27 research outputs found

    FCAIR 2012 Formal Concept Analysis Meets Information Retrieval Workshop co-located with the 35th European Conference on Information Retrieval (ECIR 2013) March 24, 2013, Moscow, Russia

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    International audienceFormal Concept Analysis (FCA) is a mathematically well-founded theory aimed at data analysis and classifiation. The area came into being in the early 1980s and has since then spawned over 10000 scientific publications and a variety of practically deployed tools. FCA allows one to build from a data table with objects in rows and attributes in columns a taxonomic data structure called concept lattice, which can be used for many purposes, especially for Knowledge Discovery and Information Retrieval. The Formal Concept Analysis Meets Information Retrieval (FCAIR) workshop collocated with the 35th European Conference on Information Retrieval (ECIR 2013) was intended, on the one hand, to attract researchers from FCA community to a broad discussion of FCA-based research on information retrieval, and, on the other hand, to promote ideas, models, and methods of FCA in the community of Information Retrieval

    Proceedings of the First Workshop on Computing News Storylines (CNewsStory 2015)

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    This volume contains the proceedings of the 1st Workshop on Computing News Storylines (CNewsStory 2015) held in conjunction with the 53rd Annual Meeting of the Association for Computational Linguistics and the 7th International Joint Conference on Natural Language Processing (ACL-IJCNLP 2015) at the China National Convention Center in Beijing, on July 31st 2015. Narratives are at the heart of information sharing. Ever since people began to share their experiences, they have connected them to form narratives. The study od storytelling and the field of literary theory called narratology have developed complex frameworks and models related to various aspects of narrative such as plots structures, narrative embeddings, characters’ perspectives, reader response, point of view, narrative voice, narrative goals, and many others. These notions from narratology have been applied mainly in Artificial Intelligence and to model formal semantic approaches to narratives (e.g. Plot Units developed by Lehnert (1981)). In recent years, computational narratology has qualified as an autonomous field of study and research. Narrative has been the focus of a number of workshops and conferences (AAAI Symposia, Interactive Storytelling Conference (ICIDS), Computational Models of Narrative). Furthermore, reference annotation schemes for narratives have been proposed (NarrativeML by Mani (2013)). The workshop aimed at bringing together researchers from different communities working on representing and extracting narrative structures in news, a text genre which is highly used in NLP but which has received little attention with respect to narrative structure, representation and analysis. Currently, advances in NLP technology have made it feasible to look beyond scenario-driven, atomic extraction of events from single documents and work towards extracting story structures from multiple documents, while these documents are published over time as news streams. Policy makers, NGOs, information specialists (such as journalists and librarians) and others are increasingly in need of tools that support them in finding salient stories in large amounts of information to more effectively implement policies, monitor actions of “big players” in the society and check facts. Their tasks often revolve around reconstructing cases either with respect to specific entities (e.g. person or organizations) or events (e.g. hurricane Katrina). Storylines represent explanatory schemas that enable us to make better selections of relevant information but also projections to the future. They form a valuable potential for exploiting news data in an innovative way.JRC.G.2-Global security and crisis managemen

    Workshop Notes of the Seventh International Workshop "What can FCA do for Artificial Intelligence?"

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    International audienceThese are the proceedings of the seventh edition of the FCA4AI workshop (http://www.fca4ai.hse.ru/) co-located with the IJCAI 2019 Conference in Macao (China). Formal Concept Analysis (FCA) is a mathematically well-founded theory aimed at classification and knowledge discovery that can be used for many purposes in Artificial Intelligence (AI). The objective of the FCA4AI workshop is to investigate two main issues: how can FCA supports various AI activities (knowledge discovery, knowledge engineering, machine learning, data mining, information retrieval, recommendation. . . ), and how can FCA be extended in order to help AI researchers to solve new and complex problems in their domain

    Workshop NotesInternational Workshop ``What can FCA do for Artificial Intelligence?'' (FCA4AI 2015)

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    International audienceThis volume includes the proceedings of the fourth edition of the FCA4AI --What can FCA do for Artificial Intelligence?-- Workshop co-located with the IJCAI 2015 Conference in Buenos Aires (Argentina). Formal Concept Analysis (FCA) is a mathematically well-founded theory aimed at data analysis and classification. FCA allows one to build a concept lattice and a system of dependencies (implications) which can be used for many AI needs, e.g. knowledge discovery, learning, knowledge representation, reasoning, ontology engineering, as well as information retrieval and text processing. There are many ``natural links'' between FCA and AI, and the present workshop is organized for discussing about these links and more generally for improving the links between knowledge discovery based on FCA and knowledge management in artificial intelligence

    9th International Workshop "What can FCA do for Artificial Intelligence?" (FCA4AI 2021)

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    International audienceFormal Concept Analysis (FCA) is a mathematically well-founded theory aimed at classification and knowledge discovery that can be used for many purposes in Artificial Intelligence (AI). The objective of the ninth edition of the FCA4AI workshop (see http://www.fca4ai.hse.ru/) is to investigate several issues such as: how can FCA support various AI activities (knowledge discovery, knowledge engineering, machine learning, data mining, information retrieval, recommendation...), how can FCA be extended in order to help AI researchers to solve new and complex problems in their domains, and how FCA can play a role in current trends in AI such as explainable AI and fairness of algorithms in decision making.The workshop was held in co-location with IJCAI 2021, Montréal, Canada, August, 28 2021

