• Title/Summary/Keyword: knowledge representation structure

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How has belief modality contributed to formal semantics?

  • Tojo, Satoshi
    • Proceedings of the Korean Society for Language and Information Conference
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    • 2007.11a
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    • pp.42-53
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    • 2007
  • Looking back the history of formal treatment of linguistics, we cannot disregard the contribution of possible world semantics. Intensional logic of Montague semantics, DRT (Discourse Representation Theory), mental space, and situation theory are closely related to or compared with the notion of possible world. All these theories have commonly clarified the structure of belief context or uncertain knowledge, employing hypothesized worlds. In this talk, I firstly brief the pedigree of these theories. Next, I will introduce the recent development of modal logic for the representation of (i) knowledge and belief and (ii) time, in which belief modality is precisely discussed together with the accessibility among possible worlds. I will refer to BDI (belief-desire-intention) logic, CTL (computational tree logic), and sphere-based model in belief revision. Finally, I will discuss how these theories could be applied to the further development of analyses of natural language.

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Work Domain Analysis Based on Abstraction Hierarchy: Modelling Concept and Principles for Its Application (추상화계층에 기반한 작업영역분석의 모델링 개념 및 적용 원칙)

  • Ham, Dong-Han
    • Journal of the Korea Safety Management & Science
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    • v.15 no.3
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    • pp.133-141
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    • 2013
  • As a work analysis technique, Work Domain Analysis (WDA) aims to identify the design knowledge structure of a work domain that human operators interact with through human-system interfaces. Abstraction hierarchy (AH) is a multi-level, hierarchical knowledge representation framework for modeling the functional structure of any kinds of systems. Thus, WDA based on AH aims to identify the functional knowledge structure of a work domain. AH has been used in a range of work domains and problems to model their functional knowledge structure and has proven its generality and usefulness. However, many of researchers and system designers have reported that it is never easy to understand the concepts underlying AH and use it effectively for WDA. This would be because WDA is a form of work analysis that is different from other types of work analysis techniques such as task analysis and AH has several unique characteristics that are differentiated from other types of function analysis techniques used in systems engineering. With this issue in mind, this paper introduces the concepts of WDA based on AH and offers a comprehensive list of references. Next, this paper proposes a set of principles for effectively applying AH for work domain analysis, which are developed based on the author's experiences, consultation with experts, and literature reviews.

Knowledge Structures to Simulate the Spatial Behavior of Intelligent Virtual Humans (지능형 가상인간의 공간적 행동을 모사하기 위한 지식구조)

  • Hong, Seung-Wan;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.230-240
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    • 2020
  • To develop a virtual world-based immersive tutoring system, we would like to develop a simulation in the spatial aspect to maximize the diversity and realism of the situation. This implementation requires the modeling of virtual space as well as the knowledge and intelligent thinking functions of virtual humans. First, information structures are needed to simulate the hierarchical and multifaceted composition of space and the corresponding knowledge of virtual humans. Specifically, four structures for 2.5D spatial distribution expression, complex spatial relationship expression, object expression, and temporal and spatial representation of events are developed respectively. It then uses these expressed knowledge to develop the spatial thinking function of virtual humans needed to make spatial movement. In general, events have a chain effect on adjacent or connected objects through force, resulting in a variety of situations and reflected in the planning of the next action by the virtual humans involved. For this purpose, the development of events according to historical trends is recorded on the representation structure of time and space. It embodies typical events to demonstrate the feasibility of independent behavior in complex spaces among virtual people.

An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.9-19
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    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

The Definition of Data Structure for Design Knowledge Database and Development of the Interface Program for using Natural Language Processing (설계지식 데이터베이스의 자료구조 규명과 자연어처리를 이용한 인터페이스 프로그램 개발)

  • 이정재;이민호;윤성수
    • Magazine of the Korean Society of Agricultural Engineers
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    • v.43 no.6
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    • pp.187-196
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    • 2001
  • In this study, by using the natural language processing of the field of artificial intelligence, automated index was performed. And then, the Natural Language Processing Interface for knowledge representation(NALPI) has been developed. Furthermore, the DEsign KnOwledge DataBase(DEKODB) has been also developed, which is designed to interlock the knowledge base. The DEKODB processes both the documented design-data, like a concrete standard specification, and the design knowledge from an expert. The DEKODB is also simulates the design space of structures accordance with the production rule, and thus it is determined that DEKODB can be used as a engine to retrieve new knowledge and to implement knowledge base that is necessary to the development of automatic design system. The application field of the system, which has been developed in this study, can be expanded by supplement of the design knowledge at DEKODB and developing dictionaries for foreign languages. Furthermore, the perfect automation at the data accumulation and development of the automatic rule generator should benefit the unified design automation.

