Pub Date : 2003-12-03DOI: 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.
{"title":"Web agents with a three-stage information filtering approach","authors":"K. Sim","doi":"10.1109/CYBER.2003.1253464","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253464","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132143599","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 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.
{"title":"Feature maps: a new approach in hierarchical interpretation of images","authors":"A. Sluzek","doi":"10.1109/CYBER.2003.1253461","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253461","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127419436","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 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.
{"title":"Technology development trends for cyber civilization","authors":"A. Patki, M. Kulkarni, S. Sivasubramanian, Dhanvanti D. Patki","doi":"10.1109/CYBER.2003.1253433","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253433","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117191540","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 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.
{"title":"Disappearing computers, social actors and embodied agents","authors":"A. Nijholt","doi":"10.1109/CYBER.2003.1253445","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253445","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121543595","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 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.
{"title":"Law and regulation in cyberspace","authors":"Yee Fen Lim","doi":"10.1109/CYBER.2003.1253432","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253432","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"87 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115888647","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 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.
{"title":"The empty museum. Multi-user interaction in an immersive and physically walkable VR space","authors":"L. Hernández, J. Taibo, A. Seoane, Rubén López, Rocío López","doi":"10.1109/CYBER.2003.1253488","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253488","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131620139","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 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.
{"title":"Parallel algorithm for mining fuzzy association rules","authors":"Baowen Xu, Jianjiang Lu, Yingzhou Zhang, Lei Xu, Huowang Chen, Hongji Yang","doi":"10.1109/CYBER.2003.1253467","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253467","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125425689","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 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。
{"title":"Negotiation paradigms for e-commerce agents using knowledge beads methodology","authors":"Zhuang Yan, S. Fong, Meilin Shi","doi":"10.1109/CYBER.2003.1253466","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253466","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"158 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114030574","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 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.
{"title":"Dematerialised data and human desire: the Internet and copy culture","authors":"M. Allen","doi":"10.1109/CYBER.2003.1253431","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253431","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"167 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129930908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 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.
{"title":"Enhanced approaches of content management for the collaborative semiconductor business","authors":"H. Jang, Young Joong Lee, Y. Han, Chung-sam Ahn, J. M. Choi","doi":"10.1109/CYBER.2003.1253476","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253476","url":null,"abstract":"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.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"9 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121016698","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}