897 resultados para Domain-specific visual language


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Durante el transcurso de esta Tesis Doctoral se ha realizado un estudio de la problemática asociada al desarrollo de sistemas de interacción hombre-máquina sensibles al contexto. Este problema se enmarca dentro de dos áreas de investigación: los sistemas interactivos y las fuentes de información contextual. Tradicionalmente la integración entre ambos campos se desarrollaba a través de soluciones verticales específicas, que abstraen a los sistemas interactivos de conocer los procedimientos de bajo nivel de acceso a la información contextual, pero limitan su interoperabilidad con otras aplicaciones y fuentes de información. Para solventar esta limitación se hace imprescindible potenciar soluciones interoperables que permitan acceder a la información del mundo real a través de procedimientos homogéneos. Esta problemática coincide perfectamente con los escenarios de \Computación Ubicua" e \Internet de las Cosas", donde se apunta a un futuro en el que los objetos que nos rodean serán capaces de obtener información del entorno y comunicarla a otros objetos y personas. Los sistemas interactivos, al ser capaces de obtener información de su entorno a través de la interacción con el usuario, pueden tomar un papel especial en este escenario tanto como consumidores como productores de información. En esta Tesis se ha abordado la integración de ambos campos teniendo en cuenta este escenario tecnológico. Para ello, en primer lugar se ha realizado un an álisis de las iniciativas más importantes para la definición y diseño de sistemas interactivos, y de las principales infraestructuras de suministro de información. Mediante este estudio se ha propuesto utilizar el lenguaje SCXML del W3C para el diseño de los sistemas interactivos y el procesamiento de los datos proporcionados por fuentes de contexto. Así, se ha reflejado cómo las capacidades del lenguaje SCXML para combinar información de diferentes modalidades pueden también utilizarse para procesar e integrar información contextual de diferentes fuentes heterogéneas, y por consiguiente diseñar sistemas de interacción sensibles al contexto. Del mismo modo se presenta a la iniciativa Sensor Web, y a su extensión semántica Semantic Sensor Web, como una iniciativa idónea para permitir un acceso y suministro homogéneo de la información a los sistemas interactivos sensibles al contexto. Posteriormente se han analizado los retos que plantea la integración de ambos tipos de iniciativas. Como resultado se ha conseguido establecer una serie de funcionalidades que son necesarias implementar para llevar a cabo esta integración. Utilizando tecnologías que aportan una gran flexibilidad al proceso de implementación y que se apoyan en recomendaciones y estándares actuales, se implementaron una serie de desarrollos experimentales que integraban las funcionalidades identificadas anteriormente. Finalmente, con el fin de validar nuestra propuesta, se realizaron un conjunto de experimentos sobre un entorno de experimentación que simula el escenario de la conducción. En este escenario un sistema interactivo se comunica con una extensión semántica de una plataforma basada en los estándares de la Sensor Web para poder obtener información y publicar las observaciones que el usuario realizaba al sistema. Los resultados obtenidos han demostrado la viabilidad de utilizar el lenguaje SCXML para el diseño de sistemas interactivos sensibles al contexto que requieren acceder a plataformas avanzadas de información para consumir y publicar información a la vez que interaccionan con el usuario. Del mismo modo, se ha demostrado cómo la utilización de tecnologías semánticas en los procesos de consulta y publicación de información puede facilitar la reutilización de la información publicada en infraestructuras Sensor Web por cualquier tipo de aplicación, y de este modo contribuir al futuro escenario de Internet de las Cosas. ABSTRACT In this Thesis, we have addressed the difficulties related to the development of context-aware human-machine interaction systems. This issue is part of two research fields: interactive systems and contextual information sources. Traditionally both fields have been integrated through domain-specific vertical solutions that allow interactive systems to access contextual information without having to deal with low-level procedures, but restricting their interoperability with other applications and heterogeneous data sources. Thus, it is essential to boost the research on interoperable solutions that provide access to real world information through homogeneous procedures. This issue perfectly matches with the scenarios of \Ubiquitous Computing" and \Internet of Things", which point toward a future in which many objects around us will be able to acquire meaningful information about the environment and communicate it to other objects and to people. Since interactive systems are able to get information from their environment through interaction with the user, they can play an important role in this scenario as they can both consume real-world data and produce enriched information. This Thesis deals with the integration of both fields considering this technological scenario. In order to do this, we first carried out an analysis of the most important initiatives for the definition and design of interactive systems, and the main infrastructures for providing information. Through this study the use of the W3C SCXML language is proposed for both the design of interactive systems and the processing of data provided by different context sources. Thus, this work has shown how the SCXML capabilities for combining information from different modalities can also be used to process and integrate contextual information from different heterogeneous sensor sources, and therefore to develope context-aware interaction systems. Similarly, we present the Sensor Web initiative, and its semantic extension Semantic Sensor Web, as an appropriate initiative to allow uniform access and delivery of information to the context-aware interactive systems. Subsequently we have analyzed the challenges of integrating both types of initiatives: SCXML and (Semantic) Sensor Web. As a result, we state a number of functionalities that are necessary to implement in order to perform this integration. By using technologies that provide exibility to the implementation process and are based on current recommendations and standards, we implemented a series of experimental developments that integrate the identified functionalities. Finally, in order to validate our approach, we conducted different experiments with a testing environment simulating a driving scenario. In this framework an interactive system can access a semantic extension of a Telco plataform, based on the standards of the Sensor Web, to acquire contextual information and publish observations that the user performed to the system. The results showed the feasibility of using the SCXML language for designing context-aware interactive systems that require access to advanced sensor platforms for consuming and publishing information while interacting with the user. In the same way, it was shown how the use of semantic technologies in the processes of querying and publication sensor data can assist in reusing and sharing the information published by any application in Sensor Web infrastructures, and thus contribute to realize the future scenario of \Internet of Things".

