76 resultados para knowledge application

em Universidad Politécnica de Madrid


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Semantic Web aims to allow machines to make inferences using the explicit conceptualisations contained in ontologies. By pointing to ontologies, Semantic Web-based applications are able to inter-operate and share common information easily. Nevertheless, multilingual semantic applications are still rare, owing to the fact that most online ontologies are monolingual in English. In order to solve this issue, techniques for ontology localisation and translation are needed. However, traditional machine translation is difficult to apply to ontologies, owing to the fact that ontology labels tend to be quite short in length and linguistically different from the free text paradigm. In this paper, we propose an approach to enhance machine translation of ontologies based on exploiting the well-structured concept descriptions contained in the ontology. In particular, our approach leverages the semantics contained in the ontology by using Cross Lingual Explicit Semantic Analysis (CLESA) for context-based disambiguation in phrase-based Statistical Machine Translation (SMT). The presented work is novel in the sense that application of CLESA in SMT has not been performed earlier to the best of our knowledge.

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Doñana, a National Park since 1969, a UNESCO site since 1994 among other protected area designations of national and international character, is a coastal dune and marshland ecosystem of outstanding importance for biodiversity and conservation at the mouth of the Guadalaquivir River, Southwest Spain. However, the Doñana natural area is seriously threatened by global change factors such as humanly induced climate change, habitat loss, overexploitation of ecosystem services, and pollution. Not all stakeholders are convinced of the benefits of the national park, and management of Doñana, its environs and watershed are the subject of intense disagreement. This interplay between natural characteristics of great value with intense human pressure makes Doñana a fascinating workshop for the study of global human environment interactions. Here, we discuss the role of stakeholders in the application of a cellular automatabased model to Doñana and its environs and present the results of a series of exercises undertaken with stakeholders to parametrize the model, something often done by researchers without stakeholder engagement. By engaging with stakeholders early in the project, feedback generated from workshops contributes to model development. Stakeholders are therefore contributors of empirical data for the model as well as independent evaluators providing local and specialist knowledge.

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El objetivo de este trabajo es la aportación de un caso que evidencie la importancia de realizar esfuerzos tanto en el terreno económico como en el laboral para conseguir una adecuada retención y atracción del conocimiento científico. Para ello, se analizan los datos de un estudio que destaca estas cuestiones para un país como España, que necesita urgentemente mejorar su balance de movilidad investigadora. Los resultados confirman la importancia de la aplicación de estas medidas y las debilidades que presenta en este tipo de políticas el sistema nacional de investigación, desarrollo e innovación (I+D+i). Abstract: The goal of this paper is to disclose a case study which highlights the impor tance of realising effor ts at an economic and labour scale in order to reach an adequate retention and attraction of scientific knowledge. Although science has evolved during different periods through the flow of mankind and ideas, studies about international mobility of scientists are recent in time. It started mid XXth century with the brain drain phenomenon. To alleviate the loss of scientists, countries have disclosed different politics. Some countries like Singapore, Southern Korea, India and China have been successful in bringing scientists back home. Those countries have made huge effor ts in human resources investments and scientific infrastructures, so as to enforce their national R&D&I systems. Despite such experiences and despite the increasement in terms of evidences related with international scientific mobility, few studies and figures have been disclosed. The goal of this current work is to disclose data, which backs up the liability of such kind of politics that combine effor ts in economic and labour terms. For that reason, data has been analyzed from a study which highlights these key aspects for a country like Spain and which recently established a wide range of politics in order to attract scientists. Despite the increasement of financial resources, such politics have turned out unable to reach a proper balance in terms of mobility research. Such data as well as it analysis comes from the development of an annual survey to Spanish scientists during the period 2008- 2011. Based on sample data and analysis an expectations index for the coming year has been constructed. This compares the level of confidence which related the support and prestige of their national R&D&I systems in which they operate. Two groups where surveyed: young researchers which currently work in Spain and as a group are more likely to go working abroad and Spanish scientists who are currently working abroad. Samples were obtained for young researchers were the following: 2008 (217), 2009 (270), 2010 (390) and 2011 (610). In the case of Spanish scientists abroad, the following data were obtained: 2008 (218), 2009 (250), 2010 (241) and 2011 (167). Both groups assume simple random sampling, with a level of confidence of 95%. The results obtained confirm the importance of this combined effor t of labor and economic policies which presents weaknesses of Spanish national R&D&I systems and its application, so that Spain becomes a pole of excellence in terms of attraction and retention of scientific knowledge.

