40 resultados para Knowledge representation

em Deakin Research Online - Australia


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Multimedia information is now routinely available in the forms of text, pictures, animation and sound. Although text objects are relatively easy to deal with (in terms of information search and retrieval), other information bearing objects (such as sound, images, animation) are more difficult to index. Our research is aimed at developing better ways of representing multimedia objects by using a conceptual representation based on Schank's conceptual dependencies. Moreover, the representation allows for users' individual interpretations to be embedded in the system. This will alleviate the problems associated with traditional semantic networks by allowing for coexistence of multiple views of the same information. The viability of the approach is tested, and the preliminary results reported.

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One of the fundamental issues in building autonomous agents is to be able to sense, represent and react to the world. Some of the earlier work [Mor83, Elf90, AyF89] has aimed towards a reconstructionist approach, where a number of sensors are used to obtain input that is used to construct a model of the world that mirrors the real world. Sensing and sensor fusion was thus an important aspect of such work. Such approaches have had limited success, and some of the main problems were the issues of uncertainty arising from sensor error and errors that accumulated in metric, quantitative models. Recent research has therefore looked at different ways of examining the problems. Instead of attempting to get the most accurate and correct model of the world, these approaches look at qualitative models to represent the world, which maintain relative and significant aspects of the environment rather than all aspects of the world. The relevant aspects of the world that are retained are determined by the task at hand which in turn determines how to sense. That is, task directed or purposive sensing is used to build a qualitative model of the world, which though inaccurate and incomplete is sufficient to solve the problem at hand. This paper examines the issues of building up a hierarchical knowledge representation of the environment with limited sensor input that can be actively acquired by an agent capable of interacting with the environment. Different tasks require different aspects of the environment to be abstracted out. For example, low level tasks such as navigation require aspects of the environment that are related to layout and obstacle placement. For the agent to be able to reposition itself in an environment, significant features of spatial situations and their relative placement need to be kept. For the agent to reason about objects in space, for example to determine the position of one object relative to another, the representation needs to retain information on relative locations of start and finish of the objects, that is endpoints of objects on a grid. For the agent to be able to do high level planning, the agent may need only the relative position of the starting point and destination, and not the low level details of endpoints, visual clues and so on. This indicates that a hierarchical approach would be suitable, such that each level in the hierarchy is at a different level of abstraction, and thus suitable for a different task. At the lowest level, the representation contains low level details of agent's motion and visual clues to allow the agent to navigate and reposition itself. At the next level of abstraction the aspects of the representation allow the agent to perform spatial reasoning, and finally the highest level of abstraction in the representation can be used by the agent for high level planning.

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In this paper we propose a media-independent knowledge indexing and retrieval system as a basis for an information retrieval system. The representation allows for sharing of low level information bearing objects and at the same time allows for maintaining of user-dependent views. The tools for maintenance and manipulation of concepts focus on the user and user's intentions. The aim of the system is to provide a set of flexible tools and let the user structure the knowledge in his or her own way, instead of attempting to build an all-encompassing common sense, or general knowledge representation.

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Recent approaches to video indexing and retrieval are either pixel-oriented or object-oriented. While the former approaches focus on motion and changes thereto, the latter focus on spatial relations among objects in the scene. In this paper, a spatial knowledge representation technique combining both approaches is proposed. This representation supplements the spatial knowledge of visual objects with information about their pixel positions in the video frame. It provides a practical way to construct video indices, enabling searching for and retrieval of video sequences that contain motion as well as sparsely disjoint objects

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Data mining refers to extracting or "mining" knowledge from large amounts of data. It is also called a method of "knowledge presentation" where visualization and knowledge representation techniques are used to present the mined knowledge to the user. Efficient algorithms to mine frequent patterns are crucial to many tasks in data mining. Since the Apriori algorithm was proposed in 1994, there have been several methods proposed to improve its performance. However, most still adopt its candidate set generation-and-test approach. In addition, many methods do not generate all frequent patterns, making them inadequate to derive association rules. The Pattern Decomposition (PD) algorithm that can significantly reduce the size of the dataset on each pass makes it more efficient to mine all frequent patterns in a large dataset. This algorithm avoids the costly process of candidate set generation and saves a large amount of counting time to evaluate support with reduced datasets. In this paper, some existing frequent pattern generation algorithms are explored and their comparisons are discussed. The results show that the PD algorithm outperforms an improved version of Apriori named Direct Count of candidates & Prune transactions (DCP) by one order of magnitude and is faster than an improved FP-tree named as Predictive Item Pruning (PIP). Further, PD is also more scalable than both DCP and PIP.

