Although various methods for the evaluation of intelligent systems have been proposed in the past, almost no techniques are
present that support the manual inspection of knowledge bases by the domain specialist. Manual knowledge base inspection is
an important and frequently applied method in knowledge engineering. Since it can hardly be performed in an automated manner,
it is a time-consuming and costly task. In this paper, we discuss a collection of appropriate visualization techniques that
help developers to interactively browse and analyze the knowledge base in order to find deficiencies and semantic errors in
their implementation. We describe standard visualization methods adapted to specifically support the analysis of the static
knowledge base structure, but also of the usage of knowledge base objects such as questions or solutions. Additionally, we
introduce a novel visualization technique that supports the validation of the derivation and interview behavior of a knowledge
system in a semi-automatic manner. The application of the presented methods was motivated by the daily practice of knowledge
base development. 相似文献
Building on recent research investigating the role of life-course factors (including childhood conditions) and societal context in older Europeans health status, this study investigates the determinants of changes in elders’ health across two waves of the Survey of Health Ageing and Retirement in Europe (SHARE). Controlling for individuals’ current living conditions at baseline, our analysis provides evidence for long-term associations between childhood conditions (SES, health, cognition) and health dynamics in older age. Moreover, our findings suggest that income inequality tends to increase elders’ risk of experiencing negative health changes (decreases their chance to recover from poor health, respectively). Our study underlines the importance of accounting for both life-course and societal determinants of later life health dynamics. 相似文献
The study focuses on usability, ease of use and learnability of three different mobile phones (Nokia 3210, Siemens C35i, Motorola P7389). The first independent variable refers to the complexity of the menu (depth/breadth of the menu tree) and navigation keys (number/functionality). The Nokia phone had the lowest and the Motorola the highest complexity, with the Siemens phone ranging between them. The second independent variable was user expertise: 30 novices and 30 experts solved six telephone tasks. In order to assess effects of learnability, tasks were presented twice. Differences between the mobile phones regarding effectiveness, efficiency and learnability were found: The best performance was shown by Nokia users. The remaining two phones did not differ significantly, although the most complex phone was superior to the phone of medium complexity which had the lowest performance. Moreover, an effect of expertise was confirmed, though suboptimal interfaces were identified as lessening the advantage of expertise. Specific weaknesses of the tested phones are discussed. 相似文献
In regression models not only the parameter estimates and significances of explanatory variables are of interest, but also the degree to which variation in the dependent variable can be explained by covariates. In recent publications, an R(2) measure based on deviance was recommended for Poisson regression models, one of the most frequently used modelling tools in epidemiological studies. However, when sample size is small relative to the number of covariates in the model, simple R(2) measures may be seriously inflated and may need to be adjusted according to the number of covariates in the model. We present a SAS-macro that calculates adjustments for the R(2) measures in Poisson regression models based on log-likelihood and on sums of squares. The proposed measures are applied to real data sets and their performance is discussed. 相似文献
IntroductionAll hospitals in the province of Styria (Austria) are well equipped with sophisticated Information Technology, which provides all-encompassing on-screen patient information. Previous research made on the theoretical properties, advantages and disadvantages, of reading from paper vs. reading from a screen has resulted in the assumption that reading from a screen is slower, less accurate and more tiring. However, recent flat screen technology, especially on the basis of LCD, is of such high quality that obviously this assumption should now be challenged. As the electronic storage and presentation of information has many advantages in addition to a faster transfer and processing of the information, the usage of electronic screens in clinics should outperform the traditional hardcopy in both execution and preference ratings.This study took part in a County hospital Styria, Austria, with 111 medical professionals, working in a real-life setting. They were each asked to read original and authentic diagnosis reports, a gynecological report and an internal medical document, on both screen and paper in a randomly assigned order. Reading comprehension was measured by the Chunked Reading Test, and speed and accuracy of reading performance was quantified. In order to get a full understanding of the clinicians' preferences, subjective ratings were also collected.ResultsWilcoxon Signed Rank Tests showed no significant differences on reading performance between paper vs. screen. However, medical professionals showed a significant (90%) preference for reading from paper. Despite the high quality and the benefits of electronic media, paper still has some qualities which cannot provided electronically do date. 相似文献
Stakeholder participation is a key success factor of Requirements Engineering (RE). Typically, the techniques used for identifying and involving stakeholders in RE assume that stakeholders can be identified among the members of the organizations involved when a software system is ordered, developed or maintained—and that these stakeholders can be told or even mandated to contribute. However, these assumptions no longer hold for many of today’s software systems where significant stakeholders (in particular, end-users and people affected by a system) are outside organizational reach: They are neither known nor can they easily be identified in the involved organizations nor can they be told to participate in RE activities. We have developed the GARUSO approach to address this problem. It uses a strategy for identifying stakeholders outside organizational reach and a social media platform that applies gamification for motivating these stakeholders to participate in RE activities. In this article, we describe the GARUSO approach and report on its empirical evaluation. We found that the identification strategy attracted a crowd of stakeholders outside organizational reach to the GARUSO platform and motivated them to participate voluntarily in collaborative RE activities. From our findings, we derived a first set of design principles on how to involve stakeholders outside organizational reach in RE. Our work expands the body of knowledge on crowd RE regarding stakeholders outside organizational reach.
The present study investigates the impact of different key solutions of mobile phones on users' effectiveness and efficiency using the devices. In the first experiment, 36 children (9 - 14 years) and in the second experiment 45 young adults (19 - 33 years) completed four common phone tasks twice consecutively on three simulated phones that had identical menus, but different key solutions. An approach was undertaken to quantify the complexity of keys in three models, incorporating different factors contributing to the keys' complexity (number of key options, number of modes and number of modes with a semantically dissimilar meaning), in order to predict users' performance decrements. As a further main factor, the degree of the users' locus of control (LOC) was measured and interactions with performance outcomes were studied. As dependent measures, the number of inefficient keystrokes, the number of tasks solved and the processing time were determined. Results showed a significant effect of control key solutions on users' efficiency and effectiveness for both children and young adults. Moreover, children's LOC values significantly interacted with performance: children with low LOC values showed the lowest performance and no learnability, especially when using keys with a high complexity. From the three factors contributing to the complexity of keys, keys exerting different functions with semantically inconsistent meanings had the worst effect on performance. It is concluded that in mobile user interface design keys with semantically inconsistent meanings should be generally avoided. 相似文献