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A Comparative Study on the Bacon의s Knowledge Classification and SAGOJEONSEO Classification (지식분류에 대한 동서양의 비교 - 베이컨의 분류와 사고전서를 중심으로 -)

  • 이명규
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.11 no.2
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    • pp.25-38
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    • 2000
  • A knowledge classification is based on different types of knowledge system. which depends on classified objects, purposes, times, regions, and scholars. The classified contents. however, do not show any significant difference in any times or regions, though there are differences in representation methods and in arrangement priority of representing knowledge, Knowledge or library classification reflects the structure of a contemporary society and is decided by social philosophy of the time. The basic structure of knowledge system in the past was formed in the ancient time, and since then, it has been continuously developed. In the course of this process, the development of studies has generated other branches of studies, playing a significant role in changing the whole system of studies. This kind of development will continue to occur and many new branches of information will appear. resulting in taking each category of knowledge classification.

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A Study on the Metadata Modeling for Research Result Information Using RDF/RDFS (RDF/RDFS를 이용한 연구성과물정보 메타데이터 모델링에 관한 연구)

  • Park, Dong-Jin
    • 한국디지털정책학회:학술대회논문집
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    • 2005.11a
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    • pp.383-389
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    • 2005
  • The purpose of this paper is to develop the metadata on the information of research result in Science and technology and to design the domain knowledge structure using semantic web technology for further implementation. In this paper, we first analyze the existing theories and techniques related to the metadata in such fields as R&D research result, international standard, and semantic web. Then, we extract and group the relevant factors from Dublin Core, CERIF, and the research results for building the integrated metadata framework. Based on our proposed metadata, we design a domain knowledge structure which employs RDF/RDFS as knowledge representation tool. Therefore, we can implement the ontology which produce the 'intelligent' information service and improve the interoperability between the research institutions. Also, the metadata can be used as the basis for developing National R&D Performance Information, and in terms of research institutions, can be used as tools for managing the their own research results information systematically and consistently.

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A Study on the Link Between Knowledge and Classification (지식과 분류의 연관성에 관한 연구)

  • 정연경
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.11 no.2
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    • pp.5-23
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    • 2000
  • This study explores the relationships between knowledge and classification. Classification schemes have properties that show the representation of entities and relationships in structures that reflect knowledge being classified. Four representative classifying methods. i. e. hierarchies, trees, paradigms, and faceted analysis those brings new knowledge are analyzed and those strengths and weaknesses are described. Based upon the analysis, the links between knowledge and classification are verified. Finally a better way of representing knowledge structure through classification schemes in the future is suggested.

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A Knowledge-Based System Using a Neural Network for Management Evaluation and its Support

  • Kim, Soung-Hie;Park, Kyung-Sam;Jeong, Kuen-Chae
    • Journal of the Korean Operations Research and Management Science Society
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    • v.19 no.2
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    • pp.129-151
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    • 1994
  • Recently, Decision Support Systems (DSS) research has seen a more to combine Artificial Intelligence (AI) including neural network techniques with traditional DSS concepts and technologies to build an intelligent DSS or a knowledge-based DSS. This article proposes a Management Evaluation and its Support System (MESS) as a knowledge-based DSS. The management evaluation of a firm means the performance of all managerial operations is appraised by considering the situations of the firm. A neural network is used to represent the management evaluation structure as a suitable means of management knowledge representation. Finally a case study in a telecommunication corporation is presented.

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Resolving the Game Design Discrepancy between the Game Designer and the Gamer by Employing a Knowledge Representation Model (지식표상모델을 활용한 개발자 및 사용자의 게임기획에 대한 불만족 해소방안)

  • Park, Yong-Hyun;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.9 no.3
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    • pp.127-136
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    • 2009
  • According to 2008 game white paper, it is reported that both the game developer's and the gamer's dissatisfactions about a game design have been increased recently. It is required to enhance the style of the development work flow and the communication manners to reduce such dissatisfactions. This paper suggests a method which can be used not only to simplify the development work flow but also to provide a satisfactory communication skill between the developer and the users. By speculating the mental recognition model, a knowledge representation model based on UML(Unified Modeling language) has been devised. Our approach can be successfully employed to conceive the user feedback and to articulate the original game design elements, thus provides a more concrete and flexible design process.