287 research outputs found

    Research in progress: report on the ICAIL 2017 doctoral consortium

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    This paper arose out of the 2017 international conference on AI and law doctoral consortium. There were five students who presented their Ph.D. work, and each of them has contributed a section to this paper. The paper offers a view of what topics are currently engaging students, and shows the diversity of their interests and influences

    LOTED2: An Ontology of European Public Procurement Notices

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    This paper describes the construction of the LOTED2 ontology for the representation of European public procurement notices. LOTED2 follows initiatives around the creation of linked data-compliant representations of information regarding tender notices in Europe, but focusing on placing such representations within their legal context. It is therefore considered a legal ontology, as it supports the identification of legal concepts and more generally, legal reasoning. Unlike many other legal ontologies however, LOTED2 is designed to support the creation of Semantic Web applications. The methodology applied for building LOTED2 therefore seeks to find a compromise between the accurate representation of legal concepts and the usability of the ontology as a knowledge model for Semantic Web applications, while creating connections to other relevant ontologies in the domain

    An Ontology-Based Process for Domain-Specific Visual Language Design

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    Em Modelagem Conceitual, tem ocorrido um interesse crescente em Linguagens de Modelagem Visuais Específicas de Domínio ( Domain-Specific Visual Modeling Languages (DSVMLs)) e no suporte que elas provêem para compr eensão do domínio de um problema e comunicação entre modelado res e interessados. Assim, é importante providenciar diretrizes para o design de DSVMLs. Por muitos anos, o foco de pesquisa tem sido na sintaxe abstrata, enqu anto a sintaxe concreta tem recebido menor atenção. Isso é um infortúnio, pois a sintaxe visual impacta significativamente a capacidade de comunicação e de resolução de problemas de modelos conceituais Um dos trabalhos mais disseminados para análise e d esign de aspectos visuais de linguagens de modelagem é a Física das Notações (Po N). PoN define um conjunto de princípios usado para analisar e projetar notaçõ es visuais cognitivamente eficientes. Contudo, PoN tem lacunas, tais como: (i ) Falta um método para aplicar seus princípios; (ii) O design de símbolos não cria sistematicamente símbolos que refletem entidades do mundo real. Nesta pesquisa, nós apresentamos a Física das Notações Sistematizada (PoN-S) para resolver a lacuna (i). PoN-S estabelece um con junto ordenado de atividades de design e sugere quando aplicar os princípios de PoN . Ela também propõe grupos de princípios de PoN. Outra maneira de melhorar a qualidade de DSVMLs é a aplicação de teorias ontológicas, mas ontologias podem ser aplicadas com sucesso no design de sintaxes concretas como tem sido aplicadas para a s intaxe abstrata? Guizzardi (2013) propoem diretrizes ontológicas baseadas na O ntologia de Fundamentação Unificada (UFO) para auxiliar no design de notações visuais. Contudo, tais diretrizes também tem lacunas: (iii) São diretrizes isoladas e não parte de um processo de design; (iv) O conjunto de distinções ontológicas, é restrito; (v) As diretrizes ontológicas são restritas a serem aplicadas no esta belecimento dos símbolos de uma DSVMLs. Para resolver as lacunas (ii) até (v) nós combinamo s as diretrizes ontológicas baseadas em UFO com PoN-S, originando a Física das Notações Ontologizada e Sistematizada (PoNTO-S) . PoNTO-S é um processo de design sistematizado par a sintaxes concretas de DSVMLs que conecta a sintaxe concreta com o significado do mundo-real (isto é, o significado ontológico). Este projeto é um processo de Design Science com di ferentes iterações, cada uma produzindo artefatos próprios. O problema de design é o design de sintaxes concretas de DSVMLs. Os artefatos são melhorias de duas soluções existentes: PoN e diretrizes ontológicas baseadas em UFO. PoN-S e PoNTO-S são classificados como teorias de design, visto serem p rocesso de design. Nós também investimos em estudos empíricos. Foram executados e studos exploratórios para dar suporte as indicações coletadas durante a revisão d e literatura e guiar algumas decisões. Após desenvolver versões de PoN-S e PoNTO -S nós aplicamos novos estudos empíricos que geraram evidências para concl uirmos que PoN-S e PoNTO-S são utéis, e que tais abordagens podem evoluir, dan do origem a abordagens ainda mais úteis

