88 research outputs found
Ontology construction from online ontologies
One of the main hurdles towards a wide endorsement of ontologies is the high cost of constructing them. Reuse of existing ontologies offers a much cheaper alternative than building new ones from scratch, yet tools to support such reuse are still in their infancy. However, more ontologies are becoming available on the web, and online libraries for storing and indexing ontologies are increasing in number and demand. Search engines have also started to appear, to facilitate search and retrieval of online ontologies. This paper presents a fresh view on constructing ontologies automatically, by identifying, ranking, and merging fragments of online ontologies
Metrics for ranking ontologies
Representing knowledge using domain ontologies has shown to be a useful mechanism and format for managing and exchanging information. Due to the difficulty and cost of building ontologies, a number of ontology libraries and search engines are coming to existence to facilitate reusing such knowledge structures. The need for ontology ranking techniques is becoming crucial as the number of ontologies available for reuse is continuing to grow. In this paper we present AKTiveRank, a prototype system for ranking ontologies based on the analysis of their structures. We describe the metrics used in the ranking system and present an experiment on ranking ontologies returned by a popular search engine for an example query
Ontology ranking based on the analysis of concept structures
In view of the need to provide tools to facilitate the reuse of existing knowledge structures such as ontologies, we present in this paper a system, AKTiveRank, for the ranking of ontologies. AKTiveRank uses as input the search terms provided by a knowledge engineer and, using the output of an ontology search engine, ranks the ontologies. We apply a number of classical metrics in an attempt to investigate their appropriateness for ranking ontologies, and compare the results with a questionnaire-based human study. Our results show that AKTiveRank will have great utility although there is potential for improvement
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An interface to virtual environments for people who are blind using Wii technology - mental models and navigation
Accessible games, both for serious and for entertainment purposes, would allow inclusion and participation for those with disabilities. Research into the development of accessible games, and accessible virtual environments, is discussed. Research into accessible Virtual Environments has demonstrated great potential for allowing people who are blind to explore new spaces, reducing their reliance on guides, and aiding development of more efficient spatial maps and strategies. Importantly, Lahav and Mioduser (2005, 2008) have demonstrated that, when exploring virtual spaces, people who are blind use more and different strategies than when exploring real physical spaces, and develop relatively accurate spatial representations of them. The present paper describes the design, development and evaluation of a system in which a virtual environment may be explored by people who are blind using Nintendo Wii devices, with auditory and haptic feedback. The nature of the various types of feedback is considered, with the aim of creating an intuitive and usable system. Using Wii technology has many advantages, not least of which are that it is mainstream, readily available and cheap. The potential of the system for exploration and navigation is demonstrated. Results strongly support the possibilities of the system for facilitating and supporting the construction of cognitive maps and spatial strategies. Intelligent support is discussed. Systems such as the present one will facilitate the development of accessible games, and thus enable Universal Design and accessible interactive technology to become more accepted and widespread
Informed pair selection for self-paced metric learning in Siamese neural networks.
Siamese Neural Networks (SNNs) are deep metric learners that use paired instance comparisons to learn similarity. The neural feature maps learnt in this way provide useful representations for classification tasks. Learning in SNNs is not reliant on explicit class knowledge; instead they require knowledge about the relationship between pairs. Though often ignored, we have found that appropriate pair selection is crucial to maximising training efficiency, particularly in scenarios where examples are limited. In this paper, we study the role of informed pair selection and propose a 2-phased strategy of exploration and exploitation. Random sampling provides the needed coverage for exploration, while areas of uncertainty modeled by neighbourhood properties of the pairs drive exploitation. We adopt curriculum learning to organise the ordering of pairs at training time using similarity knowledge as a heuristic for pair sorting. The results of our experimental evaluation show that these strategies are key to optimising training
Quantitative Argumentation Debates with Votes for Opinion Polling
Opinion polls are used in a variety of settings to assess the opinions of a population, but they mostly conceal the reasoning behind these opinions. Argumentation, as understood in AI, can be used to evaluate opinions in dialectical exchanges, transparently articulating the reasoning behind the opinions. We give a method integrating argumentation within opinion polling to empower voters to add new statements that render their opinions in the polls individually rational while at the same time justifying them. We then show how these poll results can be amalgamated to give a collectively rational set of voters in an argumentation framework. Our method relies upon Quantitative Argumentation Debate for Voting (QuAD-V) frameworks, which extend QuAD frameworks (a form of bipolar argumentation frameworks in which arguments have an intrinsic strength) with votes expressing individualsā opinions on arguments
Evaluating prediction systems in software project estimation
This is the Pre-print version of the Article - Copyright @ 2012 ElsevierContext: Software engineering has a problem in that when we empirically evaluate competing prediction systems we obtain conflicting results.
Objective: To reduce the inconsistency amongst validation study results and provide a more formal foundation to interpret results with a particular focus on continuous prediction systems.
Method: A new framework is proposed for evaluating competing prediction systems based upon (1) an unbiased statistic, Standardised Accuracy, (2) testing the result likelihood relative to the baseline technique of random āpredictionsā, that is guessing, and (3) calculation of effect sizes.
Results: Previously published empirical evaluations of prediction systems are re-examined and the original conclusions shown to be unsafe. Additionally, even the strongest results are shown to have no more than a medium effect size relative to random guessing.
Conclusions: Biased accuracy statistics such as MMRE are deprecated. By contrast this new empirical validation framework leads to meaningful results. Such steps will assist in performing future meta-analyses and in providing more robust and usable recommendations to practitioners.Martin Shepperd was supported by the UK Engineering and Physical Sciences Research Council (EPSRC) under Grant EP/H050329
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Computationally efficient rule-based classification for continuous streaming data
Advances in hardware and software technologies allow to capture streaming data. The area of Data Stream Mining (DSM) is concerned with the analysis of these vast amounts of data as it is generated in real-time. Data stream classification is one of the most important DSM techniques allowing to classify previously unseen data instances. Different to traditional classifiers for static data, data stream classifiers need to adapt to concept changes (concept drift) in the stream in real-time in order to reflect the most recent concept in the data as accurately as possible. A recent addition to the data stream classifier toolbox is eRules which induces and updates a set of expressive rules that can easily be interpreted by humans. However, like most rule-based data stream classifiers, eRules exhibits a poor computational performance when confronted with continuous attributes. In this work, we propose an approach to deal with continuous data effectively and accurately in rule-based classifiers by using the Gaussian distribution as heuristic for building rule terms on continuous attributes. We show on the example of eRules that incorporating our method for continuous attributes indeed speeds up the real-time rule induction process while maintaining a similar level of accuracy compared with the original eRules classifier. We termed this new version of eRules with our approach G-eRules
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