• Title/Summary/Keyword: Knowledge-based graph

Search Result 127, Processing Time 0.028 seconds

A Parametric Approach to Feature-based Modeling (파라메트릭 접근방법에 의한 특징형상을 이용한 모델링)

  • 이재열;김광수
    • Korean Journal of Computational Design and Engineering
    • /
    • v.1 no.3
    • /
    • pp.242-256
    • /
    • 1996
  • Although feature-based design is a promising approach to fully integrating CAD/CAM, current feature-based design approaches seldom provide methodologies to easily define and design features. This paper proposes a new approach to integrating parametric design with feature-based design to overcome those limitations by globally decomposing a design into a set of features and locally defining and positioning each feature by geometric constraints. Each feature is defined as a parametric shape which consists of a feature section, attributes, and a set of constraints. The generalized sketching and sweeping techniques are used to simplify the process of designing features. The proposed approach is knowledge-based and its computational efficiency in geometric reasoning is improved greatly. Parametrically designed features not only have the advantage of allowing users to efficiently perform design changes, but also provide designers with a natural design environment in which they can do their work more naturally and creatively.

  • PDF

Applying A Matrix-Based Inference Algorithm to Electronic Commerce

  • Lee, Kun-Chang;Cho, Hyung-Rae
    • Proceedings of the Korea Database Society Conference
    • /
    • 1999.06a
    • /
    • pp.353-359
    • /
    • 1999
  • We present a matrix-based inference algorithm suitable for electronic commerce applications. For this purpose, an Extended AND-OR Graph (EAOG) was developed with the intention that fast inference process is enabled within the electronic commerce situations. The proposed EAOG inference mechanism has the following three characteristics. 1. Real-time inference: The EAOG inference mechanism is suitable for the real-time inference because its computational mechanism is based on matrix computation. 2. Matrix operation: All the subjective knowledge is delineated in a matrix form. so that inference process can proceed based on the matrix operation which is computationally efficient. 3. Bi-directional inference: Traditional inference method of expert systems is based on either forward chaining or backward chaining which is mutually exclusive in terms of logical process and computational efficiency. However, the proposed EAOG inference mechanism is generically bi-directional without loss of both speed and efficiency. We have proved the validity of our approach with several propositions and an illustrative EC example.

  • PDF

Applying A Matrix-Based Inference Algorithm to Electronic Commerce

  • Lee, kun-Chang;Cho, Hyung-Rae
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 1999.03a
    • /
    • pp.353-359
    • /
    • 1999
  • We present a matrix-based inference alorithm suitable for electronic commerce applications. For this purpose, an Extended AND-OR Graph (EAOG) was developed with the intention that fast inference process is enabled within the electronic commerce situations. The proposed EAOG inference mechanism has the following three characteristics. 1. Real-time inference: The EAOG inference mechanism is suitable for the real-time inference because its computational mechanism is based on matric computation.2. Matrix operation: All the subjective knowledge is delineated in a matrix form, so that inference process can proceed based on the matrix operation which is computationally efficient.3. Bi-directional inference: Traditional inference method of expert systems is based on either forward chaining or backward chaining which is mutually exclusive in terms of logical process and exclusive in terms of logical process and computational efficiency. However, the proposed EAOG inference mechanism is generically bi-directional without loss of both speed and efficiency. We have proved the validity of our approach with several propositions and an illustrative EC example.

  • PDF

Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.5
    • /
    • pp.11-17
    • /
    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

Learning Material Bookmarking Service based on Collective Intelligence (집단지성 기반 학습자료 북마킹 서비스 시스템)

