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Questions and Answers
What does the acronym COD stand for?
What does the acronym COD stand for?
- Card on Demand
- Check on Dispatch
- Cash on Delivery (correct)
- Collect on Deposit
What does C2B stand for in e-commerce?
What does C2B stand for in e-commerce?
- Company to Broker
- Corporation to Beneficiary
- Customer to Bank
- Consumer to Business (correct)
What type of e-commerce is represented by C2C?
What type of e-commerce is represented by C2C?
- Consignment to Customer
- Company to Company
- Customer to Corporation
- Consumer to Consumer (correct)
What is B2C e-commerce?
What is B2C e-commerce?
What does B2B stand for?
What does B2B stand for?
What is the meaning of the acronym ATM?
What is the meaning of the acronym ATM?
What is the meaning of the tag <p>
in HTML?
What is the meaning of the tag <p>
in HTML?
What is indicated by the HTML tag <h1>
to <h6>
?
What is indicated by the HTML tag <h1>
to <h6>
?
Flashcards
tag
tag
HTML tag used to define a paragraph.
tag
HTML tags to define heading sizes.
WWW
WWW
Stands for World Wide Web.
COD meaning
COD meaning
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C2B
C2B
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C2C
C2C
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B2C
B2C
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B2B
B2B
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E-commerce
E-commerce
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VoIP
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Study Notes
Chapter 14: Ontology Engineering
- Studies the principles and methodologies for developing and maintaining ontologies.
- Foundational ontologies offer a generic framework for representing knowledge.
- Domain ontologies capture specific knowledge for a particular field or application.
- Development methodologies provide guidance for creating ontologies.
- Evaluation ensures the quality and consistency of ontologies.
- Evolution adapts ontologies to changing knowledge and requirements.
Foundational Ontologies
- Known as upper ontologies or top-level ontologies.
- Give a generic framework for representing knowledge across domains.
- Define fundamental concepts, relations, and axioms for specialized ontologies.
- Examples include BFO, DOLCE, and SUMO.
Basic Formal Ontology (BFO)
- Is a small, upper-level ontology developed by Barry Smith and collaborators.
- It promotes interoperability in science, emphasizes realism, and provides a clear foundation for representing real-world entities.
Descriptive Ontology for Linguistic and Cognitive Engineering (DOLCE)
- Is an upper ontology focusing on cognitive and linguistic aspects of knowledge representation.
- Distinguishes between endurants (objects persisting through time) and perdurants (events unfolding over time).
Suggested Upper Merged Ontology (SUMO)
- Is a broad upper ontology aiming to provide a comprehensive framework for knowledge representation.
- Includes concepts from time, space, and quantity domains.
Domain Ontologies
- Capture knowledge specific to a field or application.
- Define concepts, properties, and relationships relevant to the domain.
- Provide a structured representation of domain-specific knowledge.
- Serve applications in biomedical, geographic, and e-commerce areas.
Biomedical Ontologies
- Cover biology, medicine, and healthcare.
- Examples include the Gene Ontology (GO) which describes gene function, and the National Cancer Institute Thesaurus (NCIt) which has standardized cancer terminology.
Geographic Ontologies
- Represent geographic concepts (locations, regions, spatial relationships).
- Are used in geographic information systems (GIS) and location-based services.
E-commerce Ontologies:
- Capture knowledge about products, services, and customer preferences.
- Used in product recommendation systems and semantic search engines.
Ontology Development Methodologies
- Offer structured approaches to guide ontology creation.
- Provide steps, guidelines, and best practices for building high-quality ontologies.
- Common examples include Methontology, NeOn Methodology, and Ontology 101.
Methontology
- Is a comprehensive methodology covering the entire ontology development lifecycle.
- Emphasizes defining clear requirements and involving domain experts.
NeOn Methodology
- Is a scenario-based methodology supporting collaborative ontology development.
- Offers guidelines for reusing existing ontologies, modularizing ontologies and aligning ontologies with knowledge resources.
Ontology 101
- Is a lightweight methodology focusing on core ontology development steps.
- Defining classes, properties, and instances are included.
- Suited for small to medium-sized projects with limited resources.
Ontology Evaluation
- Assesses the quality and consistency of ontologies.
- Involves evaluating accuracy, completeness, and usability.
- Techniques include competency questions, consistency checking, and user evaluation.
