程序代写代做 game Hive database COMP5860M – Coursework 1 Semantic Technologies and Applications

COMP5860M – Coursework 1 Semantic Technologies and Applications
20% of the module grade Deadline: Friday 13th March 2020 10am
Learning Objectives
This exercise will help you get a deeper understanding of the ontology engineer- ing process by performing some of the main steps in a practical task.
Task
The well-known Internet Movie Database (www.imdb.com) includes a large repository of information related to movies. There are sites that claim to do sim- ilar things for Video Games (www.igdb.com, rawg.io, www.mobygames.com).
For this course work you are asked to imagine that a video game database wants to develop an ontology that describes the main concepts and relationships in their data. You will only be able to focus on a small part of such an ontology in this coursework. There are many different aspects you can focus on. You could be quite detailed about (for example) games with a specific character, or produced by a specific studio, or of a specialized genre. You could deal instead with recommending games to people, or some other aspect. You may use one or more of the sites mentioned above, or other sources of knowledge about video games. You need to make clear what sources you use and reference these in your report.
Output
1. Report (pdf file) that presents the output of each of the steps listed below. Approximately 3000 words. It MUST be pdf not Word or anything else.
2. Appendix: Resultant ontology (OWL file) which is the output of the on- tology logical coding performed in Step 4 (note that the OWL file will be checked using Prot ́eg ́e).
The two files should be compressed in a zip archive, named YourLastName.zip and submitted via the module space in Minerva.
Step 1 Initiation – Specify ontology requirements
• Define one scenario to illustrate the ontology usage.
• Based on the scenario, define the ontology purpose and indicate clearly
the possible users and uses of the ontology.
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• Define also the ontology scope, specifying the aspects of the domain which will be included (with appropriate justification).
• Identify three main knowledge sources that can be used and provide a brief justification for each knowledge source.
• One of your knowledge sources must be an existing ontology. Describe how you identified this ontology, justify why it is appropriate and specify the aspects which you have chosen to use from it.
• Competency questions: provide 5 competency questions for your ontology.
Note that in accordance with normal rules concerning plagiarism you must ac- knowledge any sources, whether used directly as part of your submitted ontology, or indirectly as inspiration.
Step 2 Design – Produce ontology conceptualisation
Identify the main concepts and relationships in your ontology.
In the OWL coding (step 4) more marks will be awarded for having a variety of axioms and different property characteristics. This is an artificial constraint, but you may want to choose at step 2 things that are going to allow you to use
different features of OWL, or revisit step 2 after one interation of step 4.
• Describe the conceptualisation approach you have followed: top-down (from abstract to specific), bottom- up (from specific to abstract) or middle-out (mixed, e.g. using seed terms).
• Yourontologyshouldincludearound15–20classes/subclassesandbetween 5–10 relationships. This requires that you focus on specific aspects of the domain (which should be specified in your description of ontology scope, produced in Step 1). Specify the hierarchy of classes.
• You should define a concept glossary comprising of concept definitions in English, as well as a relationship glossary comprising of relationship defi- nitions in English. Follow the concept glossary format from lectures and use similar format (including sources and synonyms) for your relationships glossary. When reusing concepts/relationships from another ontology (if you choose to), indicate this clearly in the glossary.
Step 3 Instances – Identify possible individuals (instances)
Your ontology should include 10 instances, which should belong to a variety of different classes – at least 4 of your classes should have one or more individuals that belong to it. You should provide in your report a list of the individuals, including for each one a reference (this can just be a url) and say to which class it belongs. An individual might be a particular character, a particular game, a specific studio, a genre, a technique in games design, etc. depending on the scope of your ontology.
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Step 4 Logical Coding – Encode the ontology in OWL
To perform this step, you should use the Prot ́eg ́e authoring tool, available from here: protege.stanford.edu. You can use either the WebProt ́eg ́e (directly on the web) or the Prot ́eg ́e desktop either on your own computer or in the DEC10 lab. The OWL file with your ontology should be enclosed as a separate file as explained earlier.
You should make sure that the OWL coding reflects your earlier design work. You should include the classes, properties (relationships), and individuals you identified. Use appropriate names for classes, relationships and individuals. Where classes can be defined in terms of others you should include appropri- ate axioms. Consider carefully what you should include for characteristics of properties and specify domain and range as appropriate.
Marking Scheme TOTAL MARKS: 50
Step 1: Requirements 15 Marks
Scenario 2 marks
Purpose 2 marks
Scope 2 marks
Knowledge sources 2 marks Ontology selection 2 marks Competency Questions 5 marks
Step 2: Conceptualisation 10 marks
Conceptualisation approach 2 marks Main concepts selection 2 marks Relationship selection 2 marks Concept glossary 2 marks Relationship glossary 2 marks
Step 3: Individuals 5 Marks Step 4: OWL coding 15 Marks
Consistency with earlier 2 marks
Class axioms and hierarchy 4 marks
Properties (domain, range, characteristics) 4 marks
Write up: 5 Marks
Structure and clarity 2 marks Formatting and diagrams 2 marks References 1 mark
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