KMi Seminars
Multi-Agent Ontology Mapping framework Based on Evidence Theory for a Question Answering System
This event took place on Monday 06 June 2005 at 12:30

 
Miklos Nagy KMi, The Open University

In my presentation I will introduce an experimental multi agent ontology-mapping framework in the AQUA query answering system that incorporates uncertainty handling inherent to the mapping process. The framework uses Dempster-Shafer theory of evidence for dealing with incomplete and uncertain information produced by the different similarity mapping algorithms. A novel approach is presented how specialized agents with partial local knowledge of the particular domain achieve ontology mapping without creating global or reference ontology. Our approach is particularly suitable fit for a query-answering scenario, where answer needs to be created in real time that satisfies the query posed by the user.

The talk is being hosted by Dr. Maria Vargas-Vera from KMi.

 
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.