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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ontologies, Dialogue and Knowledge Maturing: Towards a Mashup and Design Study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>A. Ravenscroft</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>S. Braun</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>J. Cook</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>A. Schmidt</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>J. Bimrose</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>A. Brown</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>C. Bradley</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>FZI Research Center for Information Technologies</institution>
          ,
          <country country="DE">Germany</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Learning Technology Research Institute, London Metropolitan University</institution>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>The Institute for Employment Research, University of Warwick</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper proposes an initial design study to examine and test some of the key concepts and issues within a large-scale European research project that is exploring and aiming to realise learning as a process of knowledge maturing in the workplace. It will outline some of these concepts, based on a contemporary (or Web 2.0 driven) articulation of how ontologies can be acquired, externalised and exploited by a user-community and introduce a new role for learning dialogue - through developing work into „dialogue games‟. An initial scenario, or „thought experiment‟, is proposed that is grounded on currently available ontology development (SOBOLEO) and learning dialogue (InterLoc) web-technologies and how these could be integrated, or „mashed up‟, to improve the management, understanding and application of labour market information in the context of careers advice. Finally, we also consider the potential role of m-learning techniques and the implications about context that these give rise to.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        the application of a DBR approach to develop digital dialogue games for learning
and intelligent dialogue systems [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. These initiatives have demonstrated
clear learning benefits (see [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] for a review and [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]) and delivered tools that are
popular with users and can be easily adopted within institutional contexts (see
www.interloc.org) and [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. So these projects are useful for MATURE to build on,
as they formally modelled effective dialogue processes to then design tools that
supported and promoted its practice. And with MATURE an aim is to identify and
model – technology mediated - social learning and knowledge maturing processes
and behaviours in order to design tools that support and promote these practices.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Ontologies, Dialogue and a Design Study</title>
      <p>The remainder of this paper will synthesise work in ontology maturing and learning
dialogue to propose, or scope out, an initial design study for a system integration, or
mashup, that exemplifies important aspects of learning as knowledge maturing and
also considers m-learning and the implications this has for notions of context. This
will be grounded on existing web-technologies (SOBOLEO and InterLoc) and a
particular hypothetical user-scenario based on how practitioners giving careers
advice to young people in a particular region of England can more effectively
research and use Labour Market Information (hereafter LMI). We will introduce
each of these technologies and their rationale before articulating their potential
combination to realise knowledge maturing in careers advice settings.
Note that this study is part of a federated set of studies that are examining different
aspects of the (large-scale) knowledge maturing enterprise, where our particular
emphasis is on: exploring and developing the relationship between notions of social
learning and knowledge maturing; testing the technical integration issues related to
the creation of suitable mashups; and, exploring the role of collaborative dialogue in
the continuous development of knowledge networks. So this complements other
ongoing design studies, such as those giving greater emphasis to the role of direct
user and community engagement in the specification of system requirements and the
design process in general.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Ontology Maturing and SOBOLEO</title>
      <p>
        Some important work that reconciles more (traditional) formal approaches to
ontology development with more participative (Web 2.0 driven) approaches has
been proposed by [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and demonstrated through work on their SOBOLEO (Social
Bookmarking and Lightweight Engineering of Ontologies) tool.
      </p>
      <p>
        The starting point of their ontology maturing process model were the shortcomings
of the usual separation of creation and usage processes, performed by different sets
of people [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. While this might be possible in rather static domains, it is not
acceptable for dynamic domains, especially when using ontologies for the
annotation and retrieval of resources, where contents change fast and the ontology
requires a permanent update to cover the available contents. In real world setups,
this leads to frustrating situations (which is a major problem for acceptance) when
users cannot extend the used ontologies by themselves in a work-integrated way,
e.g. when they require them for the semantic annotation of web-pages. Instead, they
are forced to ask ontology experts for the extension and wait for the update of the
underlying ontologies, which – in very dynamic domains – can even last until the
ontology element has become obsolete again [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        This led [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] to rethink ontology engineering as a collaborative and work-integrated
activity. In this view, users themselves (within, e.g., communities of practice) can
modify the underlying ontology of a semantic application, e.g., add new ontology
elements or modify existing ones. This new perspective, motivated by constructivist
views of learning (see also [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]), views the quality of an ontology within the context
of a semantic application as a balance of three different aspects: appropriateness,
social agreement and formality [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>An ontology needs to be an appropriate representation of the domain with respect to
the purpose of the ontologies required for a semantic application so that it is actually
useful. That means, we need a quick, simple and work-integrated way to adapt and
modify the ontologies. The aspect of social agreement requires that an ontology is a
shared understanding of a given domain among all stakeholders. Therefore, the
involved individuals deepen by and by their understanding of the real world and of
an (appropriate) vocabulary to describe it. The development of an ontology
underlies a process of continuous evolution where different levels of formality might
co-exist within one ontology. The outcome is an adequate level of formality in the
ontology, avoiding both overformalisation and the inability to apply semantic
algorithms. This balance comes up in a continuous social learning process tightly
coupled with the usage processes of the ontology.</p>
      <p>The ontology maturing process model operationalizes this view and structures the
ontology development process into four phases. Starting with simple tags, each user
shall contribute to the collaborative development of ontologies. Thus, each
community member can contribute new ideas (tags) emerging from the usage to the
development of ontologies (phase I “Emergence of Ideas”). The community picks
them up, consolidates, and refines them (phase II “Consolidation in Communities”)
and formalizes with semantic relations towards lightweight ontologies (phase III
“Formalization”) or even adds axioms (maybe with support of knowledge
engineers) for improving inferencing processes (phase IV “Axiomatization”). In this
way the users themselves can directly execute changes if needed. The time and
costconsuming separation of ontology creation and usage is overcome.</p>
      <p>
        The SOBOLEO tool (below) realizes this ontology maturing process model by
offering an easy-to-use interface (to allow the usage of semantic technologies also
for “ordinary” people) and ontology development integrated into the actual usage
processes; i.e. the semantic annotation and retrieval of web resources.
