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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

[en] MODELING AND IMPLEMENTATION OF ONTOLOGY DRIVEN HYPERMEDIA APPLICATIONS FOR THE SEMANTIC WEB / [pt] MODELAGEM E IMPLEMENTAÇÃO DE APLICAÇÕES HIPERMÍDIA GOVERNADAS POR ONTOLOGIAS PARA A WEB SEMÂNTICA

GUILHERME DE ARAUJO SZUNDY 15 June 2005 (has links)
[pt] Essa dissertação propõe um modelo para o desenvolvimento de aplicações hipermídia na Web Semântica estendendo o método SHDM (Semantic Hypermedia Design Method), e apresenta uma arquitetura de implementação deste modelo. Na extensão proposta, as aplicações são visões navegacionais especificadas sobre modelos conceituais definidos por quaisquer ontologias da Web Semântica. As classes navegacionais são caracterizadas por um padrão para recuperação de dados da ontologia conceitual a partir de um recurso específico, podendo incorporar regras para filtragem de instâncias. Estruturas de acesso passam a se distinguir quanto à origem de seus dados, podendo ser arbitrárias, derivadas de consultas, derivadas de contextos ou facetadas. Elos especializam um relacionamento com base nos tipos de sua origem e destino, e podem ser definidos a partir de uma composição de relacionamentos conceituais. A especificação do modelo navegacional é dada através de um vocabulário definido como uma ontologia, tornando-a independente do ambiente de inferência e consulta empregado em qualquer implementação do modelo. Os modelos propostos são utilizados como dados para a geração de aplicações, com suporte na arquitetura de implementação definida e implementada. / [en] This dissertation proposes a development model for hypermedia applications on the Semantic Web extending the Semantic Hypermedia Design Method (SHDM), and presents an implementation architecture for this model. In the proposed extension applications are seen as navigational views over conceptual models defined by any Semantic Web ontology. Navigational classes are characterized by a retrieval pattern of conceptual ontology data from a specific resource, and can also incorporate rules for instances filtering. Access structures are now distinguished by their data source, and are categorized as arbitrary, query based, context based or faceted. Links specialize conceptual relationships based on the data types of its origin and destination, and can also map relationship compositions. A vocabulary defined as an ontology is used for the specification of the navigational model, making it independent from the query and inference environment used by any implementation of the model. The implementation architecture specified and implemented generates applications directly from the data contained in the proposed models.
12

[en] A MODEL AND AN IMPLEMENTATION FRAMEWORK FOR SETS PROCESSING / [pt] UM MODELO E UM FRAMEWORK DE IMPLEMENTAÇÃO PARA O PROCESSAMENTO DE CONJUNTOS

LEONARDO MENDES BELMONTE 15 February 2007 (has links)
[pt] Essa dissertação propõe um modelo de processamento da informação baseado em conjuntos, que pode ser visto como uma generalização do modelo de grafos clássico para hipertextos. Este modelo pressupõe um modelo semântico de um domínio de aplicação, e a partir deste são definidos conjuntos de objetos. Tarefas de processamento da informação que os usuários devem executar, com apoio da aplicação, são descritas como composições funcionais de operações realizadas sobre os itens de informação e sobre os conjuntos definidos. Este tipo de modelo permite a construção de aplicações com interfaces de manipulação direta sobre os itens e conjuntos, e inclui, entre outras, as interfaces de navegação facetada, atualmente, encontradas na Web. Neste tipo de interface, o usuário constrói a composição funcional que representa a computação desejada de forma incremental, através da manipulação direta de elementos na interface. Esta dissertação especifica este modelo, e apresenta uma implementação no ambiente .Net. Além da definição dos itens e conjuntos, é também gerada uma Linguagem Específica de Domínio (Domain Specific Language, DSL) que permite a expressão direta das operações sobre itens e conjuntos. O modelo proposto, e sua implementação, é integrado a um framework para geração de interfaces para manipulação direta de conjuntos, objeto de outra dissertação. É apresentado um estudo de caso, utilizando o modelo, a sua implementação e a integração com a interface, ilustrando como a abordagem facilita diversos tipos de tarefas comumente realizadas por usuários de aplicações Web. / [en] This dissertation proposes an information processing model based on sets that can be seen as a generalization of the classic model of graphs for hypertexts. This model estimates a semantic model of an application domain, and the sets of objects are defined from this. Information processing tasks that the users should execute, with support of the application, are described as functional compositions of operations applied over the information items and over the defined sets. This model type allows the application construction with interfaces of direct manipulation on items and sets, and includes, among others, the faceted navigation interfaces that are currently found in the Web. In this type of interface, the user builds the functional composition that represents the desired computation in the incremental form, through the direct manipulation of elements in the interface.This dissertation specifies this model, and presents an implementation in the .Net environment. Beyond the definition of items and sets, it generates a Domain Specific Language (DSL) that allows the direct expression of operations on items and sets. The proposed model, and its implementation, is integrated with a framework for generating direct manipulation interfaces on sets, that is the focus of another dissertation. A study case is presented, using the model, its implementation and the integration with the interface, illustrating how the approach facilitates different types of tasks that are frequently executed by Web application users.
13

