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Tech Report kmi-97-17 Abstract


Reusable Components for Knowledge Modelling
Techreport ID: kmi-97-17
Date: 1997
Author(s): Enrico Motta

This book addresses issues of knowledge modelling and reuse.What is the appropriate framework for modelling intelligent problem solving? How best to model reusable knowledge resources? How should libraries of reusable components be organized? I try to answer these questions by describing a comprehensive approach to the specification, organization, configuration and use of reusable components for knowledge models. Hence, the book addresses both theoretical and engineering issues. It proposes a clear theoretical basis to clarify the nature of problem solving methods, but at the same time it shows how to structure practical libraries of reusable components and use them in application development. The general ideas concerning modelling and reuse presented in this book are instantiated in the area of parametric design and, as a result, the book also proposes a number of specific design technologies. These include a characterization (task ontology) of the class of parametric design problems, a generic model of parametric design problem solving and a number of specific problem solving methods for parametric design. Finally, the book also illustrates how to apply these reusable components to develop executable application models in the domains of elevator configuration and office allocation.

Publication(s):

IOS Press, Amsterdam, The Netherlands, October 1999.
 
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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.