Experience with long-term knowledge acquisition

Author(s):  
Paul Compton ◽  
Lindsay Peters ◽  
Timothy Lavers ◽  
Yang-Sok Kim
Author(s):  
Stijn Hoppenbrouwers ◽  
Bart Schotten ◽  
Peter Lucas

Many model-based methods in AI require formal representation of knowledge as input. For the acquisition of highly structured, domain-specific knowledge, machine learning techniques still fall short, and knowledge elicitation and modelling is then the standard. However, obtaining formal models from informants who have few or no formal skills is a non-trivial aspect of knowledge acquisition, which can be viewed as an instance of the well-known “knowledge acquisition bottleneck”. Based on the authors’ work in conceptual modelling and method engineering, this paper casts methods for knowledge modelling in the framework of games. The resulting games-for-modelling approach is illustrated by a first prototype of such a game. The authors’ long-term goal is to lower the threshold for formal knowledge acquisition and modelling.


Author(s):  
Mahmoud Mostafa

Firewall is an essential device in every computer network. It needs skillful professionals to accurately configure its rules for proper functioning. To help prepare these professionals, university level students need more engaging and attractive interactive tools to develop their skills.  For this regard, this paper presents the design, implementation and evaluation of "Compu Castel" educational video game that teaches firewall concepts. In addition to evaluating the impact of educational game on short-term knowledge acquisition, both, mid-term (after 2 months) and long-term (after 5 months) knowledge retention is analyzed. The results confirm that educational games affect positively short-term knowledge acquisition compared with traditional text based methods. Moreover, educational games enhance knowledge retention for mid-term and long-term periods.


Author(s):  
Stijn Hoppenbrouwers ◽  
Bart Schotten ◽  
Peter Lucas

Many model-based methods in AI require formal representation of knowledge as input. For the acquisition of highly structured, domain-specific knowledge, machine learning techniques still fall short, and knowledge elicitation and modelling is then the standard. However, obtaining formal models from informants who have few or no formal skills is a non-trivial aspect of knowledge acquisition, which can be viewed as an instance of the well-known “knowledge acquisition bottleneck”. Based on the authors’ work in conceptual modelling and method engineering, this paper casts methods for knowledge modelling in the framework of games. The resulting games-for-modelling approach is illustrated by a first prototype of such a game. The authors’ long-term goal is to lower the threshold for formal knowledge acquisition and modelling.


2007 ◽  
Vol 26 (2) ◽  
Author(s):  
Ingo Glückner ◽  
Sven Hartrumpf ◽  
Hermann Helbig ◽  
Johannes Leveling ◽  
Rainer Osswald

AbstractIn this article, we describe a long-term enterprise at the FernUniversität in Hagen to develop systems for the automatic semantic analysis of natural language. We introduce the underlying semantic framework and give an overview of several recent activities and projects covering natural language interfaces to information providers on the web, automatic knowledge acquisition, and textual inference.


2016 ◽  
Vol 43 (3) ◽  
pp. 393-411 ◽  
Author(s):  
Tianyong Hao ◽  
Chunshen Zhu ◽  
Yuanyuan Mu ◽  
Gang Liu

Semantic annotation on natural language texts labels the meaning of an annotated element in specific contexts, and thus is an essential procedure for domain knowledge acquisition. An extensible and coherent annotation method is crucial for knowledge engineers to reduce human efforts to keep annotations consistent. This article proposes a comprehensive semantic annotation approach supported by a user-oriented markup language named UOML to enhance annotation efficiency with the aim of building a high quality knowledge base. UOML is operable by human annotators and convertible to formal knowledge representation languages. A pattern-based annotation conversion method named PAC is further proposed for knowledge exchange by utilizing automatic pattern learning. We designed and implemented a semantic annotation platform Annotation Assistant to test the effectiveness of the approach. By applying this platform in a long-term international research project for more than three years aiming at high quality knowledge acquisition from a classical Chinese poetry corpus containing 52,621 Chinese characters, we effectively acquired 150,624 qualified annotations. Our test shows that the approach has improved operational efficiency by 56.8%, on average, compared with text-based manual annotation. By using UOML, PAC achieved a conversion error ratio of 0.2% on average, significantly improving the annotation consistency compared with baseline annotations. The results indicate the approach is feasible for practical use in knowledge acquisition and conversion.


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