KMi Seminars
ConcepTool: ontology representation and reasoning beyond frames and slots
This event took place on Wednesday 31 March 2004 at 13:00

 
Dr Ernest Compatangelo Department of Computing Science, University of Aberdeen

Ontologies can be better (re)used if represented as conceptual models in a reasoning environment where they can be semantically analysed.

The ConcepTool inferential ontology management system has been developed as a representation and reasoning environment that explicitly supports the modelling and the reuse of declarative knowledge. ConcepTool represents ontologies using different conceptual categories of frames, providing a range of specialised deductive services for each category.

This talk will first outline the core knowledge modelling and analysis functionalities of ConcepTool, comparing them to the ones currently available in ontology management systems with automated reasoning capabilities.

The talk will then focus on a range of current and envisaged extensions and applications of ConcepTool, such as ontology mapping, versioning, and reuse.

Visit hosted by Dr Maria Vargas-Vera


Download PDF of Presentation (512kb ZIP file)

 
KMi Seminars 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.