  • Jang, Jincheul;Jung, Sukhwan;Lee, Seulki;Jung, Chihoon;Yoon, Wan Chul;Yi, Mun Yong
    • Journal of Intelligence and Information Systems
    • /
    • v.20 no.2
    • /
    • pp.179-192
    • /
    • 2014
  • Keeping in line with the recent changes in the information technology environment, the online learning environment that supports multiple users' participation such as MOOC (Massive Open Online Courses) has become important. One of the largest professional associations in Information Technology, IEEE Computer Society, announced that "Supporting New Learning Styles" is a crucial trend in 2014. Popular MOOC services, CourseRa and edX, have continued to build active learning environment with a large number of lectures accessible anywhere using smart devices, and have been used by an increasing number of users. In addition, collaborative web services (e.g., blogs and Wikipedia) also support the creation of various user-uploaded learning materials, resulting in a vast amount of new lectures and learning materials being created every day in the online space. However, it is difficult for an online educational system to keep a learner' motivation as learning occurs remotely, with limited capability to share knowledge among the learners. Thus, it is essential to understand which materials are needed for each learner and how to motivate learners to actively participate in online learning system. To overcome these issues, leveraging the constructivism theory and collective intelligence, we have developed a social bookmarking system called WeStudy, which supports learning material sharing among the users and provides personalized learning material recommendations. Constructivism theory argues that knowledge is being constructed while learners interact with the world. Collective intelligence can be separated into two types: (1) collaborative collective intelligence, which can be built on the basis of direct collaboration among the participants (e.g., Wikipedia), and (2) integrative collective intelligence, which produces new forms of knowledge by combining independent and distributed information through highly advanced technologies and algorithms (e.g., Google PageRank, Recommender systems). Recommender system, one of the examples of integrative collective intelligence, is to utilize online activities of the users and recommend what users may be interested in. Our system included both collaborative collective intelligence functions and integrative collective intelligence functions. We analyzed well-known Web services based on collective intelligence such as Wikipedia, Slideshare, and Videolectures to identify main design factors that support collective intelligence. Based on this analysis, in addition to sharing online resources through social bookmarking, we selected three essential functions for our system: 1) multimodal visualization of learning materials through two forms (e.g., list and graph), 2) personalized recommendation of learning materials, and 3) explicit designation of learners of their interest. After developing web-based WeStudy system, we conducted usability testing through the heuristic evaluation method that included seven heuristic indices: features and functionality, cognitive page, navigation, search and filtering, control and feedback, forms, context and text. We recruited 10 experts who majored in Human Computer Interaction and worked in the same field, and requested both quantitative and qualitative evaluation of the system. The evaluation results show that, relative to the other functions evaluated, the list/graph page produced higher scores on all indices except for contexts & text. In case of contexts & text, learning material page produced the best score, compared with the other functions. In general, the explicit designation of learners of their interests, one of the distinctive functions, received lower scores on all usability indices because of its unfamiliar functionality to the users. In summary, the evaluation results show that our system has achieved high usability with good performance with some minor issues, which need to be fully addressed before the public release of the system to large-scale users. The study findings provide practical guidelines for the design and development of various systems that utilize collective intelligence.

A Global-Interdependence Pairwise Approach to Entity Linking Using RDF Knowledge Graph (개체 링킹을 위한 RDF 지식그래프 기반의 포괄적 상호의존성 짝 연결 접근법)

  • Shim, Yongsun;Yang, Sungkwon;Kim, Hong-Gee
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.8 no.3
    • /
    • pp.129-136
    • /
    • 2019
  • There are a variety of entities in natural language such as people, organizations, places, and products. These entities can have many various meanings. The ambiguity of entity is a very challenging task in the field of natural language processing. Entity Linking(EL) is the task of linking the entity in the text to the appropriate entity in the knowledge base. Pairwise based approach, which is a representative method for solving the EL, is a method of solving the EL by using the association between two entities in a sentence. This method considers only the interdependence between entities appearing in the same sentence, and thus has a limitation of global interdependence. In this paper, we developed an Entity2vec model that uses Word2vec based on knowledge base of RDF type in order to solve the EL. And we applied the algorithms using the generated model and ranked each entity. In this paper, to overcome the limitations of a pairwise approach, we devised a pairwise approach based on comprehensive interdependency and compared it.

