347 research outputs found

    The Pocket Reasoner -- Automatic Reasoning on Small Devices

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    Automated reasoning in classical first-order logic is a core research field in Artificial Intelligence. Most of the fully automated reasoning tools are large and complex systems implementing proof search methods that have significant memory requirements. This paper presents an automated reasoning tool implemented on an iPod Nano. It is based on leanCoP, a very compact Prolog implementation of the connection calculus, which operates on the structure of the given formula without generating new subformula instances. Hence, the memory requirements are significantly lower, allowing leanCoP to run on devices with only little (random-access) memory. The paper presents details of the proof search calculus, its implementation, and a practical evaluation of the presented reasoning tool

    Desing and Validation of a Light Inference System to Support Embedded Context Reasoning

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    Embedded context management in resource-constrained devices (e.g. mobile phones, autonomous sensors or smart objects) imposes special requirements in terms of lightness for data modelling and reasoning. In this paper, we explore the state-of-the-art on data representation and reasoning tools for embedded mobile reasoning and propose a light inference system (LIS) aiming at simplifying embedded inference processes offering a set of functionalities to avoid redundancy in context management operations. The system is part of a service-oriented mobile software framework, conceived to facilitate the creation of context-aware applications—it decouples sensor data acquisition and context processing from the application logic. LIS, composed of several modules, encapsulates existing lightweight tools for ontology data management and rule-based reasoning, and it is ready to run on Java-enabled handheld devices. Data management and reasoning processes are designed to handle a general ontology that enables communication among framework components. Both the applications running on top of the framework and the framework components themselves can configure the rule and query sets in order to retrieve the information they need from LIS. In order to test LIS features in a real application scenario, an ‘Activity Monitor’ has been designed and implemented: a personal health-persuasive application that provides feedback on the user’s lifestyle, combining data from physical and virtual sensors. In this case of use, LIS is used to timely evaluate the user’s activity level, to decide on the convenience of triggering notifications and to determine the best interface or channel to deliver these context-aware alerts.

    Semantic Management of Location-Based Services in Wireless Environments

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    En los últimos años el interés por la computación móvil ha crecido debido al incesante uso de dispositivos móviles (por ejemplo, smartphones y tablets) y su ubicuidad. El bajo coste de dichos dispositivos unido al gran número de sensores y mecanismos de comunicación que equipan, hace posible el desarrollo de sistemas de información útiles para sus usuarios. Utilizando un cierto tipo especial de sensores, los mecanismos de posicionamiento, es posible desarrollar Servicios Basados en la Localización (Location-Based Services o LBS en inglés) que ofrecen un valor añadido al considerar la localización de los usuarios de dispositivos móviles para ofrecerles información personalizada. Por ejemplo, se han presentado numerosos LBS entre los que se encuentran servicios para encontrar taxis, detectar amigos en las cercanías, ayudar a la extinción de incendios, obtener fotos e información de los alrededores, etc. Sin embargo, los LBS actuales están diseñados para escenarios y objetivos específicos y, por lo tanto, están basados en esquemas predefinidos para el modelado de los elementos involucrados en estos escenarios. Además, el conocimiento del contexto que manejan es implícito; razón por la cual solamente funcionan para un objetivo específico. Por ejemplo, en la actualidad un usuario que llega a una ciudad tiene que conocer (y comprender) qué LBS podrían darle información acerca de medios de transporte específicos en dicha ciudad y estos servicios no son generalmente reutilizables en otras ciudades. Se han propuesto en la literatura algunas soluciones ad hoc para ofrecer LBS a usuarios pero no existe una solución general y flexible que pueda ser aplicada a muchos escenarios diferentes. Desarrollar tal sistema general simplemente uniendo LBS existentes no es sencillo ya que es un desafío diseñar un framework común que permita manejar conocimiento obtenido de datos enviados por objetos heterogéneos (incluyendo datos textuales, multimedia, sensoriales, etc.) y considerar situaciones en las que el sistema tiene que adaptarse a contextos donde el conocimiento cambia dinámicamente y en los que los dispositivos pueden usar diferentes tecnologías de comunicación (red fija, inalámbrica, etc.). Nuestra propuesta en la presente tesis es el sistema SHERLOCK (System for Heterogeneous mobilE Requests by Leveraging Ontological and Contextual Knowledge) que presenta una arquitectura general y flexible para ofrecer a los usuarios LBS que puedan serles interesantes. SHERLOCK se basa en tecnologías semánticas y de agentes: 1) utiliza ontologías para modelar la información de usuarios, dispositivos, servicios, y el entorno, y un razonador para manejar estas ontologías e inferir conocimiento que no ha sido explicitado; 2) utiliza una arquitectura basada en agentes (tanto estáticos como móviles) que permite a los distintos dispositivos SHERLOCK intercambiar conocimiento y así mantener sus ontologías locales actualizadas, y procesar peticiones de información de sus usuarios encontrando lo que necesitan, allá donde esté. El uso de estas dos tecnologías permite a SHERLOCK ser flexible en términos de los servicios que ofrece al usuario (que son aprendidos mediante la interacción entre los dispositivos), y de los mecanismos para encontrar la información que el usuario quiere (que se adaptan a la infraestructura de comunicación subyacente)