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This article proposes an innovative biometric technique based on the idea of authenticating a person on a mobile device by gesture recognition. To accomplish this aim, a user is prompted to be recognized by a gesture he/she performs moving his/her hand while holding a mobile device with an accelerometer embedded. As users are not able to repeat a gesture exactly in the air, an algorithm based on sequence alignment is developed to correct slight differences between repetitions of the same gesture. The robustness of this biometric technique has been studied within 2 different tests analyzing a database of 100 users with real falsifications. Equal Error Rates of 2.01 and 4.82% have been obtained in a zero-effort and an active impostor attack, respectively. A permanence evaluation is also presented from the analysis of the repetition of the gestures of 25 users in 10 sessions over a month. Furthermore, two different gesture databases have been developed: one made up of 100 genuine identifying 3-D hand gestures and 3 impostors trying to falsify each of them and another with 25 volunteers repeating their identifying 3- D hand gesture in 10 sessions over a month. These databases are the most extensive in published studies, to the best of our knowledge.

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We present MBIS (Multivariate Bayesian Image Segmentation tool), a clustering tool based on the mixture of multivariate normal distributions model. MBIS supports multi-channel bias field correction based on a B-spline model. A second methodological novelty is the inclusion of graph-cuts optimization for the stationary anisotropic hidden Markov random field model. Along with MBIS, we release an evaluation framework that contains three different experiments on multi-site data. We first validate the accuracy of segmentation and the estimated bias field for each channel. MBIS outperforms a widely used segmentation tool in a cross-comparison evaluation. The second experiment demonstrates the robustness of results on atlas-free segmentation of two image sets from scan-rescan protocols on 21 healthy subjects. Multivariate segmentation is more replicable than the monospectral counterpart on T1-weighted images. Finally, we provide a third experiment to illustrate how MBIS can be used in a large-scale study of tissue volume change with increasing age in 584 healthy subjects. This last result is meaningful as multivariate segmentation performs robustly without the need for prior knowledge.

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Desde que el proceso de la globalización empezó a tener efectos en la sociedad actual, la lengua inglesa se ha impuesto como primera opción de comunicación entre las grandes empresas y sobre todo en el ámbito de los negocios. Por estos motivos se hace necesario el conocimiento de esta lengua que con el paso de los años ha ido creciendo en número de hablantes. Cada vez son más las personas que quieren dominar la lengua inglesa. El aprendizaje en esta doctrina se va iniciando en edades muy tempranas, facilitando y mejorando así la adquisición de una base de conocimientos con todas las destrezas que tiene la lengua inglesa: lectura, escritura, expresión oral y comprensión oral. Con este proyecto se quiso mejorar el proceso de enseñanza-aprendizaje de la lengua inglesa en un rango de población menor de 13 años. Se propuso crear un método de aprendizaje que motivara al usuario y le reportase una ayuda constante durante su progreso en el conocimiento de la lengua inglesa. El mejor método que se pensó para llevar a cabo este objetivo fue la realización de un videojuego que cumpliese todas las características propuestas anteriormente. Un videojuego de aprendizaje en inglés, que además incluyese algo tan novedoso como el reconocimiento de voz para mejorar la expresión oral del usuario, ayudaría a la población a mejorar el nivel de inglés básico en todas las destrezas así como el establecimiento de una base sólida que serviría para asentar mejor futuros conocimientos más avanzados. ABSTRACT Since Globalization began to have an effect on today's society, the English language has emerged as the first choice for communication among companies and especially in the field of business. Therefore, the command of this language, which over the years has grown in number of speakers, has become more and more necessary. Increasingly people want to master the English language. They start learning at very early age, thus facilitating and improving the acquisition of a new knowledge like English language. The skills of English must be practiced are: reading, writing, listening and speaking. If people learnt all these skills, they could achieve a high level of English. In this project, the aim is to improve the process of teaching and learning English in a range of population less than 13 years. To do so, an interactive learning video game that motivates the users and brings them constant help during their progress in the learning of the English language is designed. The video game designed to learn English, also includes some novelties from the point of view of the technology used as is speech recognition. The aim of this integration is to improve speaking skills of users, who will therefore improve the standard of English in all four basic learning skills and establish a solid base that would facilitate the acquisition of future advanced knowledge.

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After being designed, a product has to be manufactured, which means converting concepts and information into a real, physical object. This requires a big amount of resources and a careful planning. The product manufacturing must be designed too, and that is called Industrialization Design. An accepted methodology for this activity is starting defining simple structures and then progressively increasing the detail degree of the manufacturing solution. The impact of decisions taken at first stages of Industrialization Design is remarkable, and software tools to assist designers are required. In this paper a Knowledge Based Application prototype for the Industrialization Design is presented. The application is implemented within the environment CATIA V5/DELMIA. A case study with a simple Product from aerospace sector illustrates the prototype development.