    An Approach for Automatic Generation of on-line Information Systems based on the Integration of Natural Language Processing and Adaptive Hypermedia Techniques

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    Tesis doctoral inédita leída en la Universidad Autónoma de Madrid. Escuela Politécnica Superior, Departamento de ingeniería informática. Fecha de lectura: 29-05-200

    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

    Game | World | Architectonics

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    In its current digital, pictorial and viral ubiquity, architecture no longer has to be bodily present, but has a mediating role. As a medial hinge it folds different disciplines of media and art onto the realm of the everyday. Here, the idea of architectonics can be understood as the architectural implications of computer games in a broader sense to address the matter of architecture in game worlds as well as the architecture of computer games themselves. This anthology bundles transdisciplinary approaches around the topics of space, architecture, perception of and worldbuilding in computer games and their media-specific properties. The aim is to show how and under which aspects digital game worlds are constituted. The contributions depart from the beaten tracks of media and game studies, focusing on spatial, architectural and world-shaped phenomena within current digital media culture.In ihrer aktuellen digitalen, bildlichen wie auch viralen Ubiquität muss Architektur nicht mehr körperlich präsent sein und doch füllt sie eine vermittelnde Rolle aus. Als mediales Scharnier verschränkt sie unterschiedliche Disziplinen der Medien und Künste mit der Alltagswirklichkeit. Das Konzept der Architektonik umschreibt hierbei in weitem Sinne die architektonischen Implikationen der Computerspiele, um Architektur in Spielwelten als auch die Architektur der Computerspiele selbst greifbar zu machen. Dieser Sammelband bündelt transdisziplinäre Zugriffe rund um die Themen Raum, Architektur, Wahrnehmung von und Weltenbau in Computerspielen und deren medienspezifischen Eigenschaften. Ziel ist es aufzuzeigen, wie und unter welchen Aspekten sich digitale Spielwelten konstituieren. Die Beiträge verlassen dabei ausgetretene Pfade von Medienwissenschaft und Game Studies und fokussieren auf die räumlichen, architektonischen und weltförmigen Phänomene aktueller digitaler Medienkultur

    “Scholarly Communications at Duke” Blog, December 2006-April 2016

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    This work contains all of the blog posts spanning the years 2006-2016 from the "Scholarly Communications @ Duke" blog by Kevin L. Smith, M.L.S, J.D. It is being made available in both PDF and XML formats to facilitate use of the material.The "Scholarly Communications at Duke" blog addressed current issues in scholarly communications, and also tried to provide information, from the most basic to complex issues, about how copyright law impacted higher education as it moved more fully into a digital age

    Democracy and Domination in the Law of Workplace Cooperation: From Bureaucratic to Flexible Production

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    In May of 1993, President Clinton\u27s Commission for the Future of Worker-Management Relations began its investigation of whether a major overhaul of United States labor law is necessary to encourage high-performance workplaces and labor-management cooperation. Even if its recommendations, due in November 1994, do not yield immediate congressional fruit, the Commission\u27s work is likely to influence the study and politics of labor law reform for some time to come. The Commission is chaired by John Dunlop, the eminent labor-relations specialist and former Secretary of Labor. Its membership includes some of the nation\u27s foremost academic and political proponents of far-reaching labor law reform. The Commission\u27s Chief Counsel is Harvard Law School\u27s Paul Weiler, who, over the last decade, has built the most formidable edifice of comprehensive reform proposals within the legal academic community. The appointment of the Dunlop Commission registers several seismic changes in the topography of labor relations in recent decades. First, the percentage of private-sector employees in unionized workplaces has declined from nearly 37 percent in 1953 to less than 12 percent today. The resulting representation gap in workplace governance is a salient policy concern for philosophic proponents of industrial democracy and for economic supporters of those welfare-enhancing workplace arrangements that require collective action by employees. Concurrent with the fall of organized labor, the annual growth in labor productivity slowed from a median of three percent in the post-World War II boom years to little more than one percent since the late 1960s. This climacteric coincided with an intensification of global economic competition and volatility in product and capital markets. These years also saw the emergence, led by Japan, of lean production systems that seem to break with the hierarchical mass-production model at the core of United States industry. Many variants of the emergent organizations are based on principles of flexible collaboration and consultation between employees and managers within the firm and among fluid networks of firms. Their adaptability and delegation of discretion to frontline work teams give such high-performance firms and networks the potential for enhanced productivity, innovation, and employee learning. The United States\u27 regime of adversarial, bureaucratic labor relations seems to fly in the face of the high-performance principles of cooperation and trust. That regime not only imperils labor productivity and participation. Its discouragement of high-skill, high-discretion work processes, together with the fall of organized labor, has helped produce the most unequal distribution of incomes and job opportunities of any advanced industrial country
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