Gestion des connaissances et modélisation d'entreprise : contribution à un cadre méthodologique unifié

Moradi, Mahmoud 21 July 2009 (has links)
L’objectif de la thèse est d’abord d’analyser les rapports croisés existant entre modélisation d’entreprise et gestion des connaissances (modélisation comme explicitation des connaissances et connaissances comme une vue en modélisation) et ensuite de déboucher sur un ensemble méthodologique unifiant les deux approches. L’apport de nos travaux est décomposé comme suit : 1.Une étude comparative conceptuelle et théorique de ces méthodes. 2.Une chaîne de valeur ajoutée de la création des connaissances nommée VCKC. 3.Un cadre générique pour la mise en place de gestion des connaissances en entreprise nommé I2CE. 4.Un cadre d’ingénierie d’entreprise basé sur la connaissance nommé KBEE. / The main objective of this thesis is to analyze the relation between enterprise modeling and knowledge management (modeling as a way of knowledge externalization and knowledge as a view in modeling) and next to propose a global framework which will be able to unify two approaches. The contribution of this research is divided into four major axes: 1. To propose a conceptual and theoretic comparison study of two approaches. 2. To propose a value chain of knowledge creation in a value added way to unify the basic terminology in the context of knowledge in the organizations. This proposition named Value Chain of Knowledge Creation (VCKC). 3. To propose a reference model as the theoretic foundation of implementing knowledge management approach in the organizations named Intent-Content-Context-Evolution (I2CE). 4. To propose a knowledge engineering framework in the enterprises named Knowledge Based Enterprise Engineering (KBEE).
14

Serious games pour la e-santé : application à la formation des médecins généralistes / Serious games for e-health : an application for training practitioners

Guo, Jing 16 September 2016 (has links)
Les Jeux Sérieux (Serious Games) sont des jeux vidéo qui sont conçus avec un objectif premier qui n'est pas le divertissement. Les jeux sérieux sont de plus en plus utilisés dans le domaine de la santé en tant qu'outil éducatif dans le cadre de la formation à la médecine, ou pour aider au rétablissement des patients. Dans cette thèse, nous nous intéressons à la conception d'un jeu sérieux pour la formation des médecins généralistes, en nous intéressant tout particulièrement à l'apprentissage des compétences communicationnelles et interpersonnelles qui jouent un rôle très important dans le métier de médecin, et qui sont assez peu présentes dans les programmes des cursus de formation. Nous nous intéressons en particulier aux méthodologies de conception d'un tel jeu qui doit délivrer un contenu utilitaire tout en équilibrant apprentissage et divertissement. Afin de mener ce travail, nous présentons dans la première partie de la thèse une analyse des méthodes existantes de conception de jeux sérieux en étudiant en particulier les mécanismes permettant de motiver le joueur ainsi que les principaux design patterns de conception. Nous expliquons en quoi les jeux sérieux nécessitent une architecture particulière dont la principale caractéristique est de séparer clairement les concepts nécessaires à l'apprentissage de ceux liés à l'aspect ludique. Nous proposons ensuite une modélisation de la consultation médicale qui en plus de rendre compte du processus métier auquel elle correspond, permet de représenter les différents éléments nécessaires à l'implémentation algorithmique d'un moteur de dialogue entre un joueur et un patient virtuel. Cette modélisation utilise les ontologies pour décrire les connaissances impliquées et nous montrons comment un scénario de consultation médicale peut se décrire en termes d'instances de ces ontologies. Ces ontologies incluent quatre niveaux qui décrivent le profil du patient, le résultat de consultation, le scénario et la phrase. Cette description est accessible aux experts formateurs qui disposent donc d'un outil leur permettant de définir les objectifs pédagogiques que le joueur-apprenant doit atteindre au cours de la simulation. Ces analyses sont enfin appliquées au cas de la consultation médicale et nous décrivons l'architecture d'un jeu que nous avons conçu appelé AgileDoctor. Ce jeu a pour objectif de permettre à un apprenant de jouer le rôle d'un médecin qui mène des consultations médicales en accueillant des patients aux profils divers. / Serious games are games designed for a primary purpose other than pure entertainment. More and more, serious games are developed and used in the health area as educational tools dedicated to medical knowledge training, or helping with the recovery of the patients. Communication and interpersonal skills for general practitioners in medical consultation play an important role in providing high-quality health care and establishment of good doctor-patient relationship. However, specific trainings on communication skills for doctors and medical school students are often overlooked. Comparing to traditional training approaches by using role-playing and standardized patients, an educational tool in form of a game can maximize the variety of scenario, reduce the limitation and enhance learner's motivation. For the above purposes, in this thesis we are interested in the design of a serious game for training general practitioners, in particular on communication skills learning. We are particularly interested in design methodologies of such a game, which is able to deliver a utility content while balancing learning and entertainment. To conduct this work, firstly we present an analysis of existing methods of serious games design by studying the mechanisms to motivate the player as well as the main design patterns. We explain how serious games require a special architecture in the design phase whose main characteristic is to clearly separate the concepts necessary for learning to those associated with the fun aspect. We then propose a model of medical consultation based on our analyses of identification of key concepts in the medical consultation process. This model is used to represent the different elements required for algorithmic implementation of a dialogue engine between a doctor and a patient. Our modeling uses ontologies to describe involved domain knowledge and show how a medical consultation scenario can be described in terms of instances of these ontologies. The proposed ontologies include four levels which describe the patient's profile, the result of consultation, the scenario and the phrase respectively. This description is available to the trainers and domain experts by using the authoring tool thus allows them to define the educational objectives for the player-learner during the simulation process. Finally these models are implemented and applied to the case of medical consultation. We represent the architecture of a serious game that we've designed called AgileDoctor. This game aims to enable a learner to play the role of a doctor who conducts medical consultations facing the patients of various profiles.
15

