62,765 research outputs found

    TiFi: Taxonomy Induction for Fictional Domains [Extended version]

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    Taxonomies are important building blocks of structured knowledge bases, and their construction from text sources and Wikipedia has received much attention. In this paper we focus on the construction of taxonomies for fictional domains, using noisy category systems from fan wikis or text extraction as input. Such fictional domains are archetypes of entity universes that are poorly covered by Wikipedia, such as also enterprise-specific knowledge bases or highly specialized verticals. Our fiction-targeted approach, called TiFi, consists of three phases: (i) category cleaning, by identifying candidate categories that truly represent classes in the domain of interest, (ii) edge cleaning, by selecting subcategory relationships that correspond to class subsumption, and (iii) top-level construction, by mapping classes onto a subset of high-level WordNet categories. A comprehensive evaluation shows that TiFi is able to construct taxonomies for a diverse range of fictional domains such as Lord of the Rings, The Simpsons or Greek Mythology with very high precision and that it outperforms state-of-the-art baselines for taxonomy induction by a substantial margin

    Structure of Heterogeneous Networks

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    Heterogeneous networks play a key role in the evolution of communities and the decisions individuals make. These networks link different types of entities, for example, people and the events they attend. Network analysis algorithms usually project such networks unto simple graphs composed of entities of a single type. In the process, they conflate relations between entities of different types and loose important structural information. We develop a mathematical framework that can be used to compactly represent and analyze heterogeneous networks that combine multiple entity and link types. We generalize Bonacich centrality, which measures connectivity between nodes by the number of paths between them, to heterogeneous networks and use this measure to study network structure. Specifically, we extend the popular modularity-maximization method for community detection to use this centrality metric. We also rank nodes based on their connectivity to other nodes. One advantage of this centrality metric is that it has a tunable parameter we can use to set the length scale of interactions. By studying how rankings change with this parameter allows us to identify important nodes in the network. We apply the proposed method to analyze the structure of several heterogeneous networks. We show that exploiting additional sources of evidence corresponding to links between, as well as among, different entity types yields new insights into network structure

    Toward an Interactive Directory for Norfolk, Nebraska: 1899-1900

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    We describe steps toward an interactive directory for the town of Norfolk, Nebraska for the years 1899 and 1900. This directory would extend the traditional city directory by including a wider range of entities being described, much richer information about the entities mentioned and linkages to mentions of the entities in material such as digitized historical newspapers. Such a directory would be useful to readers who browse the historical newspapers by providing structured summaries of the entities mentioned. We describe the occurrence of entities in two years of the Norfolk Weekly News, focusing on several individuals to better understand the types of information which can be gleaned from historical newspapers and other historical materials. We also describe a prototype program which coordinates information about entities from the traditional city directories, the federal census, and from newspapers. We discuss the structured coding for these entities, noting that richer coding would increasingly include descriptions of events and scenarios. We propose that rich content about individuals and communities could eventually be modeled with agents and woven into historical narratives

    Information extraction for social media

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    The rapid growth in IT in the last two decades has led to a growth in the amount of information available online. A new style for sharing information is social media. Social media is a continuously instantly updated source of information. In this position paper, we propose a framework for Information Extraction (IE) from unstructured user generated contents on social media. The framework proposes solutions to overcome the IE challenges in this domain such as the short context, the noisy sparse contents and the uncertain contents. To overcome the challenges facing IE from social media, State-Of-The-Art approaches need to be adapted to suit the nature of social media posts. The key components and aspects of our proposed framework are noisy text filtering, named entity extraction, named entity disambiguation, feedback loops, and uncertainty handling

    A holistic approach for semantic-based game generation

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    The Web contains vast sources of content that could be reused to reduce the development time and effort to create games. However, most Web content is unstructured and lacks meaning for machines to be able to process and infer new knowledge. The Web of Data is a term used to describe a trend for publishing and interlinking previously disconnected datasets on the Web in order to make them more valuable and useful as a whole. In this paper, we describe an innovative approach that exploits Semantic Web technologies to automatically generate games by reusing Web content. Existing work on automatic game content generation through algorithmic means focuses primarily on a set of parameters within constrained game design spaces such as terrains or game levels, but does not harness the potential of already existing content on the Web for game generation. We instead propose a holistic and more generally-applicable game generation solution that would identify suitable Web information sources and enrich game content with semantic meta-structures.The research work disclosed in this publication is partially funded by the REACH HIGH Scholars Programme — Post- Doctoral Grants. The grant is part-financed by the European Union, Operational Programme II — Cohesion Policy 2014- 2020 Investing in human capital to create more opportunities and promote the wellbeing of society — European Social Fund.peer-reviewe

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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