Rule Acquisition Using Ontology Based on Graph Search (그래프 탐색을 이용한 웹으로부터의 온톨로지 기반 규칙습득)

  • Park, Sangun;Lee, Jae Kyu;Kang, Juyoung
    • Journal of Intelligence and Information Systems
    • /
    • v.12 no.3
    • /
    • pp.95-110
    • /
    • 2006
  • To enhance the rule-based reasoning capability of Semantic Web, the XRML (eXtensible Rule Markup Language) approach embraces the meta-information necessary for the extraction of explicit rules from Web pages and its maintenance. To effectuate the automatic identification of rules from unstructured texts, this research develops a framework of using rule ontology. The ontology can be acquired from a similar site first, and then can be used for multiple sites in the same domain. The procedure of ontology-based rule identification is regarded as a graph search problem with incomplete nodes, and an A* algorithm is devised to solve the problem. The procedure is demonstrated with the domain of shipping rates and return policy comparison portal, which needs rule based reasoning capability to answer the customer's inquiries. An example ontology is created from Amazon.com, and is applied to the many online retailers in the same domain. The experimental result shows a high performance of this approach.

  • PDF

A Study of Privacy Protection for Users of Electronic Money Using Blockchain Technology (블록체인 기법을 사용하는 전자화폐 사용자의 프라이버시 보호에 대한 연구)

  • Kang, Yong-Hyeog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.571-572
    • /
    • 2017
  • The blockchain technology that implements electronic money uses decentralized computing and all transactions in a blockchain are open to everyone. This technique seems to guarantee anonymity by performing the transaction on the address instead of the user, but by using direction acyclic graph based on the transaction graph, the privacy problem is caused by tracking the addresses. In this paper, we analyze various techniques for centralized processing which makes it difficult to find the relevance on the graph in order to protect the privacy in the block chain technology. We also analyze the techniques of anonymizing in a distributed way to enhance privacy. Using the zero knowledge proof scheme guarantees full distributed anonymity but requires more computation and storage space, and various techniques to make this efficient are proposed. In this paper, we propose a privacy protection scheme of blockchain technology to integrate existing privacy protection techniques into a blockchain technology and perform it more efficiently with a centralized or decentralized technique.

  • PDF

An Efficient Conceptual Clustering Scheme (효율적인 개념 클러스터링 기법)

  • Yang, Gi-Chul
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.4
    • /
    • pp.349-354
    • /
    • 2020
  • This paper, firstly, propose a new Clustering scheme Based on Conceptual graphs (CBC) that can describe objects freely and can perform clustering efficiently. The conceptual clustering is one of machine learning technique. The similarity among the objects in conceptual clustering are decided on the bases of concept membership, unlike the general clustering scheme which decide the similarity without considering the context or environment of the objects. A new conceptual clustering scheme, CBC, which can perform efficient conceptual clustering by describing various objects freely with conceptual graphs is introduced in this paper.

Characteristics of Pre-service Elementary Teachers' TPACK in Science Lesson Planning Using VR/AR Contents: Focusing on Epistemic Network Analysis (초등 예비교사의 VR/AR 활용 과학 수업 계획 과정에서 나타나는 TPACK 특징 -인식적 네트워크 분석을 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
    • /
    • v.43 no.3
    • /
    • pp.225-236
    • /
    • 2023
  • This study investigated the characteristics of pre-service elementary teachers' TPACK in science lesson planning using VR/AR content based on epistemic network analysis (ENA). Seven TPACK coding elements were derived inductively based on the existing TPACK framework. Then, the pre-service elementary teachers' discourse in science lesson planning was coded according to the seven TPACK coding elements and analyzed using the ENA Web Tool. The discourses of the two groups were analyzed and compared, and the differences between the two groups, which the researchers analyzed qualitatively, were clearly shown on the ENA graph. Based on these findings, the researchers argued that the ENA method is a useful research tool for analyzing the complex interactions of technology knowledge (TK), content knowledge (CK), and pedagogical knowledge (PK), which is different from previous TPACK research. Also, the researchers discussed the implications for the TPACK competency development of pre-service teachers by comparing the characteristics of the two groups' discourse.