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The aim of this paper is to discuss the meaning of five neologisms in the domain of videogames in Spanish: título, aventura, personaje, plataforma, and rol. Our study focuses on a special type of neologism since the Spanish terms we deal with here are not strictly new words; they are what have been called sense neologisms or neosemanticisms, that is, old words taking a new sense in a different domain. These words were identified as new concepts after a process of analysis based on contextual evidence. This study of neology is based on the analysis of a corpus of press articles evaluating videogames published by the Spanish newspaper El País from 1998 to 2008. The analysis of the instances of use of domain specific terms in the corpus revealed that they acquired new senses different to those they have in other domains where they are also used. The paper explains the process of discovering the specialized meaning these words have developed in the domain of videogames and how the analysis of collocational behavior helps in the process of discovering the new sense and in the design of the definition provided.

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Este Trabajo de Fin de Grado recoge el diseño e implementación de un compilador y una librería de entorno de ejecución para el lenguaje específico del dominio TESL, un lenguaje de alto nivel para el análisis de series temporales diseñado por un grupo de investigación de la Universidad Politécnica de Madrid. Este compilador es el primer compilador completo disponible para TESL y sirve como base para la continuación del desarrollo del lenguaje, estando ideado para permitir su adaptación a cambios en el mismo. El compilador ha sido implementado en Java siguiendo la arquitectura clásica para este tipo de aplicaciones, incluyendo un Analizador Léxico, Sintáctico y Semántico, así como un Generador de Código. Se ha documentado su arquitectura y las decisiones de diseño que han conducido a la misma. Además, se ha demostrado su funcionamiento con un caso práctico de análisis de eventos en métricas de servidores. Por último, se ha documentado el lenguaje TESL, en cuyo desarrollo se ha colaborado. ---ABSTRACT---This Bachelor’s Thesis describes the design and implementation of a compiler and a runtime library for the domain-specific language TESL, a high-level language for analyzing time series events developed by a research group from the Technical University of Madrid. This is the first fully implemented TESL compiler, and serves as basis for the continuation of the development of the language. The compiler has been implemented in Java following the classical architecture for this kind of systems, having a four phase compilation with a Lexer, a Parser, a Semantic Analyzer and a Code Generator. Its architecture and the design decisions that lead to it have been documented. Its use has been demonstrated in an use-case in the domain of server metrics. Finally, the TESL language itself has been extended and documented.