    mini me swift the first mobile owl reasoner for ios

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    Mobile reasoners play a pivotal role in the so-called Semantic Web of Things. While several tools exist for the Android platform, iOS has been neglected so far. This is due to architectural differences and unavailability of OWL manipulation libraries, which make porting existing engines harder. This paper presents Mini-ME Swift, the first Description Logics reasoner for iOS. It implements standard (Subsumption, Satisfiability, Classification, Consistency) and non-standard (Abduction, Contraction, Covering, Difference) inferences in an OWL 2 fragment. Peculiarities are discussed and performance results are presented, comparing Mini-ME Swift with other state-of-the-art OWL reasoners

    ProCAVIAR: Hybrid Data-Driven and Probabilistic Knowledge-Based Activity Recognition

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    The recognition of physical activities using sensors on mobile devices has been mainly addressed with supervised and semi-supervised learning. The state-of-the-art methods are mainly based on the analysis of the user\u2019s movement patterns that emerge from inertial sensors data. While the literature on this topic is quite mature, existing approaches are still not adequate to discriminate activities characterized by similar physical movements. The context that surrounds the user (e.g., semantic location) could be used as additional information to significantly extend the set of recognizable activities. Since collecting a comprehensive training set with activities performed in every possible context condition is too costly, if possible at all, existing works proposed knowledge-based reasoning over ontological representation of context data to refine the predictions obtained from machine learning. A problem with this approach is the rigidity of the underlying logic formalism that cannot capture the intrinsic uncertainty of the relationships between activities and context. In this work, we propose a novel activity recognition method that combines semisupervised learning and probabilistic ontological reasoning. We model the relationships between activities and context as a combination of soft and hard ontological axioms. For each activity, we use a probabilistic ontology to compute its compatibility with the current context conditions. The output of probabilistic semantic reasoning is combined with the output of a machine learning classifier based on inertial sensor data to obtain the most likely activity performed by the user. The evaluation of our system on a dataset with 13 types of activities performed by 26 subjects shows that our probabilistic framework outperforms both a pure machine learning approach and previous hybrid approaches based on classic ontological reasoning

    CAVIAR: Context-driven Active and Incremental Activity Recognition

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    Activity recognition on mobile device sensor data has been an active research area in mobile and pervasive computing for several years. While the majority of the proposed techniques are based on supervised learning, semi-supervised approaches are being considered to reduce the size of the training set required to initialize the model. These approaches usually apply self-training or active learning to incrementally refine the model, but their effectiveness seems to be limited to a restricted set of physical activities. We claim that the context which surrounds the user (e.g., time, location, proximity to transportation routes) combined with common knowledge about the relationship between context and human activities could be effective in significantly increasing the set of recognized activities including those that are difficult to discriminate only considering inertial sensors, and the highly context-dependent ones. In this paper, we propose CAVIAR, a novel hybrid semi-supervised and knowledge-based system for real-time activity recognition. Our method applies semantic reasoning on context-data to refine the predictions of an incremental classifier. The recognition model is continuously updated using active learning. Results on a real dataset obtained from 26 subjects show the effectiveness of our approach in increasing the recognition rate, extending the number of recognizable activities and, most importantly, reducing the number of queries triggered by active learning. In order to evaluate the impact of context reasoning, we also compare CAVIAR with a purely statistical version, considering features computed on context-data as part of the machine learning process

    Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)

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    This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio

    Towards creative information exploration based on Koestler's concept of bisociation

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    Creative information exploration refers to a novel framework for exploring large volumes of heterogeneous information. In particular, creative information exploration seeks to discover new, surprising and valuable relationships in data that would not be revealed by conventional information retrieval, data mining and data analysis technologies. While our approach is inspired by work in the field of computational creativity, we are particularly interested in a model of creativity proposed by Arthur Koestler in the 1960s. Koestler’s model of creativity rests on the concept of bisociation. Bisociative thinking occurs when a problem, idea, event or situation is perceived simultaneously in two or more “matrices of thought” or domains. When two matrices of thought interact with each other, the result is either their fusion in a novel intellectual synthesis or their confrontation in a new aesthetic experience. This article discusses some of the foundational issues of computational creativity and bisociation in the context of creative information exploration
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