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Noetica is a tool for structuring knowledge about concepts and the reIationships between them. It differs from typical information systems in that the knowledge it represents is abstract, highly connected, and includes meta-knowledge (knowledge about knowledge). Noetica represents knowledge using a strongly typed graph data model. By providing a rich type system it is possible to represent conceptual information using formalized structures. A class hierarchy provides a basic classification for all objects. This allows for a consistency of representation that is not often found in `free' semantic networks, and gives the ability to easily extend a knowledge model while retaining its semantics. Visualization and query tools are provided for this data model. Visualization can be used to explore complete sets of link-classes, show paths while navigating through the database, or visualize the results of queries. Noetica supports goal-directed queries (a series of user-supplied goals that the system attempts to satisfy in sequence) and pathfinding queries (where the system finds relationships between objects in the database by following links).

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This paper presents a model for space in which an autonomous agent acquires information about its environment. The agent uses a predefined exploration strategy to build a map allowing it to navigate and deduce relationships between points in space. The shapes of objects in the environment are represented qualitatively. This shape information is deduced from the agent's motion. Normally, in a qualitative model, directional information degrades under transitive deduction. By reasoning about the shape of the environment, the agent can match visual events to points on the objects. This strengthens the model by allowing further relationships to be deduced. In particular, points that are separated by long distances, or complex surfaces, can be related by line-of-sight. These relationships are deduced without incorporating any metric information into the model. Examples are given to demonstrate the use of the model.

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The problem of deriving spatial relationships between objects in general requires high lever' abstract representation, and it would pose difficulties even for human observer. Based on a formalism for spatial layouts proposed earlier, we present methods for deducing spatial relations between objects by an active, sighted agent in a large-scale environment. The deduction of spatial relations is based on simple visual clues, and thus this technique is more feasible than schemes that rely on complex object recognition.

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The construction industry in the UK needs to improve its performance and provide clients with an improved level of satisfaction. The inefficient design and construction process is usually criticised as one of the main causes of poor performance.

A new construction process system, CONstruction Best Practice System (CONBPS), has been developed based on the use of an expert system. CONBPS is based on the traditional procurement strategy as it is probably the most popular procurement method in the UK and yet it is subject to most criticism. This model clearly identifies the roles and responsibilities of the major parties within the building team and identifies the activities and the key issues within the project cycle. The completed model reflects the full project cycle from inception to completion.

The prototype of this system has been demonstrated to the construction participants for their comments. The practitioners included architects, quantity surveyors, planning supervisors, private and public clients. The method of collecting data was through the use of semi-structured interviews.

Following feedback from practitioners, the CONBPS has been updated. This version is more robust; besides, it is more practical and user-friendly as it incorporates the comments from practitioners, who are also the potential users.

The primary aim of this paper is to discuss the development of the updated CONBPS. The improvement of the updated CONBPS includes the information for constructing the system, the computerised functions, system structure, knowledge representation structure and the system operation.

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This paper analyzes the problem of learning the structure of a Bayes net (BN) in the theoretical framework of Gold’s learning paradigm. Bayes nets are one of the most prominent formalisms for knowledge representation and probabilistic and causal reasoning. We follow constraint-based approaches to learning Bayes net structure, where learning is based on observed conditional dependencies between variables of interest (e.g., “X is dependent on Y given any assignment to variable Z”). Applying learning criteria in this model leads to the following results. (1) The mind change complexity of identifying a Bayes net graph over variables V from dependency data is |V| 2 , the maximum number of edges. (2) There is a unique fastest mind-change optimal Bayes net learner; convergence speed is evaluated using Gold’s dominance notion of “uniformly faster convergence”. This learner conjectures a graph if it is the unique Bayes net pattern that satisfies the observed dependencies with a minimum number of edges, and outputs “no guess” otherwise. Therefore we are using standard learning criteria to define a natural and novel Bayes net learning algorithm. We investigate the complexity of computing the output of the fastest mind-change optimal learner, and show that this problem is NP-hard (assuming P = RP). To our knowledge this is the first NP-hardness result concerning the existence of a uniquely optimal Bayes net structure.