• Title/Summary/Keyword: User Defined Rules

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Extending Semantic Image Annotation using User- Defined Rules and Inference in Mobile Environments (모바일 환경에서 사용자 정의 규칙과 추론을 이용한 의미 기반 이미지 어노테이션의 확장)

  • Seo, Kwang-won;Im, Dong-Hyuk
    • Journal of Korea Multimedia Society
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    • v.21 no.2
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    • pp.158-165
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    • 2018
  • Since a large amount of multimedia image has dramatically increased, it is important to search semantically relevant image. Thus, several semantic image annotation methods using RDF(Resource Description Framework) model in mobile environment are introduced. Earlier studies on annotating image semantically focused on both the image tag and the context-aware information such as temporal and spatial data. However, in order to fully express their semantics of image, we need more annotations which are described in RDF model. In this paper, we propose an annotation method inferencing with RDFS entailment rules and user defined rules. Our approach implemented in Moment system shows that it can more fully represent the semantics of image with more annotation triples.

An Information Filtering Agent in a Flexible Message System

  • JUN, Youngcook;SHIRATORI, Norio
    • Educational Technology International
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    • v.6 no.1
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    • pp.65-79
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    • 2005
  • In a widely distributed environment, many occasions arise when people need to filter informationwith email clients. The existing information agents such as Maxims and Message Assistant have capabilities of filtering email messages either by an autonomous agent or by user-defined rules. FlexMA, a variation of FAMES (Flexible Asynchronous Messaging System) is proposed as an information filtering agent. Agents in our system can be scaled up to adapt user's various demands by controlling messages delivered among heterogeneous email clients. Several functionalities are split into each agent in terms of component configuration with the addition of multiple agents'cooperation and negotiation. User-defined rules are collected and executed by these agents in a semi-autonomous manner. This paper demonstrates how this design is feasible in a flexible message system.

A Study on Distributed Parallel SWRL Inference in an In-Memory-Based Cluster Environment (인메모리 기반의 클러스터 환경에서 분산 병렬 SWRL 추론에 대한 연구)

  • Lee, Wan-Gon;Bae, Seok-Hyun;Park, Young-Tack
    • Journal of KIISE
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    • v.45 no.3
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    • pp.224-233
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    • 2018
  • Recently, there are many of studies on SWRL reasoning engine based on user-defined rules in a distributed environment using a large-scale ontology. Unlike the schema based axiom rules, efficient inference orders cannot be defined in SWRL rules. There is also a large volumet of network shuffled data produced by unnecessary iterative processes. To solve these problems, in this study, we propose a method that uses Map-Reduce algorithm and distributed in-memory framework to deduce multiple rules simultaneously and minimizes the volume data shuffling occurring between distributed machines in the cluster. For the experiment, we use WiseKB ontology composed of 200 million triples and 36 user-defined rules. We found that the proposed reasoner makes inferences in 16 minutes and is 2.7 times faster than previous reasoning systems that used LUBM benchmark dataset.

A Systematic Method of Hinting Interface Design (체계적인 힌팅 인터페이스 설계 방법의 연구)

  • Lee, Eun-A;Yun, Wan-Cheol;Park, Wan-Su
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.125-134
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    • 2006
  • Most users learn new, complex systems through trial-and-error experience rather than referring to the manuals in a cognitive process that is called 'exploratory learning'. While exploring a system, people find prototypical rules for using the system based especially on frequent tasks. The rules are formed from consistent task procedures and well-expected interface elements on the designed system. These rules play the role of the basis of users' knowledge for performing tasks. The decision making to select and apply those rules interacting with an interface can be aided by properly provided hints on the interface. With appropriate hints, users can learn new systems easily and use them with reduced usability problems. This paper first reports an observation of user behavior performing tasks with prototypical interaction rules and finds a sound set of criteria to extract prototypical interaction rules systematically. Two types of hints are defined. Extending hints prompt users to apply prototypical interaction rules beyond well-known tasks. Preventive hints guide users out of possible capture errors by drawing attention to the variation of rules. A systematic and practical method is proposed to identify the opportunities for both types in designing interfaces. It is then verified through a usability test that the proposed method is effective in identifying the locations and types of appropriate hints to reduce or mitigate usability problems.

USER-DEFINED PROPERTY SETS-BASED IFC EXTENSION FOR BRIDGE APPLICATION INFORMATION MODEL

  • Sang-Ho Lee;Sang Il Park;Munsu Yang
    • International conference on construction engineering and project management
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    • 2013.01a
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    • pp.433-436
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    • 2013
  • This study suggests IFC-based bridge information modeling methods and its application model in BIM environment. Data model extension for bridge structure was achieved using user-defined property sets based on IFC framework. First, identification information was added. Bridge members are identified through physical and spatial semantic information added as property sets. Instances for semantic information were assigned according to standardized rules. Second, CO2 related factors were added for application information model. It can play a role to calculate and manage the quantity of CO2 emission. Third, properties for temporary structure to estimate and manage the construction cost were added. Finally, we investigated proposed methods through implementing the application information model of bridges.

