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Tech Report kmi-95-02 Abstract


The Trouble with What: Issues in method-independent task specifications
Techreport ID: kmi-95-02
Date: 1995
Author(s): Enrico Motta and Zdenek Zdrahal
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In this paper we discuss some issues concerning the organization of knowledge for reuse and we critically examine the ideas of knowledge separation and minimal ontological commitments.. Because knowledge structures can play multiple roles in a domain, it is not necessarily the case that search-control knowledge can be neatly separated from a domain ontology. This is particularly the case when only procedural descriptions of a task are available. Because expert knowledge is often `messy', clean separation of knowledge can be obtained only by removing the `troublesome' structures. However, we believe that this approach does not pay off in terms of reusability. Less knowledge means less reusability. We argue that a different approach to developing reusable ontologies is needed, which does not impose `strict' separation of knowledge, emphasizes the underlying assumptions about the available domain expertise, and does not trade knowledge for `formal purity'. These ideas are discussed in the context of the VT elevator design problem.

Publication(s):

Accepted for publication at the ninth Knowledge Acquisition for Knowledge-Based Systems Workshop, Banff Canada, February 26-March 3, 1995.
 
KMi Publications Event | SSSW 2013, The 10th Summer School on Ontology Engineering and the Semantic Web Journal | 25 years of knowledge acquisition
 

Social Software is...


Social Software
Social Software can be thought of as "software which extends, or derives added value from, human social behaviour - message boards, musical taste-sharing, photo-sharing, instant messaging, mailing lists, social networking."

Interacting with other people not only forms the core of human social and psychological experience, but also lies at the centre of what makes the internet such a rich, powerful and exciting collection of knowledge media. We are especially interested in what happens when such interactions take place on a very large scale -- not only because we work regularly with tens of thousands of distance learners at the Open University, but also because it is evident that being part of a crowd in real life possesses a certain 'buzz' of its own, and poses a natural challenge. Different nuances emerge in different user contexts, so we choose to investigate the contexts of work, learning and play to better understand the trade-offs involved in designing effective large-scale social software for multiple purposes.