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Tech Report kmi-99-11 Abstract


Creative designer: What & how? (Intelligent support for problem formalisation in engineering design)
Techreport ID: kmi-99-11
Date: 1999
Author(s): Martin Dzbor
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Engineering design is a kind of human activity that makes use of many different knowledge sources. Basically, this may be a well structured, explicit, and domain specific knowledge or tacit, implicit, and experience-based knowledge. Each type of knowledge has its particular role in design, and thus in knowledge-based design support systems. The aim of this document is to present a new view on the knowledge-based systems supporting design and designers especially in the early phases. Although the design support systems may be described and compared on many different levels, the knowledge-centred view in this document is emphasised by the three facets that describe the proposed approach: design knowledge representation, design process control, and analogous design cases retrieval and presentation.

Publication(s):

this is a revised and extended version of a paper that appeared at the 3rd IEEE Conference on Intelligent Engineering Systems, Slovakia, pp. 279-284
 
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.