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Extraction of contextual knowledge and ambiguity handling for ontology in virtual environment.

机译:虚拟环境中本体的上下文知识和歧义处理的提取。

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摘要

This dissertation investigates the extraction of knowledge from a known environment. Virtual ontology – the extracted knowledge – is defined as a structure of a virtual environment with semantics. While many existing 3D reconstruction approaches can generate virtual environments without structure and related knowledge, the use of Metaearth architecture is proposed as a more descriptive data structure for virtual ontology. Its architecture consists of four layers: interactions and relationships between virtual components can be represented in the virtual space layer; and the library layers contribute to the design of large-scale virtual environments with less redundancy; and the mapping layer links the library layer to the virtual space layer; and the ontology layer functions as a context for the extracted knowledge.;The dissertation suggests two construction methodologies. The first method generates a scene structure from a 2D image. Unlike other scene understanding techniques, the suggested method generates scene ontology without prior knowledge and human intervention. As an intermediate process, a new and effective fuzzy color-basedover-segmentation method is suggested. The second method generates virtual ontology with 3D information using multi-view scenes. The many ambiguities in extracting 3D information are resolved by employing a new fuzzy dynamic programming method (FDP). The hybrid approach of FDP and 3D reconstruction method generates more accurate virtual ontology with 3D information.;A virtual model is equipped with virtual ontology whereby contextual knowledge can be mapped into the Metaearth architecture via the proposed isomorphic matching method. The suggested procedure guarantees the automatic and autonomous processing demanded in virtual interaction analysis with far less effort and computational time.
机译:本文研究了从已知环境中提取知识的过程。虚拟本体(提取的知识)被定义为具有语义的虚拟环境的结构。尽管许多现有的3D重建方法可以生成没有结构和相关知识的虚拟环境,但是建议将Metaearth架构用作虚拟本体的更具描述性的数据结构。它的体系结构由四层组成:虚拟组件之间的交互和关系可以在虚拟空间层中表示。库层有助于设计具有较少冗余的大型虚拟环境;映射层将库层链接到虚拟空间层。论文提出了两种构建方法。第一种方法从2D图像生成场景结构。与其他场景理解技术不同,建议的方法无需事先知识和人工干预即可生成场景本体。作为一个中间过程,提出了一种新的有效的基于模糊颜色的过度分割方法。第二种方法使用多视图场景使用3D信息生成虚拟本体。通过采用新的模糊动态规划方法(FDP)解决了提取3D信息时的许多歧义。 FDP与3D重构方法的混合方法可生成具有3D信息的更准确的虚拟本体。虚拟模型配备了虚拟本体,可以通过拟议的同构匹配方法将上下文知识映射到Metaearth体系结构中。所建议的过程保证了虚拟交互分析中所需的自动和自主处理,而工作量和计算时间却少得多。

著录项

  • 作者

    Lee, Hyun Soo.;

  • 作者单位

    Texas A&M University.;

  • 授予单位 Texas A&M University.;
  • 学科 Engineering Industrial.;Computer Science.;Artificial Intelligence.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 143 p.
  • 总页数 143
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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