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Web agents with a three-stage information filtering approach 具有三阶段信息过滤方法的Web代理
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253464
K. Sim
With ever-increasing number of Web sites, users face the challenge of locating, as well as filtering, browsing, and monitoring information of astronomical magnitude. While there are many extant search engines that assist users in locating URLs, they often return an overwhelmingly large number of information sources for a query, and the (time-consuming but perhaps interesting) task of browsing Web sites rests heavily on users. This article presents detailed designs of Web agents that assist users in browsing and filtering information in Web sites. In engineering Web browsing agents (WBAs), the contributions of this research include: (1) devising a 3-stage information filtering approach that determines the relevance of Web pages by detecting evidence phrases (EP) constructed from WORDNET, counting the frequencies of EP and considering the nearness among keywords; and (2) devising a relevance metric to measure the relatedness of evidence phrases. Favorable experimental results show that WBAs are successful in filtering relevant information in many instances. Discussions on how different word senses affect the information filtering approach are also given.
随着Web站点数量的不断增加,用户面临着定位、过滤、浏览和监控海量信息的挑战。虽然有许多现有的搜索引擎可以帮助用户定位url,但它们通常会为查询返回大量的信息源,而浏览Web站点的任务(耗时但可能有趣)在很大程度上取决于用户。本文介绍了Web代理的详细设计,这些代理可以帮助用户浏览和过滤Web站点中的信息。在工程Web浏览代理(wba)中,本研究的贡献包括:(1)设计了一种三阶段信息过滤方法,该方法通过检测由WORDNET构建的证据短语(EP),计算EP的频率并考虑关键词之间的接近度来确定网页的相关性;(2)设计一个相关度量来度量证据短语的相关性。良好的实验结果表明,在许多情况下,wba都能成功地过滤出相关信息。讨论了不同词义对信息过滤方法的影响。
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引用次数: 7
Feature maps: a new approach in hierarchical interpretation of images 特征映射:图像分层解释的一种新方法
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253461
A. Sluzek
The paper introduces hierarchical image transformations that can be used for detecting various image features of gradually increased complexity. The major prospective application of the method is in (semi-) autonomous vision-guided robotic systems and, therefore, the local operators that can be prospectively hardware-implemented are the core component of the proposed algorithms. A feature map is a grey-level digital image with a vector attached to each pixel. Pixel intensities represent "the feature intensity", i.e. the estimated confidence that a feature of interest is located at the pixel. The vector components are characterizing the feature configuration. The low-level "intensity map" is the original grey-level image with the "feature intensity" being just the brightness value. A transformation from the current feature map to the map of a higher level is obtained by applying a local operator (with a circular scanning window). For each location of the window, the operator determines the template instance of a higher-level feature prospectively existing at this location. Then, the template is matched to the actual content of the window and - based on their similarity - the feature intensity value for the higher-level map pixel is determine. The associated vectors are containing the configuration parameters of the templates extracted by the operator. The paper contains the theoretical foundations of the proposed method, but exemplary results illustrating the method's principles are also provided.
本文介绍了用于检测复杂程度逐渐增加的各种图像特征的分层图像变换。该方法的主要应用前景是在(半)自主视觉引导机器人系统中,因此,可以在硬件上实现的局部算子是所提出算法的核心组成部分。特征图是一个灰度级的数字图像,每个像素都有一个向量。像素强度表示“特征强度”,即感兴趣的特征位于像素的估计置信度。矢量组件描述了特征配置。低级“强度图”是原始灰度图像,“特征强度”只是亮度值。通过应用局部算子(带圆形扫描窗口)实现从当前特征映射到更高层次映射的转换。对于窗口的每个位置,操作符确定该位置可能存在的高级特征的模板实例。然后,将模板与窗口的实际内容进行匹配,并根据它们的相似度确定更高级别地图像素的特征强度值。相关联的向量包含操作符提取的模板的配置参数。文中包含了该方法的理论基础,并给出了说明该方法原理的示例结果。
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引用次数: 2
Technology development trends for cyber civilization 网络文明的技术发展趋势
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253433
A. Patki, M. Kulkarni, S. Sivasubramanian, Dhanvanti D. Patki
This paper discusses the applications of soft computing technology for developing and implementing information technology projects required for cyber civilization era. The technological requirements for facilitating the systems development along with the initial experience obtained through the case of MISNOS technology based product development are discussed.
