Semantic parameterization

Semantic parameterization

Semantic parameterization is a conceptual modeling process for expressing natural language descriptions of a domain in first-order predicate logic. The process yields a formalization of natural language sentences in Description Logic to answer the who, what and where questions in the Inquiry-Cycle Model (ICM) developed by Colin Potts and his colleagues at the Georgia Institute of Technology. The parameterization process complements the Knowledge Acquisition and autOmated Specification (KAOS) method, which formalizes answers to the when, why and how ICM questions in Temporal Logic, to complete the ICM formalization. The artifacts used in the parameterization process include a dictionary that aligns the domain lexicon with unique concepts, distinguishing between synonyms and polysemes, and several natural language patterns that aid in mapping common domain descriptions to formal specifications. == Relationship to other theories == Semantic Parameterization defines a meta-model consisting of eight roles that are domain-independent and reusable. Seven of these roles correspond to Jeffrey Gruber's thematic relations and case roles in Charles Fillmore's case grammar: The Inquiry-Cycle Model (ICM) was introduced to drive elicitation between engineers and stakeholders in requirements engineering. The ICM consists of who, what, where, why, how and when questions. All but the when questions, which require a Temporal Logic to represent such phenomena, have been aligned with the meta-model in semantic parameterization using Description Logic (DL). == Introduction with Example == The semantic parameterization process is based on Description Logic, wherein the TBox is composed of words in a dictionary, including nouns, verbs, and adjectives, and the ABox is partitioned into two sets of assertions: 1) those assertions that come from words in the natural language statement, called the grounding, and 2) those assertions that are inferred by the (human) modeler, called the meta-model. Consider the following unstructured natural language statement (UNLS) (see Breaux et al. for an extended discussion): UNLS1.0 The customer1,1 must not share2,2 the access-code3,3 of the customer1,1 with someone4,4 who is not the provider5,4. The modeler first identifies intensional and extensional polysemes and synonyms, denoted by the subscripts: the first subscript uniquely refers to the intensional index, i.e., the same first index in two or more words refer to the same concept in the TBox; the second subscript uniquely refers to the extensional index, i.e., two same second index in two or more words refer to the same individual in the ABox. This indexing step aligns words in the statement and concepts in the dictionary. Next, the modeler identifies concepts from the dictionary to compose the meta-model. The following table illustrates the complete DL expression that results from applying semantic parameterization.

Educational robotics

Educational robotics teaches the design, analysis, application and operation of robots. Robots include articulated robots, mobile robots or autonomous vehicles. Educational robotics can be taught from elementary school to graduate programs. Robotics may also be used to motivate and facilitate the instruction other, often foundational, topics such as computer programming, artificial intelligence or engineering design. == Education and training == Robotics engineers design robots, maintain them, develop new applications for them, and conduct research to expand the potential of robotics. Robots have become a popular educational tool in some middle and high schools, as well as in numerous youth summer camps, raising interest in programming, artificial intelligence and robotics among students. First-year computer science courses at several universities now include programming of a robot in addition to traditional software engineering-based coursework. == Category of Educational robotics == The categories of educational robots seen as having more than one category. It can be alienated into different categories based on their physical design and coding method. Generally they are categorised as arm robots, wheeled mobile robots and humanoid robots. Tangibly, coded robots uses a physical means of coding instead of the screens coding. === Initiatives in schools === Leachim, was a robot teacher programmed with the class curricular, as well as certain biographical information on the 40 students whom it was programmed to teach. Leachim could synthesize human speech using Diphone synthesis. It was invented by Michael J. Freeman in 1974 and was tested in a fourth grade classroom in the Bronx, New York. === Post-secondary degree programs === From approximately 1960 through 2005, robotics education at post-secondary institutions took place through elective courses, thesis experiences and design projects offered as part of degree programs in traditional academic disciplines, such as mechanical engineering, electrical engineering, industrial engineering or computer science. Since 2005, more universities have begun granting degrees in robotics as a discipline in its own right, often under the name "Robotic Engineering". Based on a 2015 web-based survey of robotics educators, the degree programs and their estimates annual graduates are listed alphabetically below. Note that only official degree programs where the word "robotics" appears on the transcript or diploma are listed here; whereas degree programs in traditional disciplines with course concentrations or thesis topics related to robotics are deliberately omitted. === Certification === The Robotics Certification Standards Alliance (RCSA) is an international robotics certification authority that confers various industry- and educational-related robotics certifications. === Summer robotics camp === Several summer camp programs include robotics as part of their core curriculum. In addition, youth summer robotics programs are frequently offered by celebrated museums such as the American Museum of Natural History and The Tech Museum of Innovation in Silicon Valley, CA, just to name a few. There are of benefits that come from attending robotics camps. It teaches students how to use teamwork, resilience and motivation, and decision-making. Students learn teamwork because most camps involve exciting activities requiring teamwork. Resilience and motivation is expected because by completing the challenging programs, students feel talented and accomplished after they complete the program. Also students are given unique situations making them make decisions to further their situation. === Educational robotics in special education === Educational robotics can be a useful tool in early and special education. According to a journal on new perspectives in science education, educational robotics can help to develop abilities that promote autonomy and assist their integration into society. Social and personal skills can also be developed through educational robotics. Using Lego Mindstorms NXT, schoolteachers were able to work with middle school aged children in order to develop programs and improve the children's social and personal skills. Additionally, problem solving skills and creativity were utilized through the creation of artwork and scenery to house the robots. Other studies show the benefits of educational robotics in special education as promoting superior cognitive functions, including executive functions. This can lead to an increased ability in "problem solving, reasoning and planning in typically developing preschool children." Through eight weeks of weekly forty-five-minute group sessions using the Bee-Bot, an increase in interest, attention, and interaction between both peers and adults was found in the school and preschool-aged children with Down Syndrome. This study suggests that educational robotics in the classroom can also lead to an improvement in visuo-spatial memory and mental planning. Furthermore, executive functions seemed to be possible in one child during this study.

