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 SEMÂNTICAGUILHERME 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 CONJUNTOSLEONARDO 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 unifiéMoradi, 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 practitionersGuo, 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 WWWMILENA 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 organizaciNožička, 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 SEMÂNTICASABRINA 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 HIPERMÍDIADEMETRIUS 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 HIPERMÍDIACRISTIANO 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 processingTruong, 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
|
Page generated in 0.1011 seconds