7 research outputs found
Intelligent interaction in diagnostic expert systems
AbstractAdvisory systems help to improve quality in manufacturing. Such systems, however, both human and computerized, are less than perfect and frequently not welcome. Sharp separation between working and learning modes is the main reason for the apparent hostility of advisory systems. Intelligent interaction deploys computerized advisory capabilities by merging working and learning modes. We have developed a knowledge-based interactive graphic interface to a circuit pack diagnostic expert system. The graphic interface integrates both the domain knowledge (i.e. circuit pack) and the troubleshooting knowledge (i.e. diagnostic trees). Our interface dynamically changes the amount of detail presented to the user as well as the input choices that the user is allowed to make. These changes are made using knowledge-based models of the user and of the circuit pack troubleshooting domain. The resulting system, McR, instead of guiding the user by querying for input, monitors users actions, analyzes them and offers help when needed. McR is able both to advise “how-to-do-it” by reifying shallow knowledge from the deep knowledge, and to explain intelligently “how-does-it-work” by abstracting deep knowledge from the hallow knowledge, McR is used in conjunction with the STAREX expert sytem which is installed at AT&T factory
A tangible programming environment model informed by principles of perception and meaning
It is a fundamental Human-Computer Interaction problem to design a tangible programming environment for use by multiple persons that can also be individualised. This problem has its origin in the phenomenon that the meaning an object holds can vary across individuals. The Semiotics Research Domain studies the meaning objects hold. This research investigated a solution based on the user designing aspects of the environment at a time after it has been made operational and when the development team is no longer available to implement the user’s design requirements.
Also considered is how objects can be positioned so that the collection of objects is interpreted as a program. I therefore explored how some of the principles of relative positioning of objects, as researched in the domains of Psychology and Art, could be applied to tangible programming environments. This study applied the Gestalt principle of perceptual grouping by proximity to the design of tangible programming environments to determine if a tangible programming environment is possible in which the relative positions of personally meaningful objects define the program. I did this by applying the Design Science Research methodology with five iterations and evaluations involving children.
The outcome is a model of a Tangible Programming Environment that includes Gestalt principles and Semiotic theory; Semiotic theory explains that the user can choose a physical representation of the program element that carries personal meaning whereas the Gestalt principle of grouping by proximity predicts that objects can be arranged to appear as if linked to each other.School of ComputingPh. D. (Computer Science
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A Generic Library of Problem Solving Methods for Scheduling Applications
In this thesis we propose a generic library of scheduling problem-solving methods. As a first approximation, scheduling can be defined as an assignment of jobs and activities to resources and time ranges in accordance with a number of constraints and requirements. In some cases optimisation criteria may also be included in the problem specification.
Although, several attempts have been made in the past at developing the libraries of scheduling problem-solvers, these only provide limited coverage. Many lack generality, as they subscribe to a particular scheduling domain. Others simply implement a particular problem-solving technique, which may be applicable only to a subset of the space of scheduling problems. In addition, most of these libraries fail to provide the required degree of depth and precision, which is needed both to obtain a formal account of scheduling problem solving and to provide effective support for development of scheduling applications by reuse.
Our library subscribes to the Task-Method-Domain-Application (TMDA) knowledge modelling framework, which provides a structured organisation for the different components of the library. In line with the organisation proposed by TMDA, we first developed a generic scheduling task ontology, which formalises the space of scheduling problems independently of any particular application domain, or problem solving method. Then we constructed a task-specific, but domain independent model of scheduling problem-solving, which generalises from the variety of approaches to scheduling problem-solving, which can be found in literature. The generic nature of this model was demonstrated by constructing seven methods for scheduling, as alternative specialisation of the model. Finally, we validated our library on a number of applications to demonstrate its generic nature and effective support for the analysis and development of scheduling applications
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Comprehensive support for developing graphical highly interactive user interface systems
The general problem of application development of interactive GUI applications has been addressed by toolkits, libraries, user interface management systems, and more recently domain-specific application frameworks. However, the most sophisticated solution offered by frameworks still lacks a number of features which are addressed by this research: 1) limited functionality -- the framework does little to help the developer implement the application's functionality. 2) weak model of the application -- the framework does not incorporate a strong model of the overall architecture of the application program. 3) representation of control sequences is difficult to understand, edit, and reuse -- higher-level, direct-manipulation tools are needed. We address these problems with a new framework design called Oregon Speedcode Universe version 3.0 (OSU v3.0) which is shown, by demonstration, to overcome the limitations above: 1) functionality is provided by a rich set of built-in functions organized as a class hierarchy, 2) a strong model is provided by OSU v3.0 in the form of a modified MVC paradigm, and a Petri net based sequencing language which together form the architectural structure of all applications produced by OSU v3.0. 3) representation of control sequences is easily constructed within OSU v3.0 using a Petri net editor, and other direct manipulation tools built on top of the framework. In ddition: 1) applications developed in OSU v3.0 are partially portable because the framework can be moved to another platform, and applications are dependent on the class hierarchy of OSU v3.0 rather than the operating system of a particular platform, 2) the functionality of OSU v3.0 is extendable through addition of classes, subclassing, and overriding of existing methods. The main contribution of this research is in the design of an application framework that uses Petri nets as the computational model of data processing in the synthesized application. OSU v3.0 is the first framework to formalize sequencing, and to show that complex GUI applications can indeed be quickly and reliably produced from such a framework