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Support of Third Party Logistics Operation based on Business Rules (비즈니스 규칙 기반의 3자 물류 운영 지원)

  • Park, Chulsoon;Bang, Yanghee;Sung, Hongsuk
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.2
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    • pp.137-144
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    • 2017
  • The business process of global third party logistics company is defined as a network of logistics activities which involves the products that are manufactured in the developing countries, such as Vietnam, China and so on, and delivered to North or South American countries via intermediate stopover sites. The third party logistics company usually uses proprietary logistics information system to support the related logistics activities. However, each consignor sometimes may require different business process based on the customer type or characteristics of their products. Therefore, the third party logistics company need to modify their business process to reflect customer's requirements, resulting in the modification of logistic information systems and additional costs. Therefore, a flexible mechanism is required to efficiently support the various types of requirements by the owners of the products. In this paper, first, we figured out various business rules related to third party global logistics activities. Second, we grouped the identified business rules into business processes, objects, relations, dependency, policy, representations, execution, and resources and further into precondition, postcondition, and invariant based on checking point in time. Furthermore, the categorized rules are classified into inter-activity and intra-activity rules based on the execution range. Third, we proposed a rule syntax to describe the defined rules into scripts which are understood by user and information system together. When each activity is executed, the rule manager checks whether there are rules related with the activity execution. Finally, we developed a prototype rule management system to show the feasibility of our proposed methodology and to validate it with an example.

Design AND IMPLEMENTATION of A News letter system using fuzzy association rules (퍼지 연관규칙을 이용한 뉴스레터 시스템 설계 및 구현)

  • 정연홍;박우수;박규석
    • Journal of Internet Computing and Services
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    • v.3 no.5
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    • pp.41-49
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    • 2002
  • Web mining can be broadly defined as the discovery and analysis of useful information from the World Wide Web. In this paper. we tried to analyze a user access pattern and designed a system which can supply useful information to users through the web mining, The proposed system can search the information of users pattern through the web site and news letters, and pass through classification of category through filtering, The fuzzy association rules are applied to the users who access recently, to each category that generated though these processes, and compares the generated sets to each users-access pages set, and it can send appropriate news letter to each user.

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Development of Visual Modeler by using CBD

  • Yoon, Chang-Rak;Seo, Ji-Hun;Kim, Kyung-Ok
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.53-53
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    • 2002
  • According to glowing computing capacity, software in remote sensing has supported diverse processing interfaces from batch interface to high-end user interactive interface. In this paper, component based visual modeler is developed to process batch jobs for high-end users as well as novices. Visual modeler arranges several node groups which are categorized according to their purposes. These nodes carry out elemental unit processes and can be grouped to model. The model represents user specified job which is composed diverse nodes. User can organize models by connecting diverse nodes according to data flow model specification which rules node's connectivity and direction, etc. Furthermore, user defined models can be together to organize much more complex and large model.

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Rule-based Semantic Search Techniques for Knowledge Commerce Services (지식 거래 서비스를 위한 규칙기반 시맨틱 검색 기법)

  • Song, Sung Kwang;Kim, Young Ji;Woo, Yong Tae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.1
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    • pp.91-103
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    • 2010
  • This paper introduces efficient rule-based semantic search techniques to ontology-based knowledge commerce services. Primarily, the search techniques presented in this paper define rules of reasoning that are required for users to search using the concept of ontology, multiple characteristics, relations among concepts and data type. In addition, based on the defined rules, the rule-based reasoning techniques search ontology for knowledge commerce services. This paper explains the conversion rules of query which convert user's query language into semantic search words, and transitivity rules which enable users to search related tags, knowledge products and users. Rule-based sematic search techniques are also presented; these techniques comprise knowledge search modules that search ontology using validity examination of queries, query conversion modules for standardization and expansion of search words and rule-based reasoning. The techniques described in this paper can be applied to sematic knowledge search systems using tags, since transitivity reasoning, which uses tags, knowledge products, and relations among people, is possible. In addition, as related users can be searched using related tags, the techniques can also be employed to establish collaboration models or semantic communities.

Analysis of Game Character Using Emotion Rule (감정규칙을 사용한 게임 캐릭터 분석)

  • Park, Jun-Hyoung;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.7-18
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    • 2014
  • Emotion is one of the elements of the game that will help the user interaction. The way to express the emotions and personality of the character was taken into account severity of reaction to action or a specific graphics in the game so far. However recently structured for the interest in the study of emotion increases and to utilize a variety of feelings in the game is needed. In the field of autonomous agents, studies of the possibility of the use of emotion, defined 12 different emotion rules. In this paper, we dilate by defining the terms used in the game rules of emotion made the rules of the emotion of the game. And, we analyzed emotions in actual game character used Game Emotions Rule. As a result, it was possible to see the rules of the game feeling separate from that being used for game genre similar.