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The aim of this paper is to discuss the meaning of five neologisms in the domain of videogames in Spanish: título, aventura, personaje, plataforma, and rol. Our study focuses on a special type of neologism since the Spanish terms we deal with here are not strictly new words; they are what have been called sense neologisms or neosemanticisms, that is, old words taking a new sense in a different domain. These words were identified as new concepts after a process of analysis based on contextual evidence. This study of neology is based on the analysis of a corpus of press articles evaluating videogames published by the Spanish newspaper El País from 1998 to 2008. The analysis of the instances of use of domain specific terms in the corpus revealed that they acquired new senses different to those they have in other domains where they are also used. The paper explains the process of discovering the specialized meaning these words have developed in the domain of videogames and how the analysis of collocational behavior helps in the process of discovering the new sense and in the design of the definition provided. RESUMEN: En este trabajo se presentan cinco neologismos del ámbito del videojuego en español: “título”, “aventura”, “personaje”, “plataforma” y “rol”. Se trata de un tipo especial de neologismo, conocido también como “neologismo semántico” o “neosemanticismo”, ya que son palabras ya existentes en la lengua que adquieren un nuevo significado. Los nuevos significados que adquieren estos términos en el ámbito del videojuego se establecieron tras el análisis del contexto de uso en un corpus periodístico de críticas de videojuegos. Este corpus recoge las críticas de videojuegos publicadas por el periódico El País entre 1998 y 2008. El análisis de los casos de uso de los términos en el corpus de videojuegos reveló que adquirían un nuevo significado diferente al de su uso en otros ámbitos o en el lenguaje general. El artículo describe cada uno de los neologismos y el proceso de análisis contextual que conduce a descubrir el nuevo significado y elaborar su definición.

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El Framework Lógico de Edimburgo ha demostrado ser una poderosa herramienta en el estudio formal de sistemas deductivos, como por ejemplo lenguajes de programación. Sin embargo su principal implementación, el sistema Twelf, carece de expresividad, obligando al programador a escribir código repetitivo. Este proyecto presenta una manera alternativa de utilizar Twelf: a través de un EDSL (Lenguaje Embebido de Dominio Específico) en Scala que permite representar firmas del Framework Lógico, y apoyándonos en Twelf como backend para la verificación, abrimos la puerta a diversas posibilidades en términos de metaprogramación. El código fuente, así como instrucciones para instalar y configurar, está accesible en https://github.com/akathorn/elfcala. ---ABSTRACT---The Edinburgh Logical Framework has proven to be to be a powerful tool in the formal study of deductive systems, such as programming languages. However, its main implementation, the Twelf system, lacks expressiveness, requiring the programmer to write repetitive code. This project presents an alternative way of using Twelf: by providing a Scala EDSL (Embedded Domain Specific Language) that can encode Logical Framework signatures and relying on Twelf as a backend for the verification, we open the door to different possibilities in terms of metaprogramming. The source code, along with instructions to install and configure, is accessible at https://github.com/akathorn/elfcala

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This paper describes a framework for annotation on travel blogs based on subjectivity (FATS). The framework has the capability to auto-annotate -sentence by sentence- sections from blogs (posts) about travelling in the Spanish language. FATS is used in this experiment to annotate com- ponents from travel blogs in order to create a corpus of 300 annotated posts. Each subjective element in a sentence is annotated as positive or negative as appropriate. Currently correct annotations add up to about 95 per cent in our subset of the travel domain. By means of an iterative process of annotation we can create a subjectively annotated domain specific corpus.

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The relationship between brain activity and reading performance was examined to test the hypothesis that dyslexia involves a deficit in a specific visual pathway known as the magnocellular (M) pathway. Functional magnetic resonance imaging was used to measure brain activity in dyslexic and control subjects in conditions designed to preferentially stimulate the M pathway. Dyslexics showed reduced activity compared with controls both in the primary visual cortex and in a secondary cortical visual area (MT+) that is believed to receive a strong M pathway input. Most importantly, significant correlations were found between individual differences in reading rate and brain activity. These results support the hypothesis for an M pathway abnormality in dyslexia and imply a strong relationship between the integrity of the M pathway and reading ability.