Competency Questions:
- Are used to evaluate the ability of an ontology to answer specific questions about the domain.
Consistency Checking
- Involves verifying that the ontology does not contain any logical contradictions.
User Evaluation
- Involves gathering feedback from users to assess the usability and understandability of the ontology.
Ontology Evolution
- Addresses adapting ontologies to changing knowledge and requirements.
- As the domain evolves, the ontology needs updating with new concepts, relationships etc.
- Techniques include versioning, modularization, and alignment.
Versioning
- Involves creating new versions of the ontology to capture changes over time.
Modularization
- Is breaking the ontology into smaller, self-contained modules for independent updates.
Alignment
- Involves mapping concepts and relationships between ontologies to integrate it with other knowledge.
Semantic Web Rule Language (SWRL)
- It combines OWL with RuleML, allowing rules to infer new knowledge in ontologies.
Introduction to SWRL
- A rule-based language for the Semantic Web.
- It combines the expressive power of OWL (Web Ontology Language) with that of RuleML (Rule Markup Language).
- Lets users write rules to infer new knowledge based on existing knowledge in an ontology.
- SWRL rules are typically used to define relationships between concepts, classify individuals, and reason about data.
Syntax and Semantics of SWRL
- Rules are written as implication, antecedent (body), and consequent (head).
- Antecedent and consequent are both conjunctions of atoms; atoms are class assertions, property assertions, or built-in predicates.
- Example:
hasParent(?x, ?y) ^ hasBrother(?y, ?z) -> hasUncle(?x, ?z)
; if x has parent y, and y has brother z, then x has uncle z
SWRL Reasoning
- The process of inferring new knowledge from existing knowledge using SWRL rules.
- Reasoners use forward chaining, backward chaining, and hybrid approaches.
Forward Chaining
- Starts with known facts and applies the rules to infer new facts.
- Continues until no new facts can be inferred.
Backward Chaining
- Starts with a query and finds the rules that can prove the query.
- Works backwards from the consequent to the antecedent.
Hybrid Approaches
- Combines forward and backward chaining to improve performance.
Advantages of SWRL
- Expressive power: SWRL allows users to express complex relationships and constraints that cannot be expressed in OWL alone.
- Flexibility: SWRL rules can be easily modified and extended to accommodate new knowledge and requirements.
- Integration with OWL: SWRL is tightly integrated with OWL, allowing users to combine the advantages of both languages.
Disadvantages of SWRL
- Complexity: SWRL can be complex to learn and use, especially for users who are not familiar with rule-based programming.
- Performance: SWRL reasoning can be computationally expensive, especially for large ontologies and complex rule sets.
- Limited tool support: SWRL tool support is still relatively limited, compared to OWL tool support.
Ontology Editors
- Software applications designed to create, modify, and manage ontologies.
Protégé
- Is a free, open-source ontology editor and knowledge-base framework developed by Stanford University.
- Offers a graphical user interface for creating, editing, and managing ontologies in formats like OWL, RDF, and XML.
Features of Protégé
- User-friendly interface.
- Supports multiple ontology formats (OWL, RDF, XML).
- Integrates with reasoners for consistency checking and inference.
- Has plugin architecture allowing users to add custom plugins.
- Collaboration features include versioning and change tracking.
Usage of Protégé
- Creating classes, properties, and individuals in an ontology.
- Modifying classes, properties, or individuals in existing ontologies.
- Reasoning with ontologies: integrates with reasoners to perform consistency checking and inference.
- Querying ontologies: queries ontologies using SPARQL, a query language for RDF data.
- Visualizing ontologies: provides visualization tools for exploring and understanding ontologies.
Advantages of Protégé
- Free and open-source.
- User-friendly interface.
- Supports multiple ontology formats (OWL, RDF, XML).
- Reasoning support: Integrates with various reasoners to perform consistency checking and inference.
- Plugin architecture: Protégé's plugin architecture allows users to extend its functionality with custom plugins.
Disadvantages of Protégé
- Steep learning curve.
- Performance issues with large ontologies.
- Limited support for some OWL features (complex property restrictions).
Summary
- Ontology engineering creates and maintains ontologies.
- Foundational ontologies give high-level frameworks, and domain ontologies capture specific knowledge.
- Methodologies guide creation, evaluation ensures quality, and evolution adapts to change.
- Protégé is an editor for creating, editing, and managing ontologies.