Generative design

Generative design is an iterative design process that uses software to generate outputs that fulfill a set of constraints iteratively adjusted by a designer. Whether a human, test program, or artificial intelligence, the designer algorithmically or manually refines the feasible region of the program's inputs and outputs with each iteration to fulfill evolving design requirements. By employing computing power to evaluate more design permutations than a human alone is capable of, the process is capable of producing an optimal design that mimics nature's evolutionary approach to design through genetic variation and selection. The output can be images, sounds, architectural models, animation, and much more. It is, therefore, a fast method of exploring design possibilities that is used in various design fields such as art, architecture, communication design, and product design. Generative design has become more important, largely due to new programming environments or scripting capabilities that have made it relatively easy, even for designers with little programming experience, to implement their ideas. Additionally, this process can create solutions to substantially complex problems that would otherwise be resource-exhaustive with an alternative approach, making it a more attractive option for problems with a large or unknown solution set. It is also facilitated with tools in commercially available CAD packages. Not only are implementation tools more accessible, but also tools leveraging generative design as a foundation. Recent advancements have led to the development of Deep Generative Design, a framework that integrates topology optimization with deep learning models, such as Generative Adversarial Networks (GANs). Unlike traditional evolutionary methods that primarily focus on engineering performance, this approach uses deep generative models to enhance aesthetic diversity and novelty while simultaneously satisfying engineering constraints. For instance, research by Oh et al. (2019) proposed a framework using Boundary Equilibrium GANs (BEGAN) to generate diverse design options which are then refined through density-based topology optimization, allowing for the exploration of complex design spaces that balance structural integrity with visual variation. In practice, generative design does not solely aim to produce a single optimal solution, but involves iteratively refining the design problem by modifying parameters, constraints, and evaluation criteria within a computational model, resulting in multiple design alternatives from which the designer selects. == Use in architecture == Generative design in architecture is an iterative design process that enables architects to explore a wider solution space with more possibility and creativity. Architectural design has long been regarded as a wicked problem. Compared with traditional top-down design approach, generative design can address design problems efficiently, by using a bottom-up paradigm that uses parametric-defined rules to generate complex solutions. The solution itself then evolves to a good, if not optimal, solution. The advantage of using generative design as a design tool is that it does not construct fixed geometries, but take a set of design rules that can generate an infinite set of possible design solutions. The generated design solutions can be more sensitive, responsive, and adaptive to the problem. Generative design involves rule definition and result analysis that are integrated with the design process. By defining parameters and rules, the generative approach is able to provide optimized solution for both structural stability and aesthetics. Possible design algorithms include cellular automata, shape grammar, genetic algorithm, space syntax, and most recently, artificial neural network. Due to the high complexity of the solution generated, rule-based computational tools, such as finite element method and topology optimisation, are preferred to evaluate and optimise the generated solution. The iterative process provided by computer software enables the trial-and-error approach in design, and involves architects interfering with the optimisation process. Historically precedent work includes Antoni Gaudí's Sagrada Família, which used rule based geometrical forms for structures, and Buckminster Fuller's Montreal Biosphere where the rules were designed to generate individual components, rather than the final product. More recent generative-design cases include Foster and Partners' Queen Elizabeth II Great Court, where the tessellated glass roof was designed using a geometric schema to define hierarchical relationships, and then the generated solution was optimized based on geometrical and structural requirements. == Use in sustainable design == Generative design in sustainable design is an effective approach addressing energy efficiency and climate change at the early design stage, recognizing buildings contribute to approximately one-third of global greenhouse gas emissions and 30%-40% of total building energy use. It integrates environmental principles with algorithms, enabling exploration of countless design alternatives to enhance energy performance, reduce carbon footprints, and minimize waste. A key feature of generative design in sustainable design is its ability to incorporate Building Performance Simulations (BPS) into the design process. Simulation programs such as EnergyPlus, Ladybug Tools,, and so on, combined with generative algorithms, can optimize design solutions for cost-effective energy use and zero-carbon building designs. For example, the GENE_ARCH system used a Pareto algorithm with building energy simulation for the whole building design optimization. Generative design has improved sustainable facade design, as illustrated by the algorithm of cellular automata and daylight simulations in adaptive facade design. In addition, genetic algorithms were used with radiation simulations for energy-efficient photo-voltaic (PV) modules on high-rise building facades. Generative design is also applied to life cycle analysis (LCA), as demonstrated by a framework using grid search algorithms to optimize exterior wall design for minimum environmental impact. Multi-objective optimization embraces multiple diverse sustainability goals, such as interactive kinetic louvers using biomimicry and daylight simulations to enhance daylight, visual comfort, and energy efficiency. The study of PV and shading systems can maximize on-site electricity, improve visual quality, and daylight performance. Artificial intelligence (AI) and machine learning (ML) further improve computation efficiency in complex climate-responsive sustainable design. One study employed reinforcement learning to identify the relationship between design parameters and energy use for a sustainable campus, while other studies tried hybrid algorithms, such as using the genetic algorithm and GANs to balance daylight illumination and thermal comfort under different roof conditions. Other popular AI tools were also integrated, including deep reinforcement learning (DRL) and computer vision (CV), to generate an urban block according to direct sunlight hours and solar heat gains. These AI-driven generative design methods enable faster simulations and design decision making, resulting in designs that are environmentally responsible. == Use in additive manufacturing == Additive manufacturing (AM) is a process that creates physical models directly from three-dimensional (3D) data by joining materials layer by layer. It is used in industries to produce a variety of end-use parts, which are final components designed for direct application in products or systems. AM provides design flexibility and enables material reduction in lightweight applications, such as aerospace, automotive, medical, and portable electronic devices, where minimizing weight is critical for performance. Generative design, one of the four key methods for lightweight design in AM, is commonly applied to optimize structures for specific performance requirements. Generative design can help create optimized solutions that balance multiple objectives, such as enhancing performance while minimizing cost. In design for additive manufacturing (DfAM), multi-objective topology optimization is used to generate a set of candidate solutions. Designers then assess these options using their expertise and key performance indicators (KPIs) to select the best option for implementation. However, integrating AM constraints (e.g., speed of build, materials, build envelope, and accuracy) into generative design remains challenging, as ensuring all solutions are valid is complex. Balancing multiple design objectives while limiting computational costs adds further challenges for designers. To overcome these difficulties, researchers proposed a generative design method with manufacturing validation to improve decision-making efficiency. This method starts with a cons

