4 resultados para software agents

em Bulgarian Digital Mathematics Library at IMI-BAS


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The main idea of our approach is that the domain ontology is not only the instrument of learning but an object of examining student skills. We propose for students to build the domain ontology of examine discipline and then compare it with etalon one. Analysis of student mistakes allows to propose them personalized recommendations and to improve the course materials in general. For knowledge interoperability we apply Semantic Web technologies. Application of agent-based technologies in e-learning provides the personification of students and tutors and saved all users from the routine operations.

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More and more researchers have realized that ontologies will play a critical role in the development of the Semantic Web, the next generation Web in which content is not only consumable by humans, but also by software agents. The development of tools to support ontology management including creation, visualization, annotation, database storage, and retrieval is thus extremely important. We have developed ImageSpace, an image ontology creation and annotation tool that features (1) full support for the standard web ontology language DAML+OIL; (2) image ontology creation, visualization, image annotation and display in one integrated framework; (3) ontology consistency assurance; and (4) storing ontologies and annotations in relational databases. It is expected that the availability of such a tool will greatly facilitate the creation of image repositories as islands of the Semantic Web.

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In this paper the key features of a two-layered model for describing the semantic of dynamical web resources are introduced. In the current Semantic Web proposal [Berners-Lee et al., 2001] web resources are classified into static ontologies which describes the semantic network of their inter-relationships [Kalianpur, 2001][Handschuh & Staab, 2002] and complex constraints described by logical quantified formula [Boley et al., 2001][McGuinnes & van Harmelen, 2004][McGuinnes et al., 2004], the basic idea is that software agents can use techniques of automatic reasoning in order to relate resources and to support sophisticated web application. On the other hand, web resources are also characterized by their dynamical aspects, which are not adequately addressed by current web models. Resources on the web are dynamical since, in the minimal case, they can appear or disappear from the web and their content is upgraded. In addition, resources can traverse different states, which characterized the resource life-cycle, each resource state corresponding to different possible uses of the resource. Finally most resources are timed, i.e. they information they provide make sense only if contextualised with respect to time, and their validity and accuracy is greatly bounded by time. Temporal projection and deduction based on dynamical and time constraints of the resources can be made and exploited by software agents [Hendler, 2001] in order to make previsions about the availability and the state of a resource, for deciding when consulting the resource itself or in order to deliberately induce a resource state change for reaching some agent goal, such as in the automated planning framework [Fikes & Nilsson, 1971][Bacchus & Kabanza,1998].

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Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.