Algorithmic Game Theory
- Examines strategic interactions among rational agents using mathematical models
- Used in economics, political science, biology, computer science
Example: Prisoner’s Dilemma
- Two suspects are arrested for a crime, held separately
- If one confesses, they are released while the other gets a 10-year sentence.
- If both confess, they get a 5-year sentence. If neither confesses, they each get a 1-year sentence.
- Payoff indicated as (-years for suspect A, -years for suspect B)
Strategic Choice
- Each suspect's dominant strategy is to confess, even though both would be better off if they both stayed silent.
Algorithmic Game Theory Focuses on:
- Brings algorithmic thinking into game theory.
- Examines computational aspects of finding Nash equilibria.
- Examines computational aspects of mechanism design, coalition formation and social choice
Computing a Nash Equilibrium
- A Nash equilibrium is a set of strategies for each player, where no player benefits from changing their strategy unilaterally.
- Computationally difficult in games with many players, some having none, others having many
Mechanism Design
- Is used to design the rules of a game to achieve a desired outcome
- A standard auction allocates a good to the player who values it most
Braess's Paradox
- Adding a road can increase travel time for all drivers, even with a reduced network load
Example: Travel time, Original Network
- 4000 drivers going from A to B
- A -> C: $T_1(x) = x/100$
- A -> D: $T_2(x) = 45$
- C -> B: $T_3(x) = 45$
- D -> B: $T_4(x) = x/100$
- Equilibrium: 2000 drivers choose A->C->B, 2000 choose A->D->B, and each takes 65 minutes
Example: Travel time, New Network
- Add C -> D: $T_5(x) = 0$
- Now all drivers pick A -> C -> D -> B, each taking 80 minutes
Notes on Functional Analysis
- Focuses on normed vector spaces, linear operators, and the Riemann Zeta Function.
Normed Vector Spaces
- A norm on vector space $X$ is a function $| \cdot | : X \to \mathbb{R}$ where:
- $|x| \geq 0$ for all $x \in X$, and $|x| = 0$ if and only if $x = 0$.
- $|\alpha x| = |\alpha| |x|$ for all $x \in X$ and $\alpha \in \mathbb{F}$.
- $|x + y| \leq |x| + |y|$ for all $x, y \in X$
- $(X, |\cdot|)$ is called a normed vector space.
- Examples include $\mathbb{R}^n$, $\mathbb{C}^n$, $\ell^p$ spaces, $\ell^\infty$, $C[a, b]$, $L^p(a, b)$
Supremum Norm or Uniform Norm
- $C[a, b]$ (continuous functions on $[a, b]$) with $|f|\infty = \sup{x \in [a, b]} |f(x)|$
Remarks
- A norm induces a metric (distance) on $X$ as $d(x, y) = |x - y|$. Includes concepts like open sets, convergence etc.
Banach Space
- A complete normed vector space regarding the metric induced by the norm.
- e.g., $\mathbb{R}^n, \mathbb{C}^n, \ell^p$ spaces, $C[a, b]$, $L^p(a, b)$
Linear Isometry
- If $(X, |\cdot|)$ is a normed space, there is a Banach space $\tilde{X}$ and a linear isometry $i: X \to \tilde{X}$ such that $i(X)$ is dense in $\tilde{X}$.
Definition; Linear Operators
- Let $X$ and $Y$ be vector spaces.
- A linear operator is a map $T: X \to Y$ such that $T(\alpha x + \beta y) = \alpha T(x) + \beta T(y)$.
Bounded Linear Operator
- Let $X$ and $Y$ be normed spaces and $T: X \to Y$.
- Exists $M > 0$ with $|T(x)| \leq M |x|$ for all $x \in X$
Operator Norm
- The operator norm of a bounded linear operator $T$ is defined as $|T| = \sup_{|x| \leq 1} |T(x)|$.
Theorem ; Linear Operator
Let $T: X \to Y$ be a linear operator with $X$ and $Y$ normed spaces Then:
- $T$ is continuous if and only if $T$ is bounded.
- Every linear operator $T: X \to Y$ is bounded if $X$ is finite-dimensional
Banach Space
$B(X, Y)$ is a Banach space with the operator norm if $Y$ is a Banach space, $B(X, Y)$ is of all bounded linear operators from $X$ to $Y$.
- $B(X, Y)$ is a vector space with operations defined pointwise.