GEPIR

GEPIR (Global Electronic Party Information Registry) was a distributed database operated and owned by GS1 that contains basic information on over 1,000,000 companies in over 100 countries. The database could be searched by Global Trade Item Number (GTIN) code (including Universal Product Code (UPC) and EAN-13 codes), container Code (Serial Shipping Container Code (SSCC)), location number (Global Location Number (GLN)), and (in some countries) the company name. A SOAP webservice existed for API access. As of end December 2023, GEPIR was replaced by a service called Verified by GS1. While it operated, GEPIR had more than 1 million members in more than 100 countries. In 2013, all GS1 111 member organisations joined GEPIR. == Access == GEPIR was accessible for free in almost all countries but the number of request per day was limited (from 20 to 30). Since October 2013, GS1 France restricts access to GEPIR to companies (registration with SIREN code was required to use it). A premium access service had been created by GS1 France in January 2010 which allows companies to use GS1 web and SOAP interface without any limit. == System architecture == GEPIR was a lookup service coordinated by the GS1 GO that provided all end users with the ability to look up information about GS1 Identification Keys. Depending on the service, systems were provided by GS1 Member Organisations (MOs) or 3rd party service providers, or both. Where a GS1 MO did not choose to provide the service directly to its end users, the GS1 Global Office provided the service for that geography. Some services involved a technical component deployed by the GS1 Global Office that coordinates the systems provided by GS1 MOs and/or 3rd party service providers. The GEPIR service was provided by systems deployed by GS1 MOs, with the GS1 GO providing a central point of coordination to federate the local systems. The GS1 GO also provides the MO-level service for MOs that could not or did not wish to deploy their own system.