    A virtual factory for smart city service integration

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    Tese de Doutoramento em Informática (MAP-i)In the context of smart cities, governments are investing efforts on creating public value through the development of digital public services (DPS) focusing on specific policy areas, such as transport. Main motivations to deliver DPS include reducing administrative burdens and costs, increasing effectiveness and efficiency of government processes, and improving citizens’ quality of life through enhanced services and simplified interactions with governments. To ensure effective planning and design of DPS in a given domain, governments face several challenges, like the need of specialized tools to facilitate the effective planning and the rapid development of DPS, as well as, tools for service integration, affording high development costs, and ensuring DPS conform with laws and regulations. These challenges are exacerbated by the fact that many public administrations develop tailored DPS, disregarding the fact that services share common functionality and business processes. To address the above challenges, this thesis focuses on leveraging the similarities of DPS and on applying a Software Product Line (SPL) approach combined with formal methods techniques for specifying service models and verifying their behavioural properties. In particular, the proposed solution introduces the concept of a virtual factory for the planning and rapid development of DPS in a given smart city domain. The virtual factory comprises a framework including software tools, guidelines, practices, models, and other artefacts to assist engineers to automate and make more efficient the development of a family of DPS. In this work the virtual factory is populated with tools for government officials and software developers to plan and design smart mobility services, and to rapidly model DPS relying on SPLs and components-base development techniques. Specific contributions of the thesis include: 1) the concept of virtual factory; 2) a taxonomy for planning and designing smart mobility services; 3) an ontology to fix a common vocabulary for a specific family of DPS; 4) a compositional formalism to model SPLs, to serve as a specification language for DPS; and 5) a variable semantics for a coordination language to simplify coordination of services in the context of SPLs.No contexto das cidades inteligentes, os governos investem esforços na criação de valor público através do desenvolvimento de serviços públicos digitais (DPS), concentrandose em áreas políticas específicas, como os transportes. As principais motivações para entregar o DPS incluem a redução de custos administrativos, o aumento da eficácia dos processos do governo e a melhoria da qualidade de vida dos cidadãos através de serviços melhorados e interações simplificadas com os governos. Para garantir um planeamento efetivo do DPS num determinado domínio, os governos enfrentam vários desafios, como a necessidade de ferramentas especializadas para facilitar o planeamento eficaz e o rápido desenvolvimento do DPS, bem como ferramentas para integração de DPS, reduzindo altos custos de desenvolvimento e garantindo que os DPS estejam em conformidade com as leis e regulamentos. Esses desafios são exacerbados pelo fato de que muitas administrações públicas desenvolvem o DPS sob medida, desconsiderando o fato de que os serviços compartilham funcionalidade e processos de negócios comuns. Para enfrentar os desafios, esta tese concentra-se em aproveitar as semelhanças dos DPS aplicando uma abordagem de Software Product Lines (SPL) combinada com métodos formais para especificar modelos de DPS e verificar propriedades. Em particular, introduz o conceito de uma fábrica virtual (VF) para o planeamento e desenvolvimento rápido de DPS num domínio de cidade inteligente. A VF compreende ferramentas de software, diretrizes, modelos e outros artefatos para auxiliar os engenheiros a automatizar e tornar mais eficiente o desenvolvimento de uma família de DPS. Neste trabalho, a VF é preenchida com ferramentas para várias partes para planear e projetar serviços de mobilidade inteligente (MI), e modelar rapidamente o DPS com base em SPLs e técnicas de desenvolvimento baseadas em componentes. Contribuições específicas da tese incluem: 1) o conceito de VF; 2) uma taxonomia para planear serviços de MI; 3) uma ontologia para fixar um vocabulário comum para uma família específica de DPS; 4) um formalismo composicional para modelar SPLs, e servir como uma linguagem de especificação para DPS; e 5) uma semântica variável para uma linguagem de coordenação para simplificar a coordenação.This work was funded by FCT – Foundation for Science and Technology, the Portuguese Ministry of Science, Technology and Higher Education, through the Operational Programme for Human Capital (POCH). Grant reference: PD/BD/52238/201

    ICSEA 2021: the sixteenth international conference on software engineering advances

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    The Sixteenth International Conference on Software Engineering Advances (ICSEA 2021), held on October 3 - 7, 2021 in Barcelona, Spain, continued a series of events covering a broad spectrum of software-related topics. The conference covered fundamentals on designing, implementing, testing, validating and maintaining various kinds of software. The tracks treated the topics from theory to practice, in terms of methodologies, design, implementation, testing, use cases, tools, and lessons learnt. The conference topics covered classical and advanced methodologies, open source, agile software, as well as software deployment and software economics and education. The conference had the following tracks: Advances in fundamentals for software development Advanced mechanisms for software development Advanced design tools for developing software Software engineering for service computing (SOA and Cloud) Advanced facilities for accessing software Software performance Software security, privacy, safeness Advances in software testing Specialized software advanced applications Web Accessibility Open source software Agile and Lean approaches in software engineering Software deployment and maintenance Software engineering techniques, metrics, and formalisms Software economics, adoption, and education Business technology Improving productivity in research on software engineering Trends and achievements Similar to the previous edition, this event continued to be very competitive in its selection process and very well perceived by the international software engineering community. As such, it is attracting excellent contributions and active participation from all over the world. We were very pleased to receive a large amount of top quality contributions. We take here the opportunity to warmly thank all the members of the ICSEA 2021 technical program committee as well as the numerous reviewers. The creation of such a broad and high quality conference program would not have been possible without their involvement. We also kindly thank all the authors that dedicated much of their time and efforts to contribute to the ICSEA 2021. We truly believe that thanks to all these efforts, the final conference program consists of top quality contributions. This event could also not have been a reality without the support of many individuals, organizations and sponsors. We also gratefully thank the members of the ICSEA 2021 organizing committee for their help in handling the logistics and for their work that is making this professional meeting a success. We hope the ICSEA 2021 was a successful international forum for the exchange of ideas and results between academia and industry and to promote further progress in software engineering research