Definition: Dual Space
- The dual space of $X$ is denoted by $X'$, and the space $B(X, \mathbb{F})$ of all bounded linear functionals on $X$. $X'$ is a Banach space because $\mathbb{F}$ is complete.
Lecture 28: The Riemann Zeta Function
Euler's Crazy Idea
$$\sum_{n=1}^{\infty} \frac{1}{n^{s}}=\prod_{p \text { prime }} \frac{1}{1-p^{-s}}$$
- A Product over primes equal to an infinite sum which holds true for $\operatorname{Re}(s)>1$.
Analytic Continuation
- The analytic continuation of $\zeta(s)$ to $\mathbb{C} \backslash{1}$ given by $\zeta(s)=\frac{1}{1-2^{1-s}} \sum_{n=1}^{\infty} \frac{(-1)^{n-1}}{n^{s}}$
Functional Equation
$$\zeta(s)=2^{s} \pi^{s-1} \sin \left(\frac{\pi s}{2}\right) \Gamma(1-s) \zeta(1-s)$$
Zeros & Riemann Hypothesis
- "Trivial zeros" exist at $s=-2,-4,-6, \ldots$.
- Other zeros ("nontrivial zeros") lie in the "critical strip" where ${s \in \mathbb{C}: 0 \leq \operatorname{Re}(s) \leq 1}$
- Riemann Hypothesis suggests that nontrivial zeros of $\zeta(s)$ lie on $\operatorname{Re}(s)=\frac{1}{2}$
Chapter 9: Momentum and Collisions
- Examines linear momentum, impulse, collisions, center of mass, and rocket propulsion.
9. 1 Linear Momentum
Definition of Linear Momentum $\vec{p}$ of an object
- Mass $m$ moving with velocity $\vec{v}$ as $\vec{p} = m\vec{v}$
- Vector quantity with same direction as that of $\vec{v}$. Magnitude is $p = mv$.
- SI units= kg·m/s
Newton's Second Law (Alternative Statement)
- $\vec{F}_{net} = \frac{\Delta \vec{p}}{\Delta t}$; The time rate of change is the net force.
Isolated System
- An isolated system is one for which the net external force acting on the system is zero.
Momentum of Isolated System
- Constant in time if no net external force acts on a system (conserved).
- $\vec{p}{total} = \vec{p}1 + \vec{p}2 = \text{constant}$ and $\vec{p}{1i} + \vec{p}{2i} = \vec{p}{1f} + \vec{p}_{2f}$
Conservation of Momentum
- Total momentum remains constant when no net external force acts on it.
- $\vec{p}{total, i} = \vec{p}{total, f}$
9. 2 Impulse and Momentum
- $\vec{F} = \frac{d\vec{p}}{dt} \Rightarrow d\vec{p} = \vec{F}dt$ (Newton's Second Law)
Impulse
- Impulse $\vec{I}$ of the force $\vec{F}$ acting on object: $\vec{I} \equiv \int_{t_i}^{t_f} \vec{F} dt$
- Integrates to change in momentum over time interval: $\Delta \vec{p} = \vec{p}_f - \vec{p}i = \int{t_i}^{t_f} \vec{F} dt \equiv \vec{I}$
Impulse-Momentum Theorem
- Change in momentum equals the impulse: $\Delta \vec{p} = \vec{I}$
- Impulse equals area under force-time curve.
9. 3 Collisions in One Dimension
- Collision represents when 2 particles interact via forces
- The forces are stronger than any external forces present.
- Use impulse approximation
- Assume force is strong, but acts briefly with $\vec{p}_i$ and $\vec{p}_f$ are the momenta immediately before and after the collision.
Types of Collisions
- Elastic collision: Total kinetic energy is conserved.
- Inelastic collision: Total kinetic energy is NOT conserved.
- Perfectly inelastic collision: Objects stick together after colliding.
Elastic Collisions conservation
- Both momentum and kinetic energy are kept the same throughout
- $m_1 v_{1i} + m_2 v_{2i} = m_1 v_{1f} + m_2 v_{2f}$
- $\frac{1}{2} m_1 v_{1i}^2 + \frac{1}{2} m_2 v_{2i}^2 = \frac{1}{2} m_1 v_{1f}^2 + \frac{1}{2} m_2 v_{2f}^2$
- $v_{1i} - v_{2i} = -(v_{1f} - v_{2f})$
- $v_{1f} = (\frac{m_1 - m_2}{m_1 + m_2})v_{1i} + (\frac{2m_2}{m_1 + m_2})v_{2i}$
- $v_{2f} = (\frac{2m_1}{m_1 + m_2})v_{1i} + (\frac{m_2 - m_1}{m_1 + m_2})v_{2i}$
Inelastic Collisions
- Only momentum is conserved: $m_1 v_{1i} + m_2 v_{2i} = m_1 v_{1f} + m_2 v_{2f}$
- Kinetic energy is not conserved.