Puck App

Puck App is a mobile application that allows hockey players to quickly find and rent a hockey goalie. Founded in 2015 in Toronto, the application primarily operates throughout Canada. It is available on Apple's App Store and Google Play. == History == Puck App was founded in 2016 by Niki Sawni. Users can rate the goalies, message with available goalies, and coordinate skill levels. In 2017, Puck App expanded to Western Canada and has over 1,000 goalies registered. In 2018, Puck App charged approximately $40 CDN to rent a goalie with more than 2 hours notice. Previously, Puck App was a competitor to a similar application called GoalieUp. As of 2024, both companies have agreed to a merger deal.

PressWise

PressWise was digital imposition software to quickly and easily impose most any variety of flat and folding layouts. It was acquired by the Aldus Prepress Group affectionately known in the print and publishing industry as the Aldus WiseGuys in August 1991 from Emulation Technologies Inc. of Cleveland, Ohio. It was further developed by the Aldus Press Group and launched as the first of many Aldus prepress products in 1993. It was subsequently owned by Adobe Systems, then Luminous Corporation (Seattle), then Imation, and finally ScenicSoft. PressWise was discontinued by ScenicSoft in 1999 ultimately. == History == In February 2009, the PressWise copyright was acquired by Aethos Technologies and a new print automation product was launched by its creator, Eric Wold of Santa Rosa, California. This new product has no relationship to the old imposition software of the same name. It's notable that Larry Letteney, former President of Creo Americas was a board member and shareholder of Aethos Technologies during its early phase. Datatech SmartSoft acquired exclusive distribution rights to the software in September 2009. In September 2010 Datatech SmartSoft completed the acquisition of the PressWise brand and product.

Shell Control Box

Shell Control Box (SCB) is a network security appliance that controls privileged access to remote IT systems, records activities in replayable audit trails, and prevents malicious actions. For example, it records as a system administrator updates a file server or a third-party network operator configures a router. The recorded audit trails can be replayed like a movie to review the events as they occurred. The content of the audit trails is indexed to make searching for events and automatic reporting possible. SCB is a Linux-based device developed by Balabit. It is an application level proxy gateway. In 2017, Balabit changed the name of the product to Privileged Session Management (PSM) and repositioned it as the core module of its Privileged Access Management solution. == Main Features == Balabit’s Privileged Session Management (PSM), Shell Control Box (SCB) is a device that controls, monitors, and audits remote administrative access to servers and network devices. It is a tool to oversee system administrators by controlling the encrypted connections used for administration. PSM (SCB) has full control over the SSH, RDP, Telnet, TN3270, TN5250, Citrix ICA, and VNC connections, providing a framework (with solid boundaries) for the work of the administrators. === Gateway Authentication === PSM (SCB) acts as an authentication gateway, enforcing strong authentication before users access IT assets. PSM can also integrate to user directories (for example, a Microsoft Active Directory) to resolve the group memberships of the users who access the protected servers. Credentials for accessing the server are retrieved transparently from PSM’s credential store or a third-party password management system by PSM impersonating the authenticated user. This automatic password retrieval protects the confidentiality of passwords as users can never access them. === Access Control === PSM controls and audits privileged access over the most wide-spread protocols such as SSH, RDP, or HTTP(s). The detailed access management helps to control who can access what and when on servers. It is also possible to control advanced features of the protocols, like the type of channels permitted. For example, unneeded channels like file transfer or file sharing can be disabled, reducing the security risk on the server. With PSM policies for privileged access can be enforced in one single system. === 4-eyes Authorization === To avoid accidental misconfiguration and other human errors, PSM supports the 4-eyes authorization principle. This is achieved by requiring an authorizer to allow administrators to access the server. The authorizer also has the possibility to monitor – and terminate - the session of the administrator in real-time, as if they were watching the same screen. === Real-time Monitoring and Session Termination === PSM can monitor the network traffic in real time, and execute various actions if a certain pattern (for example, a suspicious command, window title or text) appears on the screen. PSM can also detect specific patterns such as credit card numbers. In case of detecting a suspicious user action, PSM can send an e-mail alert or immediately terminate the connection. For example, PSM can block the connection before a destructive administrator command, such as the „rm” comes into effect. === Session Recording === PSM makes user activities traceable by recording them in tamper-proof and confidential audit trails. It records the selected sessions into encrypted, timestamped, and digitally signed audit trails. Audit trails can be browsed online, or followed real-time to monitor the activities of the users. PSM replays the recorded sessions just like a movie – actions of the users can be seen exactly as they appeared on their monitor. The Balabit Desktop Player enables fast forwarding during replays, searching for events (for example, typed commands or pressing Enter) and texts seen by the user. In the case of any problems (database manipulation, unexpected shutdown, etc.) the circumstances of the event are readily available in the trails, thus the cause of the incident can be identified. In addition to recording audit trails, transferred files can be also recorded and extracted for further analysis.