Wiki source code of Design Patterns and Ontology
Hide last authors
author | version | line-number | content |
---|---|---|---|
![]() |
2.1 | 1 | |
![]() |
4.1 | 2 | === Design Patterns=== |
3 | |||
![]() |
3.1 | 4 | A reusable solution to a recurring problem. [Design] patterns try to |
5 | capture the common invariant properties of the problem and the | ||
6 | essential relationships needed to solve the problem. (...) They are | ||
7 | abstract solutions that allow a designer to reuse ideas that worked in | ||
8 | the past for commonly faced problems. | ||
![]() |
2.1 | 9 | |
10 | |||
![]() |
4.1 | 11 | === Ontology=== |
12 | |||
13 | |||
![]() |
3.1 | 14 | A specification of a conceptualization. That is, an ontology is a |
15 | description of the concepts and relationships that exist within a | ||
16 | certain domain. | ||
17 | |||
![]() |
7.1 | 18 | The Ontology provides a language for the interaction, which ensures a mutual understanding. |
![]() |
3.1 | 19 | |
20 | ==== Frame-based Ontology==== | ||
21 | |||
![]() |
5.1 | 22 | * Frames represent stereotyped situations in the form of a group of |
23 | interrelated concepts with a fixed structure (Minsky, 1975). | ||
24 | * Schemata represent situational experiences that are stored in long- | ||
25 | term memory in the form of patterns (Tannen, 1993). | ||
26 | * Frames can be regarded as schemata, representing structures of | ||
27 | expectation constructed from previous experience. | ||
![]() |
3.1 | 28 | |
29 | |||
30 | |||
![]() |
5.1 | 31 | |
32 | |||
33 | |||
34 | |||
35 | |||
36 | |||
37 |