3.1. SOBOLEO
SOBOLEO [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] is a web-based tool that supports people working in a certain
domain in the collaborative development of a shared index of relevant web
resources (bookmarks) and of a shared ontology that is used to organize the
bookmarks. That means, collected bookmarks can be annotated with concepts from
the ontology and the ontology can be changed permanently and easily at the same
time it is used.
SOBOLEO (see Fig. 1) consists of four major parts: (1) a collaborative real time
editor for changing the shared ontology, (2) a tool for the annotation of web
resources, (3) a semantic search engine for the annotated web resources, and (4) an
ontology browser for navigating the ontology and the index of the web resources.
Thus, the users can create, extend and maintain ontologies according to the SKOS
Core Vocabulary [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] in a simple way together with the collection and sharing of
relevant bookmarks. If they encounter a web resource, they can add it to the
bookmark index and annotate it with concepts from the SKOS ontology for better
later retrieval. If a needed concept does not exist in the underlying ontology or is not
suitable, the users can modify an existing concept or use arbitrary tags, which are
automatically added to the ontology.
      </p>
      <p>In this way, new concept ideas are seamlessly gathered when occurring and existing
ones are refined or corrected. The users can structure the concepts with hierarchical
relations (broader and narrower) or indicate that they are “related”. These relations
are also considered by the semantic search engine. That means, the users can
improve the retrieval of their annotated web resources by adding and refining
ontology structures.</p>
      <p>
        So, whilst the role for and value of SOBOLEO is clearly argued above, it seems
important and enticing to ask whether the introduction of a specially designed
dialogue will improve the way in which its ontologies are developed, refined,
shared, used and generally understood. Or similarly, can we support specialised
dialogues that promote the phases of knowledge maturing described above? And
along similar lines, can we introduce learning dialogues to support collaborative and
social learning around ontology development and use? With this in mind we
consider work into digital dialogue games that is described below.
4. Learning Dialogues, Dialogue Games and Interloc
Our current dialogue game technology - InterLoc3 [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] embodies the pressing need
to reconcile learners developing digital literacies and practices with the
wellestablished requirements for reasoned and purposeful learning dialogues, such as
those supporting critical and creative thinking. In brief, InterLoc3 is an attractive,
inclusive and pedagogically derived web-technology that is easily deployed and
used to address relatively generic learning problems and opportunities.
Essentially, these dialogue games realise engaging and structured rule-based
interactions that are performed using pre-defined dialogue features (such as dialogue
moves and a model of turn-taking) that are specifically designed to foster thinking
and learning in ways that are popular with users [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Some of the key features of
InterLoc are elaborated below.
      </p>
      <p>The interface in Figure 2 shows how each player participates in the dialogue game
to produce a balanced, thoughtful, coherent and yet critical dialogue (about DNA
testing in this case). It models natural dialogue through allowing players to either
Contribute to the current state of the developing dialogue through selecting “Make
Contribution” or Replying to a specific previous contribution by selecting “Reply”.
Contributing to the dialogue places a response at the bottom of the display and
Replying indents the responses below the specific contribution that is replied to - in
a threaded way. This visual idiom contains affordances that achieve a balance of
„keeping the dialogue moving forward‟ whilst allowing reflective asides and
specific responses to previous contributions. All contributions or replies are made
using these Move categories (Inform, Question, Challenge, etc.) and scaffolded
through using specific Locution Openers (“I think…”, “I disagree because…”, “Let
me elaborate…” etc.) that have to be used to perform the dialogue. Similarly, rules
about the legitimate and logical responding openers, based on the specific openers
that are replied to, are offered selectively - but these can be overridden to select the
full range of options through selecting “More”. For example Figure 2 shows a
player called Seb1 deciding to access the full range of moves and openers through
selecting “More” instead of using “Because…” - which is the prompted response to
the “Please give a reason…” opener.