本文讨论了软计算技术在网络文明时代信息技术项目开发和实施中的应用。讨论了促进系统开发的技术要求以及通过基于MISNOS技术的产品开发案例所获得的初步经验。
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引用次数: 5
Disappearing computers, social actors and embodied agents 正在消失的电脑、社会行动者和实体代理人
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253445
A. Nijholt
Presently, there are user interfaces that allow multimodal interactions. Many existing research and prototype systems introduced embodied agents, assuming that they allow a more natural conversation or dialogue between user and computer. Here we will first take a look at how in general people react to computers. We will look at some of the theories, in particular the CASA ("Computers Are Social Actors") paradigm, and then discuss how new technology, for example ambient intelligence technology, needs to anticipate the need of humans to build up social relationships. One way to anticipate is to do research in the area of social psychology, to translate findings there to the human-computer situation and to investigate technological possibilities to include human-human communication characteristics in the interface. For that reason we will discuss embodied conversational agents, the role they can play in human-computer interaction (in face-to-face conversation), in ambient intelligence environments and in virtual communities.
目前,有一些用户界面允许多模式交互。许多现有的研究和原型系统引入了具身代理,假设它们允许用户和计算机之间更自然的对话或对话。在这里,我们将首先看看一般人对电脑的反应。我们将研究一些理论,特别是CASA(“计算机是社会行动者”)范式,然后讨论新技术,例如环境智能技术,需要如何预测人类建立社会关系的需求。一种预测的方法是在社会心理学领域进行研究,将那里的发现转化为人机情境,并研究在界面中包含人机交流特征的技术可能性。因此,我们将讨论具体化的会话代理,它们在人机交互(面对面对话)、环境智能环境和虚拟社区中可以发挥的作用。
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引用次数: 32
Law and regulation in cyberspace 网络空间法律法规
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253432
Yee Fen Lim
This paper analyses the issue of Internet regulation and the role of law as a regulatory medium. It will firstly argue that it is necessary for the Internet to be regulated as without regulation, the rights of users in the real world and in the cyberworld will be compromised and suppressed and the laws of the physical world will be undermined. An unregulated cyberspace has the potential to compromise legal systems, stifle activity in cyberspace and erode community values. Two key models of regulation will be discussed, namely the judicial model and the socio-normative model. It will be argued that neither offers satisfactory solutions. The paper will argue that a workable model of regulation in cyberspace is one that encompasses elements of law, social norms and Internet architecture.
本文分析了互联网监管问题以及法律作为监管媒介的作用。首先,它认为有必要对互联网进行监管,因为没有监管,用户在现实世界和网络世界中的权利将受到损害和压制,物理世界的法律将被破坏。不受管制的网络空间有可能损害法律制度,扼杀网络空间活动并侵蚀社区价值观。我们将讨论两种关键的监管模式,即司法模式和社会规范模式。有人会说,两者都不能提供令人满意的解决方案。本文将论证,一个可行的网络空间监管模式是一个包含法律、社会规范和互联网架构要素的模式。
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引用次数: 2
The empty museum. Multi-user interaction in an immersive and physically walkable VR space 空荡荡的博物馆。多用户交互在一个身临其境和物理步行的虚拟现实空间
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253488
L. Hernández, J. Taibo, A. Seoane, Rubén López, Rocío López
Until quite recently, virtual reality systems consisted of fixed devices which enabled the user to feel immersed in a spot of the virtual space by means of the adequate hardware. The recent emergence of wireless systems for motion capture, together with the increase in graphic power of laptops, and the generalisation of wireless networks has allowed the appearance of the first systems in which at last the user is able to walk physically within a given space framed in the real one, and containing the objects and elements of the virtual space. Some examples of this hybrid space have already been accomplished worldwide. However, beyond the technical problems with the development of these systems, we must bear in mind the types of contents to be shown, making the most of the possibilities offered by the fact that the user him/herself is the pointer in this kind of virtual reality, while the space itself is the interface. The authors have recently developed a system similar to the ones described. This is a totally immersive, walkable and wireless system called the Empty Museum. The paper outlines its enlargement with the purpose of making it simultaneously usable by several persons. Besides, an example of content is provided which has been specifically designed in order to be experienced in multi-user mode with this equipment: the Virtual Art Gallery.
