Redirigiendo al acceso original de articulo en 23 segundos...
Inicio  /  Applied Sciences  /  Vol: 9 Par: 15 (2019)  /  Artículo
ARTÍCULO
TITULO

Online Knowledge Learning Model Based on Gravitational Field Theory

Wenfei Ji    
Tonghai Jiang    
Meng Wang    
Xinyu Tang    
Guang Chen and Shan Yang    

Resumen

Currently, low-dimensional embedded representation learning models are the mainstream approach in knowledge representation research, due to ease of calculation and ability to utilize the spatial relationship between knowledge areas, which benefit from static knowledge learning. However, these models cannot update and learn knowledge online. Although using update strategies to update the knowledge base has been proposed by some scholars, this still requires retraining of knowledge and does not use the previous learning parameters and models. TransOnLine, an online knowledge learning method based on the theory of gravitational field, inspired by the fact that the forces acting on two objects in a gravitational field are only related to the distances between objects, rebalances the knowledge space caused by new knowledge through dynamic programming via introducing the spatial energy function and energy transfer function to solve the above problems. TransOnLine can reuse the parameters and models of previous learning. Experiments show that the performance of the TransOnLine method is close to state-of-the-art methods, and it is suitable for online learning and updating a relational-intensive knowledge base.

 Artículos similares

       
 
Qurat Ul Ain, Mohamed Amine Chatti, Komlan Gluck Charles Bakar, Shoeb Joarder and Rawaa Alatrash    
Knowledge graphs (KGs) are widely used in the education domain to offer learners a semantic representation of domain concepts from educational content and their relations, termed as educational knowledge graphs (EduKGs). Previous studies on EduKGs have i... ver más
Revista: Information

 
Andrew Vargo, Benjamin Tag, Chris Blakely and Koichi Kise    
Online knowledge-based peer-production communities, like question and answer sites (Q&A), often rely on gamification, e.g., through reputation points, to incentivize users to contribute frequently and effectively. These gamification techniques are im... ver más
Revista: Informatics

 
Hernan J. Rosas, Ann Sussman, Abigail C. Sekely and Alexandros A. Lavdas    
Eye-tracking technology has numerous applications in both commercial and research contexts. The recent introduction of affordable wearable sensors has significantly broadened the scope of potential uses, spanning fields such as computer gaming, education... ver más
Revista: Applied Sciences

 
Angélica Monteiro, Cláudia Sousa and Rita Barros    
The conditions for safe Internet access and the development of skills enabling full participation in online environments are recognized in the Council of Europe?s strategy for child rights, from 2022. The guarantee of this right has implications for expe... ver más
Revista: Computers

 
Godwin Kaisara and Kelvin Joseph Bwalya    
Mobile learning is a global trend, which has become more widespread in the post-COVID-19 pandemic era. However, with the adoption of mobile learning comes new assessment approaches to evaluate the understanding of the acquired information and knowledge. ... ver más
Revista: Informatics