Europe
Building a resource for studying translation shifts
This paper describes an interdisciplinary approach which brings together the fields of corpus linguistics and translation studies. It presents ongoing work on the creation of a corpus resource in which translation shifts are explicitly annotated. Translation shifts denote departures from formal correspondence between source and target text, i.e. deviations that have occurred during the translation process. A resource in which such shifts are annotated in a systematic way will make it possible to study those phenomena that need to be addressed if machine translation output is to resemble human translation. The resource described in this paper contains English source texts (parliamentary proceedings) and their German translations. The shift annotation is based on predicate-argument structures and proceeds in two steps: first, predicates and their arguments are annotated monolingually in a straightforward manner. Then, the corresponding English and German predicates and arguments are aligned with each other. Whenever a shift - mainly grammatical or semantic -has occurred, the alignment is tagged accordingly.
Predictions as statements and decisions
This paper is based on my invited talk at the 19th Annual Conference on Learning Theory (Pittsburgh, PA, June 24, 2006). In recent years COL T invited talks have tended to aim at establishing connections between the traditio nal concerns of the learning community and the work done by other communities (s uch as game theory, statistics, information theory, and optimization). F ollowing this tradition, I will argue that some ideas from the foundations of prob ability can be fruitfully applied in competitive on-line learning. In this paper I will use the following informal taxonomy of predictions (reminiscent of Shafer's [36], Figure 2, taxonomy of probabilities): D-predictions are mere Decisions. They can never be true or false but can be good or bad.
New Millennium AI and the Convergence of History
Artificial Intelligence (AI) has recently become a real formal science: the new millennium brought the first mathematically sound, asymptotically optimal, universal problem solvers, providing a new, rigorous foundation for the previously largely heuristic field of General AI and embedded agents. At the same time there has been rapid progress in practical methods for learning true sequence-processing programs, as opposed to traditional methods limited to stationary pattern association. Here we will briefly review some of the new results, and speculate about future developments, pointing out that the time intervals between the most notable events in over 40,000 years or 2^9 lifetimes of human history have sped up exponentially, apparently converging to zero within the next few decades. Or is this impression just a by-product of the way humans allocate memory space to past events?
Consecutive Support: Better Be Close!
de Graaf, Edgar, de Graaf, Jeannette, Kosters, Walter A.
We propose a new measure of support (the number of occur- rences of a pattern), in which instances are more important if they occur with a certain frequency and close after each other in the stream of trans- actions. We will explain this new consecutive support and discuss how patterns can be found faster by pruning the search space, for instance using so-called parent support recalculation. Both consecutiveness and the notion of hypercliques are incorporated into the Eclat algorithm. Synthetic examples show how interesting phenomena can now be discov- ered in the datasets. The new measure can be applied in many areas, ranging from bio-informatics to trade, supermarkets, and even law en- forcement. E.g., in bio-informatics it is important to find patterns con- tained in many individuals, where patterns close together in one chro- mosome are more significant.
The meaning of manufacturing know-how
Kryssanov, V. V., Abramov, V. A., Fukuda, Y., Konishi, K.
In the late 90th, the complex of concepts, theories, technologies and software called knowledge-based systems has become a key point in development of many future-oriented manufacturing paradigms, such as Agile Manufacturing and Intelligent Manufacturing Systems. Besides, the progress from craft production, to automated and flexible production and to wards'next generation' production is now realized to be in many respects determined by the human/systems ability to handle the domain knowledge rather than simply by a given standard of knowledge in the domain. This is the motivation for a continuously growing research interest to utilization of manufacturing knowledge. It should be noted however, that while a great many reports on different theoretical and applied aspects of knowle dge utilization have been published, the issues of the specificity of manufacturing knowledge and the appropriateness of the methodologies brought into manufacturing from other domains to build knowledge-based systems have not been given due attention. One instance of this research lack is given in this paper with the phenomenon of know-how. It was discovered rather long ago that know-how plays an important role during the solving of professional tasks in manufacturing (e.g.