直到最近,虚拟现实系统由固定的设备组成,通过适当的硬件使用户能够沉浸在虚拟空间的某个点上。最近无线运动捕捉系统的出现,加上笔记本电脑图形能力的提高,以及无线网络的普及,使得第一个系统的出现成为可能,在这个系统中,用户最终能够在真实空间的给定空间中行走,并包含虚拟空间的对象和元素。这种混合空间的一些例子已经在世界范围内完成。然而,除了这些系统开发的技术问题之外,我们必须牢记要显示的内容类型,充分利用用户本身是这种虚拟现实中的指针,而空间本身是界面这一事实所提供的可能性。作者最近开发了一个类似于所描述的系统。这是一个完全沉浸式的、可步行的无线系统,叫做“空博物馆”。本文概述了它的扩大,目的是使它同时可供几个人使用。此外,还提供了一个专门为使用该设备在多用户模式下体验而设计的内容示例:虚拟艺术画廊。
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引用次数: 12
Parallel algorithm for mining fuzzy association rules 模糊关联规则挖掘的并行算法
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253467
Baowen Xu, Jianjiang Lu, Yingzhou Zhang, Lei Xu, Huowang Chen, Hongji Yang
The principle and steps of the algorithm for mining fuzzy association rules is studied, and the parallel algorithm for mining fuzzy association rules is presented. In this parallel mining algorithm, quantitative attributes are partitioned into several fuzzy sets by the parallel fuzzy c-means algorithm, and fuzzy sets are applied to soften the partition boundary of the attributes. Then, the parallel algorithm for mining Boolean association rules is improved to discover frequent fuzzy attributes. Last, the fuzzy association rules with at least fuzzy confidence are generated on all processors. The parallel mining algorithm is implemented on the distributed linked PC/workstation. The experiment results show that the parallel mining algorithm has fine scaleup, sizeup and speedup.
研究了模糊关联规则挖掘算法的原理和步骤,提出了模糊关联规则挖掘的并行算法。该算法采用并行模糊c均值算法将定量属性划分为多个模糊集,并利用模糊集软化属性的划分边界。然后,改进了布尔关联规则并行挖掘算法,发现频繁模糊属性。最后,在所有处理器上生成至少具有模糊置信度的模糊关联规则。并行挖掘算法在分布式连接的PC/工作站上实现。实验结果表明,该并行挖掘算法具有良好的放大、缩小和加速性能。
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引用次数: 8
Negotiation paradigms for e-commerce agents using knowledge beads methodology 基于知识珠方法论的电子商务代理谈判范式
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253466
Zhuang Yan, S. Fong, Meilin Shi
The technology of using computer Agents for B2B trading in Cyberworld is getting prevalent nowadays. Much of the research work has been done on the models, architectures and service provision in the past. However, agent negotiation remains as a challenge in making the whole trading process fully automated, due to its fuzzy and complex nature. The lack of interoperability and knowledge-reuse that limits to case-based, pose certain drawback. An object-oriented ontology-based Knowledge Bead (KB) method for knowledge representation has been proposed (S. Fong et al., 2002). It was designed as a foundation to enable agent negotiation in e-trading environment in a systematic way. This paper continues the research work of KB on formulating its theorems and methodology. Some typical negotiation paradigms using appropriate strategies based on the KB's methodology are presented as well. In particular, KB's taxonomies and their use in the whole negotiation process are discussed. The main advantage of this approach is the ability to describe the deal that is under negotiation in an object-oriented format which in turn allows reasoning, optimizing, knowledge reuse and management.
在网络世界中,利用计算机代理进行B2B交易的技术越来越普遍。过去的许多研究工作都是在模型、体系结构和服务提供方面进行的。然而,由于代理谈判本身的模糊性和复杂性,它仍然是实现整个交易过程完全自动化的一个挑战。缺乏互操作性和基于案例的知识重用会带来一定的缺点。提出了一种基于面向对象本体的知识表示方法(S. Fong et al., 2002)。它是实现电子交易环境中代理谈判系统的基础。本文继续了KB的研究工作,阐述了它的定理和方法。本文还介绍了基于知识库方法使用适当策略的一些典型协商范例。特别地,讨论了知识库的分类法及其在整个协商过程中的使用。这种方法的主要优点是能够以面向对象的格式描述正在协商的交易,从而允许推理、优化、知识重用和管理。
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引用次数: 4
Dematerialised data and human desire: the Internet and copy culture 非物质化数据与人类欲望:互联网与复制文化
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253431
M. Allen
Since Licklider in the 1960s influential proponents of networked computing have envisioned electronic information in terms of a relatively small (even singular) number of 'sources', distributed through technologies such as the Internet. Most recently, Levy writes, in Becoming Virtual, that "in cyberspace, since any point is directly accessible from any other point, there is an increasing tendency to replace copies of documents with hypertext links. Ultimately, there will only need to be a single physical exemplar of the text". Hypertext implies, in theory, the end of 'the copy', and the multiplication of access points to the original. But, in practice, the Internet abounds with copying, both large and small scale, both as conscious human practice, and also as autonomous computer function. Effective and cheap data storage that encourages computer users to keep anything of use they have downloaded, lest the links they have found, 'break'; while browsers don't 'browse' the Internet - they download copies of everything to client machines. Not surprisingly, there is significant regulation against 'copying' regulation that constrains our understanding of 'copying' to maintain a legal fiction of the 'original' for the purposes of intellectual property protection. In this paper, I will firstly demonstrate, by a series of examples, how 'copying' is more than just copyright infringement of music and software, but is a defining, multi-faceted feature of Internet behaviour. I will then argue that the Internet produces an interaction between dematerialised, digital data and human subjectivity and desire that fundamentally challenges notions of originality and copy. Walter Benjamin noted about photography: "one can make any number of prints [from a negative]; to ask for the 'authentic' print makes no sense". In cyberspace, it makes no sense to ask which one is the copy.
