and-play software component technologies, aspect-oriented techniques, design patterns, superimposition, and product line
techniques. Most of these ideas are expressed in an object-oriented framework, so they reuse behaviors after dividing them
into methods that are owned by classes. In this paper, we present a crosscutting reuse approach that applies object-process
methodology (OPM). OPM, which unifies system structure and behavior in a single view, supports the notion of a process class
that does not belong to and is not encapsulated in an object class, but rather stands alone, capable of getting input objects
and producing output objects. The approach features the ability to specify modules generically and concretize them in the
target application. This is done in a three-step process: designing generic and target modules, weaving them into the system
under development, and refining the combined specification in a way that enables the individual modules to be modified after
their reuse. Rules for specifying and combining modules are defined and exemplified, showing the flexibility and benefits
of this approach.
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18.
In this paper, we present an Inverse Multi-Objective Robust Evolutionary (IMORE) design methodology that handles the presence
of uncertainty without making assumptions about the uncertainty structure. We model the clustering of uncertain events in
families of nested sets using a multi-level optimization search. To reduce the high computational costs of the proposed methodology
we proposed schemes for (1) adapting the step-size in estimating the uncertainty, and (2) trimming down the number of calls
to the objective function in the nested search. Both offline and online adaptation strategies are considered in conjunction
with the IMORE design algorithm. Design of Experiments (DOE) approaches further reduce the number of objective function calls
in the online adaptive IMORE algorithm. Empirical studies conducted on a series of test functions having diverse complexities
show that the proposed algorithms converge to a set of Pareto-optimal design solutions with non-dominated nominal and robustness
performances efficiently.
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19.
The European Union co-funded COMUNICAR (communication multimedia unit inside car) project designed and developed an integrated multimedia human–machine interface (HMI) able to manage a wide variety of driver information systems (from entertainment to safety). COMUNICAR proposed an innovative information provision paradigm, in which the on-vehicle HMI is able to tailor the delivery of the information in real time according to the actual driving context and the drivers workload. COMUNICAR adopted a user-centred design process involving an iterative development based on extensive user tests since the early phases of the project. This approach was particularly useful to define and improve the layout of the user interface and specify the rules that decide the scheduling and the modalities of the delivery of the information messages to the driver. This paper introduces the COMUNICAR concept and the user-centred flow of design. Then, a concrete case of user-test driven, iterative improvement of a systems functionality is presented. We also briefly describe two software tools that we have designed to enhance the development process in a user-centred perspective. Finally, the future evolution of the concept of smart and safe information scheduling is sketched and discussed. 相似文献
20.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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