    Data sensitivity detection in chat interactions for privacy protection

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    In recent years, there has been exponential growth in using virtual spaces, including dialogue systems, that handle personal information. The concept of personal privacy in the literature is discussed and controversial, whereas, in the technological field, it directly influences the degree of reliability perceived in the information system (privacy ‘as trust’). This work aims to protect the right to privacy on personal data (GDPR, 2018) and avoid the loss of sensitive content by exploring sensitive information detection (SID) task. It is grounded on the following research questions: (RQ1) What does sensitive data mean? How to define a personal sensitive information domain? (RQ2) How to create a state-of-the-art model for SID?(RQ3) How to evaluate the model? RQ1 theoretically investigates the concepts of privacy and the ontological state-of-the-art representation of personal information. The Data Privacy Vocabulary (DPV) is the taxonomic resource taken as an authoritative reference for the definition of the knowledge domain. Concerning RQ2, we investigate two approaches to classify sensitive data: the first - bottom-up - explores automatic learning methods based on transformer networks, the second - top-down - proposes logical-symbolic methods with the construction of privaframe, a knowledge graph of compositional frames representing personal data categories. Both approaches are tested. For the evaluation - RQ3 – we create SPeDaC, a sentence-level labeled resource. This can be used as a benchmark or training in the SID task, filling the gap of a shared resource in this field. If the approach based on artificial neural networks confirms the validity of the direction adopted in the most recent studies on SID, the logical-symbolic approach emerges as the preferred way for the classification of fine-grained personal data categories, thanks to the semantic-grounded tailor modeling it allows. At the same time, the results highlight the strong potential of hybrid architectures in solving automatic tasks

    A flexible and reusable framework for dialogue and action management in multi-party discourse

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    This thesis describes a model for goal-directed dialogue and activity control in real-time for multiple conversation participants that can be human users or virtual characters in multimodal dialogue systems and a framework implementing the model. It is concerned with two genres: task-oriented systems and interactive narratives. The model is based on a representation of participant behavior on three hierarchical levels: dialogue acts, dialogue games, and activities. Dialogue games allow to take advantage of social conventions and obligations to model the basic structure of dialogues. The interactions can be specified and implemented using reoccurring elementary building blocks. Expectations about future behavior of other participants are derived from the state of active dialogue games; this can be useful for, e. g., input disambiguation. The knowledge base of the system is defined in an ontological format and allows individual knowledge and personal traits for the characters. The Conversational Behavior Generation Framework implements the model. It coordinates a set of conversational dialogue engines (CDEs), where each participant is represented by one CDE. The virtual characters can act autonomously, or semi-autonomously follow goals assigned by an external story module (Narrative Mode). The framework allows combining alternative specification methods for the virtual characters\u27; activities (implementation in a general-purpose programming language, by plan operators, or in the specification language Lisa that was developed for the model). The practical viability of the framework was tested and demonstrated via the realization of three systems with different purposes and scope.Diese Arbeit beschreibt ein Modell für zielgesteuerte Dialog- und Ablaufsteuerung in Echtzeit für beliebig viele menschliche Konversationsteilnehmer und virtuelle Charaktere in multimodalen Dialogsystemen, sowie eine Softwareumgebung, die das Modell implementiert. Dabei werden zwei Genres betrachtet: Task-orientierte Systeme und interaktive Erzählungen. Das Modell basiert auf einer Repräsentation des Teilnehmerverhaltens auf drei hierarchischen Ebenen: Dialogakte, Dialogspiele und Aktivitäten. Dialogspiele erlauben es, soziale Konventionen und Obligationen auszunutzen, um die Dialoge grundlegend zu strukturieren. Die Interaktionen können unter Verwendung wiederkehrender elementarer Bausteine spezifiziert und programmtechnisch implementiert werden. Aus dem Zustand aktiver Dialogspiele werden Erwartungen an das zukünftige Verhalten der Dialogpartner abgeleitet, die beispielsweise für die Desambiguierung von Eingaben von Nutzen sein können. Die Wissensbasis des Systems ist in einem ontologischen Format definiert und ermöglicht individuelles Wissen und persönliche Merkmale für die Charaktere. Das Conversational Behavior Generation Framework implementiert das Modell. Es koordiniert eine Menge von Dialog-Engines (CDEs), wobei jedem Teilnehmer eine CDE zugeordet wird, die ihn repräsentiert. Die virtuellen Charaktere können autonom oder semi-autonom nach den Zielvorgaben eines externen Storymoduls agieren (Narrative Mode). Das Framework erlaubt die Kombination alternativer Spezifikationsarten für die Aktivitäten der virtuellen Charaktere (Implementierung in einer allgemeinen Programmiersprache, durch Planoperatoren oder in der für das Modell entwickelten Spezifikationssprache Lisa). Die Praxistauglichkeit des Frameworks wurde anhand der Realisierung dreier Systeme mit unterschiedlichen Zielsetzungen und Umfang erprobt und erwiesen
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