自Licklider在20世纪60年代以来,网络计算的有影响力的支持者已经设想电子信息是相对较少(甚至单一)数量的“来源”,通过互联网等技术分发。最近,利维在《成为虚拟》一书中写道:“在网络空间中,由于任何一点都可以从其他任何一点直接访问,因此用超文本链接取代文件副本的趋势日益增加。最终,只需要一个文本的实体范例”。从理论上讲,超文本意味着“副本”的终结,以及对原始内容的访问点的倍增。但是,在实践中,互联网上充斥着复制,或大或小,既有人类有意识的行为,也有计算机自主的功能。有效和廉价的数据存储,鼓励计算机用户保存他们下载的任何有用的东西,以免他们找到的链接“中断”;而浏览器并不是“浏览”互联网,而是将所有内容的副本下载到客户端机器上。毫不奇怪,针对“复制”的重要监管限制了我们对“复制”的理解,以维持对“原创”的法律虚构,以保护知识产权。在本文中,我将首先通过一系列的例子来证明,“复制”不仅仅是对音乐和软件的版权侵犯,而且是互联网行为的一个决定性的、多方面的特征。然后,我将论证,互联网在非物质化的数字数据与人类主体性和欲望之间产生了一种互动,从根本上挑战了原创性和复制的概念。沃尔特·本雅明(Walter Benjamin)谈到摄影时说:“一个人可以(用底片)拍出任意数量的照片;要求‘真实’的印刷品是没有意义的。”在网络空间,问哪一个是副本是没有意义的。
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引用次数: 6
Enhanced approaches of content management for the collaborative semiconductor business 协作半导体业务内容管理的增强方法
Pub Date : 2003-12-03 DOI: 10.1109/CYBER.2003.1253476
H. Jang, Young Joong Lee, Y. Han, Chung-sam Ahn, J. M. Choi
Over the last several years in the semiconductor business, types of the semiconductor products have been dramatically diversified, and its business has expanded on a large scale. As a result, technology of advanced processes and devices has been more sophisticated, and its information produced has been too huge to be well managed. Therefore there have been many difficulties in creating and sharing information and knowledge necessary for developing and manufacturing products, with traditional processes and existing information systems. Eventually such problems caused additional lead-time of product and technology development, and had it lagged behind other competitors, being an obstacle to reduce costs and time to market. In order to solve the problem, a new classification of contents is established so that technology and information necessary for product development and production can be composed of knowledge chain. Further, the collaborative content management system base on the enterprise-wide knowledge chain is developed. This paper discusses models of designed system and its construction approach.
在过去的几年里,在半导体行业,半导体产品的类型已经大大多样化,其业务已经大规模扩张。因此,先进工艺和设备的技术变得更加复杂,产生的信息太大,难以管理。因此,在利用传统工艺和现有信息系统创造和共享开发和制造产品所需的信息和知识方面存在许多困难。最终,这些问题导致了产品和技术开发的额外交付时间,并使其落后于其他竞争对手,成为降低成本和缩短上市时间的障碍。为了解决这一问题,建立了一种新的内容分类,将产品开发和生产所需要的技术和信息组成知识链。在此基础上,开发了基于全企业知识链的协同内容管理系统。本文讨论了设计系统的模型及其构建方法。
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引用次数: 0
期刊
Proceedings. 2003 International Conference on Cyberworlds
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