Wiki source code of Design Patterns and Ontology
Hide last authors
author | version | line-number | content |
---|---|---|---|
![]() |
2.1 | 1 | |
![]() |
4.1 | 2 | |
3 | === Design Patterns=== | ||
4 | |||
![]() |
3.1 | 5 | A reusable solution to a recurring problem. [Design] patterns try to |
6 | capture the common invariant properties of the problem and the | ||
7 | essential relationships needed to solve the problem. (...) They are | ||
8 | abstract solutions that allow a designer to reuse ideas that worked in | ||
9 | the past for commonly faced problems. | ||
![]() |
2.1 | 10 | |
11 | |||
![]() |
4.1 | 12 | === Ontology=== |
13 | |||
14 | |||
![]() |
3.1 | 15 | A specification of a conceptualization. That is, an ontology is a |
16 | description of the concepts and relationships that exist within a | ||
17 | certain domain. | ||
18 | |||
![]() |
6.1 | 19 | The Ontology provides a |
![]() |
3.1 | 20 | |
21 | ==== Frame-based Ontology==== | ||
22 | |||
![]() |
5.1 | 23 | * Frames represent stereotyped situations in the form of a group of |
24 | interrelated concepts with a fixed structure (Minsky, 1975). | ||
25 | * Schemata represent situational experiences that are stored in long- | ||
26 | term memory in the form of patterns (Tannen, 1993). | ||
27 | * Frames can be regarded as schemata, representing structures of | ||
28 | expectation constructed from previous experience. | ||
![]() |
3.1 | 29 | |
30 | |||
31 | |||
![]() |
5.1 | 32 | |
33 | |||
34 | |||
35 | |||
36 | |||
37 | |||
38 |