Knowledge-Based Personalization

2011 ◽  
pp. 26-33
Author(s):  
Tamara Babaian

We present a novel method for software personalization. Personalization is understood broadly as a set of mechanisms by which an application is tailored to a particular end user and his or her task. The presented method outlined here is motivated by and remedies a few widely recognized problems in the way customization is carried out. The proposed method has been used in a collaborative system called Writer’s Aid. It relies on a declarative specification of preconditions and effects of system’s actions and applies artificial intelligence, automated reasoning, and planning framework and techniques to dynamically recognize the lack or availability of the personal information at the precise time when it affects a system action and initiates an interaction with the user aimed at eliciting this information in case it has not yet been specified.

2021 ◽  
Vol 3 ◽  
pp. 100099
Author(s):  
O. Cruz-Domínguez ◽  
J.L. Carrera-Escobedo ◽  
C.H. Guzmán-Valdivia ◽  
A. Ortiz-Rivera ◽  
M. García-Ruiz ◽  
...  

Author(s):  
Martin O. Hofmann ◽  
Thomas L. Cost ◽  
Michael Whitley

The process of reviewing test data for anomalies after a firing of the Space Shuttle Main Engine (SSME) is a complex, time-consuming task. A project is under way to provide the team of SSME experts with a knowledge-based system to assist in the review and diagnosis task. A model-based approach was chosen because it can be adapted to changes in engine design, is easier to maintain, and can be explained more easily. A complex thermodynamic fluid system like the SSME introduces problems during modeling, analysis, and diagnosis which have as yet been insufficiently studied. We developed a qualitative constraint-based diagnostic system inspired by existing qualitative modeling and constraint-based reasoning methods which addresses these difficulties explicitly. Our approach combines various diagnostic paradigms seamlessly, such as the model-based and heuristic association-based paradigms, in order to better approximate the reasoning process of the domain experts. The end-user interface allows expert users to actively participate in the reasoning process, both by adding their own expertise and by guiding the diagnostic search performed by the system.


Entropy ◽  
2020 ◽  
Vol 23 (1) ◽  
pp. 18
Author(s):  
Pantelis Linardatos ◽  
Vasilis Papastefanopoulos ◽  
Sotiris Kotsiantis

Recent advances in artificial intelligence (AI) have led to its widespread industrial adoption, with machine learning systems demonstrating superhuman performance in a significant number of tasks. However, this surge in performance, has often been achieved through increased model complexity, turning such systems into “black box” approaches and causing uncertainty regarding the way they operate and, ultimately, the way that they come to decisions. This ambiguity has made it problematic for machine learning systems to be adopted in sensitive yet critical domains, where their value could be immense, such as healthcare. As a result, scientific interest in the field of Explainable Artificial Intelligence (XAI), a field that is concerned with the development of new methods that explain and interpret machine learning models, has been tremendously reignited over recent years. This study focuses on machine learning interpretability methods; more specifically, a literature review and taxonomy of these methods are presented, as well as links to their programming implementations, in the hope that this survey would serve as a reference point for both theorists and practitioners.


1992 ◽  
Vol 36 (14) ◽  
pp. 1049-1049 ◽  
Author(s):  
Maxwell J. Wells

Cyberspace is the environment created during the experience of virtual reality. Therefore, to assert that there is nothing new in cyberspace alludes to there being nothing new about virtual reality. Is this assertion correct? Is virtual reality an exciting development in human-computer interaction, or is it simply another example of effective simulation? Does current media interest herald a major advance in information technology, or will virtual reality go the way of artificial intelligence, cold fusion and junk bonds? Is virtual reality the best thing since sliced bread, or is it last week's buns in a new wrapper?


2021 ◽  
Vol 15 (10) ◽  
pp. 2951-2953
Author(s):  
Kenan Sivrikaya ◽  
Aygül Çağlayan Tunç ◽  
Leyla Alizadehebadi ◽  
Selçuk Tarakçi

Background: Assertiveness, which is defined as the way individuals express themselves and as a part of healthy life, is among the prominent features of people who do sports. Assertiveness is an element that increases the quality of people's relationships with their environment. Aim: The aim of this study is to examine the assertiveness scores of the athletes engaged in individual sports in different branches according to independent variables. Methods: The research was designed according to the relational screening model. The sample of the research; The sample consists of 201 participants selected by simple random sampling method among the athletes dealing with different individual sports branches. The branches of the athletes; (Consists of taekwondo and cycling sports) Results: In the study, the personal information form created by the researcher to collect information about the independent variables (gender, age,) that are thought to be effective in the research, and the Rathus Assertiveness Inventory (RAE) were used. It is seen that 1% of the participants are in the avoidant group, 88.6% are in the moderately avoidant group, and 10.6% are in the assertive group. Conclusion: When the assertiveness scale mean scores of the participants by gender are examined, it is seen that the level of assertiveness by gender does not differ statistically significantly. When the assertiveness scale mean scores of the participants according to age are examined, it is seen that the level of assertiveness according to age does not differ statistically significantly. Keywords: Assertiveness, individual sport, Taekwondo, Cycling.


Aries ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 246-270
Author(s):  
Alexandra H.M. Nagel

Abstract The works of Julius Spier, a pupil of C.G. Jung, provide a perfect case study illustrating the psychologization of chiromancy during the Interbellum. His case also highlights a lack of insight in the way in which hand-reading has evolved in Europe since the nineteenth century. After its appearance in the West, the art of reading hands has generally been referred to as chiromancy (hand divination, i.e. fortune-telling through reading the palm). Thanks to the work of the French captain Casimir S. d’ Arpentigny, published first in 1843, chirognomy (the study of hand forms) has become an important aspect of hand-reading. Afterwards, Adolphe Desbarrolles distinguished a chirognomic and a chiromantic aspect on a hand-analysis, whereupon either chirology (the study of the hand) or chirosophy (wisdom of the hand) became the umbrella terms for the “twin sciences” chiromancy and chirognomy. Spier, however, juxtaposed chirology and chiromancy before branching off with his novel method entitled psychochirology.


Author(s):  
Samyak Sadanand Shravasti

Abstract: Phishing occurs when people's personal information is stolen via email, phone, or text communications. In Smishing Short Message Service (SMS) is used for cyber-attacks, Smishing is a type of theft of sensitive information. People are more likely to give personal information such as account details and passwords when they receive SMS messages. This data could be used to steal money or personal information from a person or a company. As a result, Smishing is a critical issue to consider. The proposed model uses an Artificial Intelligence to detect smishing. Analysing a SMS and successfully detecting Smishing is possible. Finally, we evaluate and analyse our proposed model to show its efficacy. Keywords: Phishing, Smishing, Artificial Intelligence, LSTM, RNN


1989 ◽  
Vol 17 (3) ◽  
pp. 189-203 ◽  
Author(s):  
Philip Duchastel

Games have a fascination for people which make them ideal vehicles for instruction of an informal nature. Described here is an instructional game (GEO) in which the user learns elements of Canadian geography as she chases a spy around the country. The game utilizes artificial intelligence approaches to represent and put to use various types of knowledge (knowledge of geography, of tutoring, and of the student). Our experience in designing and refining the game is discussed, as well as prospects for extending this approach to other learning situations.


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