8,449 research outputs found

    A Chart-Parsing Algorithm for Efficient Semantic Analysis

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    In some contexts, well-formed natural language cannot be expected as input to information or communication systems. In these contexts, the use of grammar-independent input (sequences of uninflected semantic units like e.g. language-independent icons) can be an answer to the users' needs. A semantic analysis can be performed, based on lexical semantic knowledge: it is equivalent to a dependency analysis with no syntactic or morphological clues. However, this requires that an intelligent system should be able to interpret this input with reasonable accuracy and in reasonable time. Here we propose a method allowing a purely semantic-based analysis of sequences of semantic units. It uses an algorithm inspired by the idea of ``chart parsing'' known in Natural Language Processing, which stores intermediate parsing results in order to bring the calculation time down. In comparison with using declarative logic programming - where the calculation time, left to a prolog engine, is hyperexponential -, this method brings the calculation time down to a polynomial time, where the order depends on the valency of the predicates.Comment: 7 pages, 1 figure, LaTeX 2e using COLACL and EPSF packages. Proceedings of the 19th International Conference on Computational Linguistics (COLING 2002), Taipei, Republic of China (Taiwan), 24 Aug. - 1 Sept. 200

    Visual iconic object-oriented programming to advance computer science education and novice programming

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    Learning how to program a computer is difficult for most people. Computer programming is a cognitively challenging, time consuming, labor intensive, and frustrating endeavor. Years of formal study and training are required to learn a programming language\u27s world of algorithms and data structures. Instructions are coded in advance before the computer demonstrates the desired behavior. Seeing all the programming steps and instruction code is complicated. There exists a tremendous gap between the representations the human brain uses when thinking about a problem and the representations used in programming a computer. Often people are much better at dealing with specific, concrete objects than working with abstract ideas. Concrete and specific programming examples and demonstrations can be very useful. When cleverly chosen and properly used, programming examples and demonstrations help people understand the abstract concepts. Programming by example or demonstration attempts to extend these novel ideas to novice programming

    REPRESENTATION SCHEMES FOR MATHEMATICAL PROGRAMMING MODELS

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    Because of the difficulties often experienced in formulating and understanding large scale models, much current research is directed towards developing systems to support the construction and understanding of management science models. This paper discusses six different methods for representing mathematical programming models during the formulation phase of the modeling process. The approaches discussed in the paper include algebra, three different kinds of graphical schemes, a database-oriented approach and Structured Modeling. We emphasize representations that have graphical elements suitable for incorporation in the interface to a modeling system. The different methods are compared using a common example and conclusions are drawn as to their suitability for various modeling tasks and situations.Information Systems Working Papers Serie

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    COMBINED ARTIFICIAL INTELLIGENCE BEHAVIOUR SYSTEMS IN SERIOUS GAMING

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    This thesis proposes a novel methodology for creating Artificial Agents with semi-realistic behaviour, with such behaviour defined as overcoming common limitations of mainstream behaviour systems; rapidly switching between actions, ignoring “obvious” event priorities, etc. Behaviour in these Agents is not fully realistic as some limitations remain; Agents have a “perfect” knowledge about the surrounding environment, and an inability to transfer knowledge to other Agents (no communication). The novel methodology is achieved by hybridising existing Artificial Intelligence (AI) behaviour systems. In most artificial agents (Agents) behaviour is created using a single behaviour system, whereas this work combines several systems in a novel way to overcome the limitations of each. A further proposal is the separation of behavioural concerns into behaviour systems that are best suited to their needs, as well as describing a biologically inspired memory system that further aids in the production of semi-realistic behaviour. Current behaviour systems are often inherently limited, and in this work it is shown that by combining systems that are complementary to each other, these limitations can be overcome without the need for a workaround. This work examines in detail Belief Desire Intention systems, as well as Finite State Machines and explores how these methodologies can complement each other when combined appropriately. By combining these systems together a hybrid system is proposed that is both fast to react and simple to maintain by separating behaviours into fast-reaction (instinctual) and slow-reaction (behavioural) behaviours, and assigning these to the most appropriate system. Computational intelligence learning techniques such as Artificial Neural Networks have been intentionally avoided, as these techniques commonly present their data in a “black box” system, whereas this work aims to make knowledge explicitly available to the user. A biologically inspired memory system has further been proposed in order to generate additional behaviours in Artificial Agents, such as behaviour related to forgetfulness. This work explores how humans can quickly recall information while still being able to store millions of pieces of information, and how this can be achieved in an artificial system