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Neuregulins are ligands for the erbB family of receptor tyrosine kinases and mediate growth and differentiation of neural crest, muscle, breast cancer, and Schwann cells. Neuregulins contain an epidermal growth factor-like domain located C-terminally to either an Ig-like domain or a cysteine-rich domain specific to the sensory and motor neuron-derived isoform. Here it is shown that elimination of the Ig-like domain-containing neuregulins by homologous recombination results in embryonic lethality associated with a deficiency of ventricular myocardial trabeculation and impairment of cranial ganglion development. The erbB receptors are expressed in myocardial cells and presumably mediate the neuregulin signal originating from endocardial cells. The trigeminal ganglion is reduced in size and lacks projections toward the brain stem and mandible. We conclude that IgL-domain-containing neuregulins play a major role in cardiac and neuronal development.

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The Src homology 3 (SH3) domain is a 50-aa modular unit present in many cellular proteins involved in intracellular signal transduction. It functions to direct protein-protein interactions through the recognition of proline-rich motifs on associated proteins. SH3 domains are important regulatory elements that have been demonstrated to specify distinct regulatory pathways important for cell growth, migration, differentiation, and responses to the external milieu. By the use of synthetic peptides, ligands have been shown to consist of a minimum core sequence and to bind to SH3 domains in one of two pseudosymmetrical orientations, class I and class II. The class I sites have the consensus sequence ZP(L/P)PP psi P whereas the class II consensus is PP psi PPZ (where psi is a hydrophobic residue and Z is a SH3 domain-specific residue). We previously showed by M13 phage display that the Src, Fyn, Lyn, and phosphatidylinositol 3-kinase (PI3K) SH3 domains preferred the same class I-type core binding sequence, RPLPP psi P. These results failed to explain the specificity for cellular proteins displayed by SH3 domains in cells. In the current study, class I and class II core ligand sequences were displayed on the surface of bacteriophage M13 with five random residues placed either N- or C-terminal of core ligand residues. These libraries were screened for binding to the Src, Fyn, Lyn, Yes, and PI3K SH3 domains. By this approach, additional ligand residue preferences were identified that can increase the affinity of SH3 peptide ligands at least 20-fold compared with core peptides. The amino acids selected in the flanking sequences were similar for Src, Fyn, and Yes SH3 domains; however, Lyn and PI3K SH3 domains showed distinct binding specificities. These results indicate that residues that flank the core binding sequences shared by many SH3 domains are important determinants of SH3 binding affinity and selectivity.

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In this report we structurally and functionally define a binding domain that is involved in protein association and that we have designated EH (for Eps15 homology domain). This domain was identified in the tyrosine kinase substrate Eps15 on the basis of regional conservation with several heterogeneous proteins of yeast and nematode. The EH domain spans about 70 amino acids and shows approximately 60% overall amino acid conservation. We demonstrated the ability of the EH domain to specifically bind cytosolic proteins in normal and malignant cells of mesenchymal, epithelial, and hematopoietic origin. These observations prompted our search for additional EH-containing proteins in mammalian cells. Using an EH domain-specific probe derived from the eps15 cDNA, we cloned and characterized a cDNA encoding an EH-containing protein with overall similarity to Eps15; we designated this protein Eps15r (for Eps15-related). Structural comparison of Eps15 and Eps15r defines a family of signal transducers possessing extensive networking abilities including EH-mediated binding and association with Src homology 3-containing proteins.

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The use of ontologies as representations of knowledge is widespread but their construction, until recently, has been entirely manual. We argue in this paper for the use of text corpora and automated natural language processing methods for the construction of ontologies. We delineate the challenges and present criteria for the selection of appropriate methods. We distinguish three ma jor steps in ontology building: associating terms, constructing hierarchies and labelling relations. A number of methods are presented for these purposes but we conclude that the issue of data-sparsity still is a ma jor challenge. We argue for the use of resources external tot he domain specific corpus.

