We describe a novel method for the analysis of research activities of an organization by mapping that to a taxonomy tree of the field. The method constructs fuzzy membership profiles of the organizationmembers or teams in terms of the taxonomy’s leaves (research topics), and then it generalizes them in two steps. These steps are: (i) fuzzy clustering research topics according to their thematic similarities in the department, ignoring the topology of the taxonomy, and (ii) optimally lifting clusters mapped to the taxonomy tree to higher ranked categories by ignoring “small” discrepancies. We illustrate the method by applying it to data collected by using an in-house e-survey tool from a university department and from a university research center. The method can be considered for knowledge generalization over any taxonomy tree.
Збірка наукових праць
In this paper authors wish to present an approach to information modeling and software design suitable for developing evolvable semantic applications in the domain of research team formation. The novel proposals include specialization of generic paradigm of ontological engineering, specific types of machine-readable RDF ontologies and application of temporal look at information relevant for team formation. In order to validate theoretical approach a software prototype of the evolvable web-based semantic platform InfoPort was developed.
There have been implemented engineering and development of multi-agent recommender system «EZSurf» that performs analysis of interests and provides recommendations for the social network «VKontakte» users based on the data from profile of particular user. During the work process different methods and technological solutions have been analyzed with examination of their advantages and disadvantages. Besides of that the comparative analysis of analogous products has been held where the most similar is Russian start-up service - Surfingbird. Based on this analysis the decision of recommender system implementation and integration has been accepted. The feature of this system is that it uses social network “VKontakte” profile for user’s data collection and API of third-party services (LastFM, TheMovieDB) for an extraction of information about similar objects. Such an approach contributes into optimization of recommender system, because it does not require creation of its own object classification system and objects database. The functionality of multi-agent system was separated between three agents. First agent (Collector) collects user data from “VKontakte” profile using VK API. Second agent (Analyzer) collects similar objects from databases of thitd-party services (LastFM, TheMovieDB) that will be the criteria for further search of recommendatory content. For search and selection of information an agent (Recommender) that works as web-crawler has been implemented. System «EZSurf» can be exploited by the users of social network “VKontakte” in everyday life for time economy on web-surfing process. At the same time they will get recommendations on content that are filtered depending on preferences of every particular user.
The article considers the conceptual approach of creating a set of development tools for active learning methods in a form of competency-based business-game studio. Competence-based business game is an information system, which aims to give a certain level of professional competence while implementing scenarios that are determined by business-process models of the domain. The structure of the gaming studio, suggests a set-theoretic representation of business-game design process. Business game can be represented as a cybernetic system with feedback, which contains both the object of management and the management system. The game is implemented as control and operating machines accordingly. For the construction of the operational machine it is proposed to use a knowledge model in the form of ontology. To represent the automate model it is proposed to use a model of managing business processes of an enterprise. A block diagram of the business-game design process is provided.
It turns out, however, that in spite of one basic difference there runs between these two systems a deep and striking parallelism. This parallelism is so close indeed that it makes possible the construction of a vocabulary which would transform characteristic propositions of Wittgenstein's ontology into Aristotelian ones, and conversely. To show in some detail the workings of that transformation will be the subject of this paper.
In this work the problem of learning and development of creativity with a view to the position of reflexive psychology, akmeology and pedagogics in the context of the human capital analysis in the conditions of modern society globalization is raised. The theme is urgent from the practical point of view in demand of a creative personality under conditions of the economic crisis and at the same time it is actual, because it interprets creativity in a new way according to interdisciplinary approach. The author emphasizes that a reflexively-creative potential is considered to be the backbone factor of professional and innovative activity in modern social space. On basis of philosophical foundations' analysis of psychology of creativity we theoretically build the conceptual model of reflexive creativity and we also examine the precedents of its psychology-pedagogical development in the secondary and high education (in case of reflexive-psycological support).