    REPRESENTATION SCHEMES FOR MATHEMATICAL PROGRAMMING MODELS

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    Because of the difficulties often experienced in formulating and understanding large scale models, much current research is directed towards developing systems to support the construction and understanding of management science models. This paper discusses seven different methods for representing mathematical programming models during the formulation phase of the modeling process. The approaches discussed are block-schematic, algebraic, three different kinds of graphical schemes, a database-oriented approach and Structured Modeling. We emphasize representations that have graphical elements suitable for incorporation in the interface to a modeling system. The different methods are compared using a common example and the transformations that allow one to go from one representation to another are discussed.Information Systems Working Papers Serie

    Technology assessment of advanced automation for space missions

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    Six general classes of technology requirements derived during the mission definition phase of the study were identified as having maximum importance and urgency, including autonomous world model based information systems, learning and hypothesis formation, natural language and other man-machine communication, space manufacturing, teleoperators and robot systems, and computer science and technology

    Construals as a complement to intelligent tutoring systems in medical education

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    This is a preliminary version of a report prepared by Meurig and Will Beynon in conjunction with a poster paper "Mediating Intelligence through Observation, Dependency and Agency in Making Construals of Malaria" at the 11th International Conference on Intelligent Tutoring Systems (ITS 2012) and a paper "Construals to Support Exploratory and Collaborative Learning in Medicine" at the associated workshop on Intelligent Support for Exploratory Environments (ISEE 2012). A final version of the report will be published at a later stage after feedback from presentations at these events has been taken into account, and the experimental versions of the JS-EDEN interpreter used in making construals have been developed to a more mature and stable form

    VIL: A Visual Inter Lingua

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    As the world becomes smaller through advances in telecommunications, the need for communication between speakers of different languages becomes greater. Concerns about cultural and economic hegemony argue against the use of any natural language, and machine translation is not yet perfected and available to speakers of all languages. With the technological developments of the last decade, such as powerful computers, graphical interfaces, and the World Wide Web, an excellent opportunity has been created for a computer-mediated visual interlingua to meet this need. An iconic language could be designed to take advantage of the technology. People would be able to communicate with an iconic language without the need to draw pictures themselves, since they could choose these pictures from the screen. This dissertation describes VIL, an iconic visual interlingua based on the notion of simplified speech. Similar to pidgins, languages arising from the prolonged contact between people speaking two or more languages, VIL utilizes features that are in the \u27greatest common denominator\u27 of features in different languages. This allows its complexity to be significantly reduced; for example, it has no inflection, no number, gender, or tense markers, and no articles. VIL has no linear order. This is possible because it was designed as a visual language, in contrast to written languages which are the result of a transfer to visual modality of spoken language, which evolved in the context of auditory modality where sequencing and ordering is critical. After reviewing previous research on universal languages that are artificial, non-artificial, and visual, VIL is described in detail, including its parts of speech, its grammar, and its organization for verbs, nouns, and adjectives. Throughout the discussion a set of principles is proposed, some of which are relevant to any universal language, others specific to visual or iconic languages. The development of a set of icons is also presented. Finally, the evaluations of the icons, language, and the system itself are described

    Using Visualization to Support Data Mining of Large Existing Databases

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    In this paper. we present ideas how visualization technology can be used to improve the difficult process of querying very large databases. With our VisDB system, we try to provide visual support not only for the query specification process. but also for evaluating query results and. thereafter, refining the query accordingly. The main idea of our system is to represent as many data items as possible by the pixels of the display device. By arranging and coloring the pixels according to the relevance for the query, the user gets a visual impression of the resulting data set and of its relevance for the query. Using an interactive query interface, the user may change the query dynamically and receives immediate feedback by the visual representation of the resulting data set. By using multiple windows for different parts of the query, the user gets visual feedback for each part of the query and, therefore, may easier understand the overall result. To support complex queries, we introduce the notion of approximate joins which allow the user to find data items that only approximately fulfill join conditions. We also present ideas how our technique may be extended to support the interoperation of heterogeneous databases. Finally, we discuss the performance problems that are caused by interfacing to existing database systems and present ideas to solve these problems by using data structures supporting a multidimensional search of the database
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