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A new principled domain independent watermarking framework is presented. The new approach is based on embedding the message in statistically independent sources of the covertext to mimimise covertext distortion, maximise the information embedding rate and improve the method's robustness against various attacks. Experiments comparing the performance of the new approach, on several standard attacks show the current proposed approach to be competitive with other state of the art domain-specific methods.

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Today, the data available to tackle many scientific challenges is vast in quantity and diverse in nature. The exploration of heterogeneous information spaces requires suitable mining algorithms as well as effective visual interfaces. Most existing systems concentrate either on mining algorithms or on visualization techniques. Though visual methods developed in information visualization have been helpful, for improved understanding of a complex large high-dimensional dataset, there is a need for an effective projection of such a dataset onto a lower-dimension (2D or 3D) manifold. This paper introduces a flexible visual data mining framework which combines advanced projection algorithms developed in the machine learning domain and visual techniques developed in the information visualization domain. The framework follows Shneiderman’s mantra to provide an effective user interface. The advantage of such an interface is that the user is directly involved in the data mining process. We integrate principled projection methods, such as Generative Topographic Mapping (GTM) and Hierarchical GTM (HGTM), with powerful visual techniques, such as magnification factors, directional curvatures, parallel coordinates, billboarding, and user interaction facilities, to provide an integrated visual data mining framework. Results on a real life high-dimensional dataset from the chemoinformatics domain are also reported and discussed. Projection results of GTM are analytically compared with the projection results from other traditional projection methods, and it is also shown that the HGTM algorithm provides additional value for large datasets. The computational complexity of these algorithms is discussed to demonstrate their suitability for the visual data mining framework.

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Progressive supranuclear palsy (PSP) is a rare, degenerative disorder of the brain believed to affect between 1.39 and 6.6 individuals per 100,000 of the population. The disorder is likely to be more common than suggested by these data due to difficulties in diagnosis and especially in distinguishing PSP from other conditions with similar symptoms such as multiple system atrophy (MSA), corticobasal degeneration (CBD), and Parkinson’s disease (PD). PSP was first described in 1964 by Steele, Richardson and Olszewski and originally called Steele-Richardson-Olszewski syndrome. The disorder is the second commonest syndrome in which the patient exhibits ‘parkinsonism’, viz., a range of problems involving movement most typically manifest in PD itself but also seen in PSP, MSA and CBD. Although primarily a brain disorder, patients with PSP exhibit a range of visual clinical signs and symptoms that may be useful in differential diagnosis. Hence, the present article describes the general clinical and pathological features of PSP, its specific visual signs and symptoms, discusses the usefulness of these signs in differential diagnosis, and considers the various treatment options.

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This review describes the oculo-visual problems likely to be encountered in Parkinson's disease (PD) with special reference to three questions: (1) are there visual symptoms characteristic of the prodromal phase of PD, (2) is PD dementia associated with specific visual changes, and (3) can visual symptoms help in the differential diagnosis of the parkinsonian syndromes, viz. PD, progressive supranuclear palsy (PSP), dementia with Lewy bodies (DLB), multiple system atrophy (MSA), and corticobasal degeneration (CBD)? Oculo-visual dysfunction in PD can involve visual acuity, dynamic contrast sensitivity, colour discrimination, pupil reactivity, eye movement, motion perception, and visual processing speeds. In addition, disturbance of visuo-spatial orientation, facial recognition problems, and chronic visual hallucinations may be present. Prodromal features of PD may include autonomic system dysfunction potentially affecting pupil reactivity, abnormal colour vision, abnormal stereopsis associated with postural instability, defects in smooth pursuit eye movements, and deficits in visuo-motor adaptation, especially when accompanied by idiopathic rapid eye movement (REM) sleep behaviour disorder. PD dementia is associated with the exacerbation of many oculo-visual problems but those involving eye movements, visuo-spatial function, and visual hallucinations are most characteristic. Useful diagnostic features in differentiating the parkinsonian symptoms are the presence of visual hallucinations, visuo-spatial problems, and variation in saccadic eye movement dysfunction.