[en] A MODEL-DRIVEN WIZARD TO AID IN DEVELOPING WEB APPLICATIONS / [pt] UM ASSISTENTE DIRIGIDO POR MODELOS PARA AUXÍLIO AO DESENVOLVIMENTO DE APLICAÇÕES WWW

MILENA OSSORIO LAMI 22 February 2016 (has links)
[pt] As aplicações na WWW são exemplos de aplicações hipermídia. O desenvolvimento destas aplicações, mesmo utilizando metodologias de projeto, tem uma complexidade elevada. Existem propostas dirigidas por modelos para ajudar ao projetista, mas estas requerem de uma curva de aprendizado alta para os não familiarizados com os modelos. Este trabalho aborda este problema oferecendo uma abordagem que, fazendo uso de uma metodologia dirigida por modelos, permite a autoria de aplicações em um ambiente mais próximo à intenção do usuário. Se apresenta uma ferramenta com características de assistente (wizard) que permite a criação de aplicações através de exemplos, utilizando interfaces com dados concretos. O assistente usa aspectos da técnica de programação por exemplo e do estilo de interação de manipulação direta que contribuem para facilitar o desenvolvimento. / [en] Web applications can be seen as examples of hypermedia applications. Developing such applications is a complex endeavor, even when using design methods. There are model-driven methods aimed at helping the designer, but they still require a steep learning curve for those unfamiliar with the models. This work addresses this problem through a model-driven wizard that helps the designer through the use of examples and concrete data-driven interfaces. This wizard uses direct manipulation techniques to help easing the designer s tasks.
16

Knowledge Mapping within an Organization / Mapování znalostí v organizaci

Nožička, Josef January 2009 (has links)
Search for the knowledge within big companies could become pain not only for knowledge seekers, but as well for knowledge managers in case they want a solution, that reflects well actual state of knowledge of a company, allows discovering emerging areas of knowledge and at the same time its maintenance does not require huge amounts of effort. This doctoral thesis starts by a comprehensive analysis of needs of expertise location of current company, description of theoretical backgrounds, related approaches and fundamental directions in expertise location, analyses their advantages and disadvantages and on the ground of this analysis presents a new expertise location technique that tries to avoid disadvantages of current expertise location systems by keeping their advantages. The technique is designed to respect the needs of effective knowledge management within a company, which main assets are their employees, their knowledge reflected in unstructured documents they produce as a part of their daily work. Described knowledge mapping technique analyses document publication history of company members and proposes various measures to asses and characterize their knowledge. The implementation of the knowledge mapping technique allows its direct usage (as an expert search engine) as well as its own evaluation (validity of search engine results). The efficiency of proposed measures on various types of document sources (project directories/versioning repositories/etc.) and within various dimension configurations (current/overall knowledge search) is evaluated by the practical evaluation method introduced within the thesis. The evaluation took place in the environment of a middle-sized software company allowing seeing directly a practical usability of the expertise location technique. The results of the evaluation are presented not only in statistical form, but in a form of suggestions of how to implement the model on various document sources within the company. The results suggest that described knowledge mapping technique is a viable approach in expertise location.
17