A model of turn-taking is also incorporated to ensure that the dialogues support:
„listening‟ to others contributions; fairly balanced patterns of contribution; and,
generally, the sort of coherent sequencing that results in reasoned discourses.
An important point about the dialogue game approach is that all the textual contents
contained in the Menus (i.e Move categories and specific locution openers) that
realise the games are read in from xml files and so can be easily edited and
1 Note that the actual names have been anonymised but the gender retained.
amended, to provide refined or completely new games. Ongoing work with early
adopters is making this process even easier, through the development of a dialogue
game-editing tool, which means that it would be possible to develop a knowledge
maturing dialogue game (or KM-DG), or number of games, linked to ontology
development and use through linking with, or „mashing up‟ with a technology such
as SOBOLEO.</p>
    </sec>
    <sec id="sec-4">
      <title>5. Towards a Mashup: Dialogues for Ontology Creation, Clarification and Negotiation</title>
      <p>
        We now consider the benefits of „mashing up‟ the ontology development and
learning dialogue tools to investigate learning as knowledge maturing. Also as
evaluation results have shown [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], more specifically, it would be useful to have an
alternative way – through dialogue - to populate, clarify and refine the ontologies
that are produced. Additionally, dimensions such as Appropriateness, Social
Agreement and Formality could be negotiated, and therefore also better understood
through suitably designed dialogue games. Practically, this could be achieved
through replacing or supplementing the Chat component of SOBOLEO with a
specially designed dialogue game, or number of games, for Ontology maturing –
where we could stimulate users to have a dialogue with and about the developing
ontologies to specify, clarify and refine the semantic features or degrees of certainty
about their classification. This could be achieved through specifying the pre-defined
Moves and Openers of the dialogue game in terms of the semantic relations and
classifications that are implicit in SOBOLEO or provided through the dialogue of a
user community. In brief – both individual users and the community could have a
dialogue with and about the ontology, to construct more understandable and
meaningful representations. Allowing the community to engage in collaborative
dialogues about the ontologies in this sort of way, should catalyse knowledge
maturing and social learning in relation to the domain and the users who are
continuously developing their understanding of it. In other words, having a
structured dialogue about the development and use of the ontology should actually
help to „bring it to life‟ and make it more useful.
      </p>
    </sec>
    <sec id="sec-5">
      <title>6. A Proof-of-Concept Scenario based on the use of Labour Market Information (LMI) in Careers Guidance Practice</title>
      <p>In this section we consider how such a mashup, of ontology development and
dialogue technologies, could be applied within a concrete knowledge maturing
context. This is focussed on how Connexions Personal Advisers (P.A.s) located in
one region of England use Labour Market Information (LMI) to advise young
people. Connexions companies in England provide a range of services to young
people aged 13 to 19, including careers guidance. The particular example used here
is based on a fictional scenario that was developed by the Institute for Employment
Research at the University of Warwick in conjunction with Connexions Kent.
Specifically, it is based on how a P.A. might work with a young female interested in
becoming a plumber. In this situation the P.A. would need to perform a number of
knowledge maturing processes to research and mediate the LMI in a meaningful
way for the young female. Namely, this would involve: 1. Aggregating and
scaffolding; 2. Manipulating; 3. Analysing; 4. Storing; 5. Reflecting; 6. Presenting;
7 Representing; 8. Sharing; and, 9. Networking with other people. So below we
make an initial attempt to summarise how the proposed mashup might assist with
these processes. But to begin with it might be useful to sketch a conceptual
overview of how this might work. Essentially, the P.A. is constructing a knowledge
representation, or domain model, through continuous on-task activities (such as
book marking through SOBOLEO) and through performing a dialogue with and
about the developing ontology and its instantiation with LMI. This „engine‟ of a
(continuously developing) knowledge representation plus various dialogue facilities
can then support a range of features associated with the development and
application of the knowledge for advising and problem solving. These features
could be productively operationalised along the lines below.</p>
      <p>Firstly, whilst they are researching suitable LMI, the P.A. could use a SOBOLEO
type application to construct an ontology relevant to their situation and context in a
continuous and embedded way, that is relevant to their particular domain (i.e.
advising a female about becoming a plumber). This could be assisted through using
location-based information to automatically direct the P.A.s search for LMI that is
relevant to their locality. So in the first instance the P.A. could simply bookmark
the resources without saying anything more specific about their nature or
relationship to one another (i.e. simply „collect‟ LMI resources). Secondly, the P.A.