Communication of Social Agents and the Digital City - A Semiotic Perspective
Kryssanov, Victor V., Okabe, Masayuki, Kakusho, Koh, Minoh, Michihiko
This paper investigates the concept of digital city. First, a functional analysis of a digital city is made in the light of the modern study of urbanism; similarities between the virtual and urban constructions are pointed out. Next, a semiotic perspective on the subject matter is elaborated, and a terminological basis is introduced to treat a digital city as a self-organizing meaning-producing system intended to support social or spatial navigation. An explicit definition of a digital city is formulated. Finally, the proposed approach is discussed, conclusions are given, and future work is outlined.
Understanding Design Fundamentals: How Synthesis and Analysis Drive Creativity, Resulting in Emergence
Kryssanov, V. V., Tamaki, H., Kitamura, S.
This paper presents results of an ongoing interdisciplinary study to develop a computational theory of creativity for engineering design. Human design activities are surveyed, and popular computer-aided design methodologies are examined. It is argued that semiotics has the potential to merge and unite various design approaches into one fundamental theory that is naturally interpretable and so comprehensible in terms of computer use. Reviewing related work in philosophy, psychology, and cognitive science provides a general and encompassing vision of the creativity phenomenon. Basic notions of algebraic semiotics are given and explained in terms of design. This is to define a model of the design creative process, which is seen as a process of semiosis, where concepts and their attributes represented as signs organized into systems are evolved, blended, and analyzed, resulting in the development of new concepts. The model allows us to formally describe and investigate essential properties of the design process, namely its dynamics and non-determinism inherent in creative thinking. A stable pattern of creative thought - analogical and metaphorical reasoning - is specified to demonstrate the expressive power of the modeling approach; illustrative examples are given. The developed theory is applied to clarify the nature of emergence in design: it is shown that while emergent properties of a product may influence its creative value, emergence can simply be seen as a by-product of the creative process. Concluding remarks summarize the research, point to some unresolved issues, and outline directions for future work.
An Unfolding-Based Semantics for Logic Programming with Aggregates
Son, Tran Cao, Pontelli, Enrico, Elkabani, Islam
The paper presents two equivalent definitions of answer sets for logic programs with aggregates. These definitions build on the notion of unfolding of aggregates, and they are aimed at creating methodologies to translate logic programs with aggregates to normal logic programs or positive programs, whose answer set semantics can be used to defined the semantics of the original programs. The first definition provides an alternative view of the semantics for logic programming with aggregates described by Pelov et al. The second definition is similar to the traditional answer set definition for normal logic programs, in that, given a logic program with aggregates and an interpretation, the unfolding process produces a positive program. The paper shows how this definition can be extended to consider aggregates in the head of the rules. The proposed views of logic programming with aggregates are simple and coincide with the ultimate stable model semantics, and with other semantic characterizations for large classes of program (e.g., programs with monotone aggregates and programs that are aggregate-stratified). Moreover, it can be directly employed to support an implementation using available answer set solvers. The paper describes a system, called ASP^A, that is capable of computing answer sets of programs with arbitrary (e.g., recursively defined) aggregates.
On the Design of Agent-Based Systems using UML and Extensions
Dinsoreanu, Mihaela, Salomie, Ioan, Pusztai, Kalman
The Unified Software Development Process (USDP) and UML have been now generally accepted as the standard methodology and modeling language for developing Object-Oriented Systems. Although Agent-based Systems introduces new issues, we consider that USDP and UML can be used in an extended manner for modeling Agent-based Systems. The paper presents a methodology for designing agent-based systems and the specific models expressed in an UML-based notation corresponding to each phase of the software development process. UML was extended using the provided mechanism: stereotypes. Therefore, this approach can be managed with any CASE tool supporting UML. A Case Study, the development of a specific agent-based Student Evaluation System (SAS), is presented.
HCI and Educational Metrics as Tools for VLE Evaluation
This means that there is an issue over the best way of evaluating their effectiveness on both sound educational principles and on Human Computer Interface principles. It is the aim of this paper to highlight some of the steps to move toward an objective standard by which to gauge VLEs and ultimately to provide a single overall index measure (essentially a score out of 10) for both usability and educational worth based upon an analysis of accepted standards. An HCI index was constructed for general usability comparison and a separate educational index (EDI index) was designed to provide a measure of educational quality. First the Blackboard VLE and second an open source VLE, Moodle, were tested. As far as possible the open source VLE carried the same content as the Blackboard VLE to allow a comparison of the VLE structure and operation rather than its content. Usability statistics are obtained from a set of standard users.