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In this paper we want to point out, by means of a case study, the importance of incorporating some knowledge engineering techniques to the processes of software engineering. Precisely, we are referring to the knowledge eduction techniques. We know the difficulty of requirements acquisition and its importance to minimise the risks of a software project, both in the development phase and in the maintenance phase. To capture the functional requirements use cases are generally used. However, as we will show in this paper, this technique is insufficient when the problem domain knowledge is only in the "experts? mind". In this situation, the combination of the use case with eduction techniques, in every development phase, will let us to discover the correct requirements.

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After being designed, a product has to be manufactured, which means converting concepts and information into a real, physical object. This requires a big amount of resources and a careful planning. The product manufacturing must be designed too, and that is called Industrialization Design. An accepted methodology for this activity is starting defining simple structures and then progressively increasing the detail degree of the manufacturing solution. The impact of decisions taken at first stages of Industrialization Design is remarkable, and software tools to assist designers are required. In this paper a Knowledge Based Application prototype for the Industrialization Design is presented. The application is implemented within the environment CATIA V5/DELMIA. A case study with a simple Product from aerospace sector illustrates the prototype development.

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Personalization has become a key factor for the success of new ICT services. However, the personal information required is not always available in a single site, but scattered in heterogeneous sources, and extracting knowledge from raw information is not an easy job. As a result, many organizations struggle to obtain knowledge on their users useful enough for their business purposes. This paper introduces a comprehensive personal data framework that opens the knowledge extraction process up to collaboration by the involvement of new actors, while enabling users to monitor and control it. The contributions have been validated in a financial services scenario where socioeconomic knowledge on some users is generated by tapping into their social network and used to assists them in raising money from their friends.

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The confluence of three-dimensional (3D) virtual worlds with social networks imposes on software agents, in addition to conversational functions, the same behaviours as those common to human-driven avatars. In this paper, we explore the possibilities of the use of metabots (metaverse robots) with motion capabilities in complex virtual 3D worlds and we put forward a learning model based on the techniques used in evolutionary computation for optimizing the fuzzy controllers which will subsequently be used by metabots for moving around a virtual environment.

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This paper presents the results of the analysis focused on scientific-technological KT in four Mexican firms and carried out by the case study approach. The analysis highlights the use of KT mechanisms as a means to obtain scientific-technological knowledge, learning, building S&T capabilities, and achieve the results of the R&D and innovation by firms.

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Enabling real end-user programming development is the next logical stage in the evolution of Internetwide service-based applications. Even so, the vision of end users programming their own web-based solutions has not yet materialized. This will continue to be so unless both industry and the research community rise to the ambitious challenge of devising an end-to-end compositional model for developing a new age of end-user web application development tools. This paper describes a new composition model designed to empower programming-illiterate end users to create and share their own off-the-shelf rich Internet applications in a fully visual fashion. This paper presents the main insights and outcomes of our research and development efforts as part of a number of successful European Union research projects. A framework implementing this model was developed as part of the European Seventh Framework Programme FAST Project and the Spanish EzWeb Project and allowed us to validate the rationale behind our approach.

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Knowledge management is critical for the success of virtual communities, especially in the case of distributed working groups. A representative example of this scenario is the distributed software development, where it is necessary an optimal coordination to avoid common problems such as duplicated work. In this paper the feasibility of using the workflow technology as a knowledge management system is discussed, and a practical use case is presented. This use case is an information system that has been deployed within a banking environment. It combines common workflow technology with a new conception of the interaction among participants through the extension of existing definition languages.

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The penalty corner is one of the most important game situations in field hockey with one third of all goals resulting from this tactical situation. The aim of this study was to develop and apply a training method, based on previous studies, to improve the drag- flick skill on a young top-class field hockey player. A young top-class player exercised three times per week using specific drills over a four week period. A VICON optoelectronic system (Oxford Metrics, Oxford, UK) was employed to capture twenty drag-flicks, with six cameras sampling at 250 Hz, prior and after the training period. In order to analyze pre- and post-test differences a dependent t-test was carried out. Angular velocities and the kinematic sequence were similar to previous studies. The player improved (albeit not significantly) the angular velocity of the stick. The player increased front foot to the ball at T1 (p < 0.01) and the drag-flick distances. The range of motion from the front leg decreased from T1 to T6 after the training period (p < 0.01). The specific training sessions conducted with the player improved some features of this particular skill. This article shows how technical knowledge can help with the design of training programs and whether some drills are more effective than others.