[en] ONTOLOGY DRIVEN INTERFACE DEVELOPMENT FOR APPLICATIONS ON THE SEMANTIC WEB / [pt] DESENVOLVIMENTO DE INTERFACES GOVERNADAS POR ONTOLOGIAS PARA APLICAÇÕES NA WEB SEMÂNTICA

SABRINA SILVA DE MOURA 14 March 2005 (has links)
[pt] Atualmente, com a emergente Web Semântica, o volume de pesquisa relacionadas com o desenvolvimento de aplicações hipermídia (páginas na Web) nesta área tem aumentado. O objetivo comum é dar significado semântico ao conteúdo da Web. Isto é, há possibilidade de os dados contidos na Web serem definidos e relacionados de maneira que possam ser usados por máquinas não só para automação, integração e reuso de dados entre aplicações, mas também para permitir interações mais ricas com seres humanos. Este trabalho apresenta a aplicação dos conceitos da Web Semântica no desenvolvimento de interfaces para aplicações hipermídia, como parte do método SHDM (Semantic Hypermedia Design Method). Para isto, é proposto o uso de duas ontologias, uma representando elementos de interface concretos (ontologia de widgets concretos) e a outra representando elementos de interface abstratos (ontologia de widgets abstratos). Estes elementos abstratos são utilizados para descrever as interfaces abstratas e são mapeados em elementos de interface concreta, especificados como instância da ontologia de widgets concretos. Finalmente, para a geração da página concreta a partir de uma interface abstrata, definida como instância da ontologia de widgets abstratos, é proposta uma arquitetura de implementação baseada em JSP e Tag Libraries. / [en] The current emergence of the Semantic Web has increased the volume of research initiatives related to the development of hypermedia applications in this environment. The common goal is to give semantic meaning to the content of the Web. This means that it is now possible that the data contained in the Web to be defined and related in such a way that it can be used by machines not only for automation, integration and reuse of data among applications, but also to allow richer interaction with human beings. This work applies the concepts of the Semantic Web to the development of interfaces for hypermedia applications, in the context of the Semantic Hypermedia Design Method (SHDM). For this, two ontologies are proposed, one representing concrete interface elements (concrete widgets ontology) and another representing abstract interface element (abstract widgets ontology). These abstract elements are used to describe the abstract interfaces and are mapped to concrete interface elements, specified as instances of the concrete widgets ontology. An implementation architecture is proposed, based on JSP and Tag Libraries, allowing the generation of the concrete page based on a defined abstract interface.
18

[en] HYPERDE: A FRAMEWORK AND DEVELOPMENT ENVIRONMENT DRIVEN BY ONTOLOGIES FOR HYPERMEDIA APPLICATIONS / [pt] HYPERDE: UM FRAMEWORK E AMBIENTE DE DESENVOLVIMENTO DIRIGIDO POR ONTOLOGIAS PARA APLICAÇÕES HIPERMÍDIA

DEMETRIUS ARRAES NUNES 26 December 2005 (has links)
[pt] O HyperDE, apresentado nesta dissertação, é a combinação de um framework no padrão Model-View-Controller e um ambiente de desenvolvimento visual para a construção de protótipos de aplicações hipermídia, modeladas através dos métodos OOHDM ou SHDM. Como framework MVC, o HyperDE fornece componentes reutilizáveis e extensíveis para as camadas de modelo, visão e controle, especificados como ontologias em RDFS. Como ambiente de desenvolvimento visual, o HyperDE fornece, através de sua interface gráfica e ferramentas auxiliares, uma forma interativa e dinâmica de construir e prototipar uma aplicação hipermídia, com a possibilidade de visualizar imediatamente o resultado de cada passo do processo de desenvolvimento. A arquitetura de desenvolvimento promovida pelo ambiente é orientada a modelos, onde a definição dos modelos navegacionais efetivamente gera a implementação da aplicação. Utilizando um modelo de dados baseado em RDF e RDFS, os modelos navegacionais produzidos no HyperDE podem ser utilizados como ontologias, fazendo-se uso de tecnologias e linguagens da Web Semântica. Além disso, a utilização de uma linguagem de programação dinâmica permite que o HyperDE construa dinamicamente linguagens específicas de domínio para cada aplicação desenvolvida, o que resulta em um modelo de programação mais conciso e natural. / [en] HyperDE, presented in this dissertation, is a combination of a Model-View- Controller framework and a visual development environment for building prototype applications modeled through the OOHDM and SHDM methods. As a MVC framework, HyperDE provides the reusable and extensible components for the model, vision and control layers, specified as ontologies in RDFS. As a visual development environment, HyperDE provides, through its graphical interface and support tools, an interactive and dynamic way for building and prototyping a hypermedia application, making it possible to visualize the results on each step of the development process. The development architecture promoted by the environment is model-driven, in which the definition of the navigational models effectively generate the application implementation. Using data models based on RDF and RDFS, the navigational models produced in HyperDE can be used as ontologies, through semantic web languages and technologies. Also, the use of a dynamic programming language makes it possible for HyperDE to dynamically generate domain-specific languages for each application built, which results in a programming model much more concise and natural.
19