Perfectly Inelastic Collisions
- Objects stick together after colliding
- $m_1 v_{1i} + m_2 v_{2i} = (m_1 + m_2) v_f$
- $v_f = \frac{m_1 v_{1i} + m_2 v_{2i}}{m_1 + m_2}$
9. 4 The Center of Mass
- Moves as if all of the mass concentrates there when external forces are applied to it.
Center of Mass (CM) of a System of Particles
$\qquad x_{CM} = \frac{\sum_i m_i x_i}{\sum_i m_i}= \frac{m_1 x_1 + m_2 x_2 + m_3 x_3 +...}{m_1 + m_2 + m_3 +...}$ $\qquad y_{CM} = \frac{\sum_i m_i y_i}{\sum_i m_i}= \frac{m_1 y_1 + m_2 y_2 + m_3 y_3 +...}{m_1 + m_2 + m_3 +...}$ $\qquad \vec{r}_{CM} = \frac{\sum_i m_i \vec{r}_i}{\sum_i m_i}$
Center of Mass of an Extended Object
$x_{CM} = \frac{1}{M} \int x dm$ $y_{CM} = \frac{1}{M} \int y dm$, where $M$ is the total mass.
If object is homogeneous, then: $\vec{r}_{CM} = \frac{1}{V} \int \vec{r} dV$, where $V$ is the total volume of the object.
Velocity of CM system is $\vec{v}_{CM} =\frac{\sum_i m_i \vec{v}_i}{M}$
Acceleration of the Center of Mass
$\qquad \vec{a}{CM} = \frac{d\vec{v}{CM}}{dt} = \frac{1}{M} \sum_i m_i \frac{d\vec{v}_i}{dt} = \frac{\sum_i m_i \vec{a}_i}{M}$
$\qquad M\vec{a}_{CM} = \sum_i m_i \vec{a}_i = \sum_i \vec{F}i = \vec{F}{net}$
$\qquad \vec{F}{net} = M\vec{a}{CM} = M \frac{d\vec{v}{CM}}{dt} = \frac{d\vec{p}{total}}{dt}$
Total Linear Momentum of System
- Equals total mass multiplied by the velocity: $M\vec{v}_{CM} =\sum_i m_i \vec{v}i = \vec{p}{total}$
9. 5 Systems of Many Particles
- Net external force on the CM system; the rate of change equal to the total linear momentum.
Conservation of Momentum for a System of Particles
- The CM linear momentum is conserved: $\vec{p}{total} = M\vec{v}{CM} = constant$
Isolated System
- No external forces acting on the system
Deformable Systems
- The CM deforms as if all of the mass had been concentrated there.
9. 6 Collisions in Two Dimensions
-
Momentum is a vector quantity, conserved in the x and y directions.
-
Be extended to 3D collisions. $\qquad m_1 v_{1ix} + m_2 v_{2x} = m_1 v_{1fx} + m_2 v_{2fx}$ $\qquad m_1 v_{1iy} + m_2 v_{2y} = m_1 v_{1fy} + m_2 v_{2fy}$
-
Choose the coordinate system so that the velocity of one of the particles is along one of the axes.
-
If the collision is elastic, then kinetic energy is also conserved.
Kinetic Energy KE
$\qquad \frac{1}{2} m_1 v_{1i}^2 + \frac{1}{2} m_2 v_{2i}^2 = \frac{1}{2} m_1 v_{1f}^2 + \frac{1}{2} m_2 v_{2f}^2$
9. 7 Rocket Propulsion
- Rocket's depend on momentum conservation, $M \Delta \vec{v} = - \vec{v}_e \Delta M$
- Integrated over time, $\Delta v = v_e \ln (\frac{M_i}{M_f})$
Thrust
- Thrust is force from ejecting gas. $\text{Thrust} = |M \frac{dv}{dt}| = |v_e \frac{dM}{dt}|$
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