9,133 research outputs found

    Visualisation of semantic architectural information within a game engine environment

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    Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualisation technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualisation for architectural design and construction

    A Semantic-Based Information Management System to Support Innovative Product Design

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    International competition and the rapidly global economy, unified by improved communication and transportation, offer to the consumers an enormous choice of goods and services. The result is that companies now require quality, value, time to market and innovation to be successful in order to win the increasing competition. In the engineering sector this is traduced in need of optimization of the design process and in maximization of re-use of data and knowledge already existing in the company. The “SIMI-Pro” (Semantic Information Management system for Innovative Product design) system addresses specific deficiencies in the conceptual phase of product design when knowledge management, if applied, is often sectorial. Its main contribution is in allowing easy, fast and centralized collection of data from multiple sources and in supporting the retrieval and re-use of a wide range of data that will help stylists and engineers shortening the production cycle. SIMI-Pro will be one of the first prototypes to base its information management and its knowledge sharing system on process ontology and it will demonstrate how the use of centralized network systems, coupled with Semantic Web technologies, can improve inter-working activities and interdisciplinary knowledge sharing

    A Deep Search Architecture for Capturing Product Ontologies

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    This thesis describes a method to populate very large product ontologies quickly. We discuss a deep search architecture to text-mine online e-commerce market places and build a taxonomy of products and their corresponding descriptions and parent categories. The goal is to automatically construct an open database of products, which are aggregated from different online retailers. The database contains extensive metadata on each object, which can be queried and analyzed. Such a public database currently does not exist; instead the information currently resides siloed within various organizations. In this thesis, we describe the tools, data structures and software architectures that allowed aggregating, structuring, storing and searching through several gigabytes of product ontologies and their associated metadata. We also describe solutions to some computational puzzles in trying to mine data on large scale. We implemented the product capture architecture and, using this implementation, we built product ontologies corresponding to two major retailers: Wal-Mart and Target. The ontology data is analyzed to explore structural complexity and similarities and differences between the retailers. A broad product ontology has several uses, from comparison shopping applications that already exist to situation aware computing of tomorrow where computers are aware of the objects in their surroundings and these objects interact together to help humans in everyday tasks

    Peirce, meaning and the semantic web

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    The so-called ‘Semantic Web’ is phase II of Tim Berners-Lee’s original vision for the WWW, whereby resources would no longer be indexed merely ‘syntactically’, via opaque character-strings, but via their meanings. We argue that one roadblock to Semantic Web development has been researchers’ adherence to a Cartesian, ‘private’ account of meaning, which has been dominant for the last 400 years, and which understands the meanings of signs as what their producers intend them to mean. It thus strives to build ‘silos of meaning’ which explicitly and antecedently determine what signs on the Web will mean in all possible situations. By contrast, the field is moving forward insofar as it embraces Peirce’s ‘public’, evolutionary account of meaning, according to which the meaning of signs just is the way they are interpreted and used to produce further signs. Given the extreme interconnectivity of the Web, it is argued that silos of meaning are unnecessary as plentiful machine-understandable data about the meaning of Web resources exists already in the form of those resources themselves, for applications that are able to leverage it, and it is Peirce’s account of meaning which can best make sense of the recent explosion in ‘user-defined content’ on the Web, and its relevance to achieving Semantic Web goals

    Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning

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    This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process

    An OWL-Based Ontology to Represent Interactions of Students in Educational Virtual Worlds

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    While several studies in the last decade explore the potential benefits of virtual worlds in education settings, less attention has been given to the research of solutions to help overcome implementation barriers. One of the existing areas of concern is related to the difficulties on the exploitation of data obtained from educational virtual worlds. This paper proposes an OWL-based ontology to address a solution to the problem of inconsistency of databases that record information about student interactions with learning objects within these environments. The steps that have been followed for the development of the ontology are described, guided by Stanford’s 101 model. To discuss the feasibility and exemplify the ontology, an instance of an existing virtual world interaction is presented. The conclusion is that the proposed ontology can be helpful to researchers and development groups as it delivers a reusable model to gather data in a uniform way
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