[en] SEMANTIC INFERENCES IN INFORMATION RETRIEVAL FOR HYPERMEDIA APPLICATIONS / [pt] INFERÊNCIAS SEMÂNTICAS NA RECUPERAÇÃO DE INFORMAÇÕES PARA APLICAÇÕES HIPERMÍDIA

CRISTIANO BRAZ ROCHA 27 October 2003 (has links)
[pt] O problema de sobrecarga de informação é um dos mais sérios enfrentados atualmente. Para tentar resolver esse problema, áreas distintas como Gestão do Conhecimento, Web Semântica e Modelagem de Aplicações Hipermídia têm utilizado soluções parecidas que consistem basicamente na estruturação semântica da informação, para que ela seja mais facilmente acessada. Esta dissertação propõe uma infra-estrutura baseada em técnicas e algoritmos clássicos da área de Inteligência Artificial, que aproveita a crescente disponibilidade de modelos relativos a um domínio para permitir que as aplicações onde os mesmos estão definidos realizem inferências sobre o domínio em questão. Isso possibilita a introdução de diversas novas funcionalidades nessas aplicações. Foram propostas e desenvolvidas quatro novas funcionalidades, a principal sendo a busca semântica. As novas funcionalidades foram testadas com grande sucesso em duas aplicações: o site do Departamento de Informática da PUC-Rio e o Portal do Conhecimento a respeito da obra do grande pintor brasileiro Candido Portinari. / [en] The information overload problem is one of the most challenging problems being faced today. In order to solve this problem, different areas such as Knowledge Management, Semantic Web and Hypermedia Applications Modeling have used similar solutions that consist basically of semantically structuring the information so it can be better accessed. This dissertation proposes an infrastructure based on classic algorithms and techniques of Artificial Intelligence that utilizes the increase in the availability of domain specific models to enable the applications where they are defined to make inferences about these particular domains. These inferences enable the creation of new functionalities in these applications. Four new functionalities were proposed and implemented, the most important being a semantic search. The new functionalities presented were successfully tested in two existing applications: the website of the Computer Science Department of PUC-Rio and the Portinari Knowledge Portal that presents all the work of the famous brazilian painter Candido Portinari.
20

Knowledge-based 3D point clouds processing

Truong, Quoc Hung 15 November 2013 (has links) (PDF)
The modeling of real-world scenes through capturing 3D digital data has proven to be both useful andapplicable in a variety of industrial and surveying applications. Entire scenes are generally capturedby laser scanners and represented by large unorganized point clouds possibly along with additionalphotogrammetric data. A typical challenge in processing such point clouds and data lies in detectingand classifying objects that are present in the scene. In addition to the presence of noise, occlusionsand missing data, such tasks are often hindered by the irregularity of the capturing conditions bothwithin the same dataset and from one data set to another. Given the complexity of the underlyingproblems, recent processing approaches attempt to exploit semantic knowledge for identifying andclassifying objects. In the present thesis, we propose a novel approach that makes use of intelligentknowledge management strategies for processing of 3D point clouds as well as identifying andclassifying objects in digitized scenes. Our approach extends the use of semantic knowledge to allstages of the processing, including the guidance of the individual data-driven processing algorithms.The complete solution consists in a multi-stage iterative concept based on three factors: the modeledknowledge, the package of algorithms, and a classification engine. The goal of the present work isto select and guide algorithms following an adaptive and intelligent strategy for detecting objects inpoint clouds. Experiments with two case studies demonstrate the applicability of our approach. Thestudies were carried out on scans of the waiting area of an airport and along the tracks of a railway.In both cases the goal was to detect and identify objects within a defined area. Results show that ourapproach succeeded in identifying the objects of interest while using various data types

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