will need to organise their information in a way that is meaningful to them, so they
could perform a knowledge maturing dialogue game to create a more semantically
rich and organised ontology through introducing categories and relations, such as “is
similar to”, “is an example of”, “an exception is”, etc., to produce a personalised and
semantically enhanced organisation of the LMI they have collected. They may even
want to model „dialectical‟ relations, such as contradictions, inconsistencies and
uncertainties. And through performing a knowledge maturing dialogue game to
externalise these features and aspects they should be able to develop a better
understanding, or informally learn, about the domain they are constructing (so these
two processes are similar to maturing phase I). Thirdly, they may then want to
collaboratively refine the ontology they have acquired and refined through dialogue
games with colleagues, to produce a further refined and negotiated ontology, and in
the process, again, they are likely to informally learn through these collaborative
dialogues. So fourthly, they could then move to knowledge maturing processes that
build on the existence of what is, now, more of an organisational or community
ontology. This might involve other members of the organisation using the same
technology to further develop, inspect and refine the ontology (so these third and
fourth processes are similar to maturing phase II). Fifthly, once a relatively mature,
negotiated and formal ontology has been produced (which is similar maturing phase
III), it could then be compared with those produced for related knowledge domains,
such as related parts of the Construction Industry in this case. These could then be
shared with other P.A.s in other areas of the country who are also working with
individuals expressing similar interests, or may want to learn about successful
outcomes from advisory sessions elsewhere. Indeed, locally produced ontologies
could serve as case studies that could enable the proliferation and re-use of similar
knowledge maturing processes across the country. Sixthly, matured ontologies could
provide visualisations, descriptions or dialogues that are tailored to different
audiences, to accommodate different views on the same knowledge maturing
processes and structures, such as the viewpoints of the clients of the P.A.s.
So, to summarise the above, through combining a flexible ontology development
and learning dialogue technology, a range of knowledge maturing services could be
provided that include: 1. knowledge acquisition; 2. personal knowledge refinement;
3. collaborative knowledge refinement and negotiation of meaning; 4. informal
learning; 5. collaborative learning; 6. support for advising and problem solving; 7.
reflection and meta-cognition about the domain and its application; 8.
rerepresenting domain knowledge for different audiences and purposes. Or
summarising all this, arguably, having the potential continuously to develop a
personal and community Ontology combined with the means to have a specialised
and scaffolded dialogue about it, will potentially make the domain more
understandable and the application of the ontology more powerful.</p>
    </sec>
    <sec id="sec-6">
      <title>7. Summary and ‘going mobile’</title>
      <p>
        The work proposed in this paper is in progress and necessitating the next stage of
actually developing the mashup and testing it in a suitable application area, and
would clearly benefit from further investigation and mapping of the knowledge
maturing phases (e.g. exemplified by SOBOLEO) against practical examples of
„knowledge practices‟ and how the inclusion of dialogue refines our understanding
of these phases. However another key dimension that will potentially be important
to such a study is the need to „go mobile‟ and the implications this has for context.
In the scenario referred to above, this was represented as „sharing‟, depending on the
precise circumstances of the context in which the P.A. was working. It would
typically involve sharing new knowledge and understanding with other practitioners
operating in different contexts or possibly „mobile learner-generated contexts‟ [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
And, as various people have pointed out ([
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [15] [16]) contexts are often
emergent and not predetermined in events, and understanding and learning from
these „active contexts‟ will also inevitably benefit from dialogue. So interpersonal
activities such as a community interacting (via InterLoc) to refine ontology concepts
and relationships (in SOBOLEO) could also be conceived as activities within
learner-generated contexts. In considering ubiquitous connectivity through mobile
devices, we would draw on distributed information in our actions on the world as
well as processes of knowledge building and meaning-making of the world.
So, to summarise, within our proposed design study we have the aim of harmonising
key aspects of ontology development, learning dialogue and potentially m-learning
to investigate key aspects of learning as knowledge maturing.
      </p>
      <p>Acknowledgements
The authors are grateful to all members of the FP7 MATURE Project
(http://matureip.eu/en/start) who have contributed to this work and V. Zacharias and M. Sagar
who developed SOBOLEO and InterLoc 3, respectively.
15. Cook, J., Bradley, C., Lance, J., Smith, C. and Haynes, R. (2007). Generating Learning
Contexts with Mobile Devices. In Norbert Pachler (Ed.), Mobile Learning: Towards a
Research Agenda, WLE Occasional Papers in Work-Based Learning 1, London. Download
from: www.wlecentre.ac.uk/cms/files/occasionalpapers/mobilelearning_pachler2007.pdf
16. Dourish, P. (2004) „What we talk about when we talk about context.‟ In Personal and
Ubiquitous Computing 8(1), pp. 19-30</p>
    </sec>
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