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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>PurposeNet: A Knowledgebase Organized Around Purpose</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rajeev Sangal</string-name>
          <email>sangal@iiit.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Soma Paul</string-name>
          <email>soma@iiit.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>P. Kiran Mayee</string-name>
          <email>kiranmayee@research.iiit.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Language Technologies Research Centre International Institute of Information Technology Hyderabad</institution>
          ,
          <country country="IN">India</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We show how purpose can be used as a central guiding principle for organizing knowledge about artifacts. It allows the actions in which the artifact participates to be related naturally to other objects. Similarly, the structure or parts of the artifact can also be related to the actions. A knowledgebase called PurposeNet has been built using these principles. A comparison with other knowledebases shows that it is a superior method in terms of coverage. It also makes it possible for automatic extraction of simple facts (or information) from text for populating a richly structured knowledgebase. An experiment in domain-specific question-answering from a given passage shows that PurposeNet used alongwith scripts (or knowledge of stereotypical situations), can lead to substantially higher accuracy in question answering. In the domain of car racing, individually they produce correct answers to 50% and 37.5% questions respectively, but together they produce 89% correct answers.</p>
      </abstract>
      <kwd-group>
        <kwd>Ontology</kwd>
        <kwd>Semantic Knowlegdebase</kwd>
        <kwd>Information Extraction</kwd>
        <kwd>OWL</kwd>
        <kwd>Question-Answering</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>There is a need to represent knowledge for a variety of applications, ranging from
natural language processing to reasoning in sciences, education, business, social
science and humanities. This requires Knowledge Representation (KR) schemes, as well
as good ways of organizing knowledge.</p>
      <p>KR schemes and inference methods have received a great deal of attention. This
has resulted in several effective schemes which are strong as well as have efficient
and powerful inference methods. Notable among them have been Sowa (1984),
(2002), (2005) and Bharati et. al (1987), (1991), (1995).</p>
      <p>Besides the KR schemes, there is also a need to work out the organization of
knowledge. The question naturally arises as to what principles should be used to
organize knowledge, namely, what knowledge should be put in, and how would parts of
that knowledge relate with other parts of knowledge? For example, if the domain of
transport needs to be described, how should the different elements starting from car
and trucks and going to repairs and roads, be organized?</p>
      <p>The answer lies in recognizing that there are principles underlying the
organization. Once these are understood, it becomes easier to relate different parts of
knowledge with each other. Such knowledge can then be represented in a suitable KR
scheme.</p>
      <p>We have used purpose as an organizing principle in our work. This principle has
been applied primarily to artifacts or manmade objects. It has been developed and
used extensively in the Indian philosophical tradition. Objects are described in terms
of four major types of attributes: rup, gun, svabhav, dharm.</p>
      <p>Dharm is that property which is intrinsic (essential) to the objects in the category,
and helps distinguish the category from other categories. Dharm is given by its
purpose. For example, for a car, its dharm or purpose would be to transport (a small
number of) people from one place to another on land.</p>
      <p>Svabhaav refers to those attributes which the object shares with objects of the same
class and which it does not share with other classes. For example, Car shares
attributes with other machines, but does not share attributes with living beings.</p>
      <p>Rup (literally meaning, form) refers to those attributes which can directly be
perceived by our sensory organs. For example, rupa of car would be its shape, colour,
weight, etc. Gun refers to properties that are not perceived directly but indirectly such
as load carrying capacity, etc. dharm and gun are performative, where assvabhav and
rup are non-performative (though they are essential for performance).</p>
      <p>
        While building PurposeNet, a knowledgebase, we have used purpose as the
primary principle of organizing knowledge. We note that the dictionary uses the same idea
to give meanings of words. Let us take some examples from popular resources such as
WordNet
        <xref ref-type="bibr" rid="ref10">(Miller et. al, 1990)</xref>
        , Wikipedia (Wikipedia, 2004) and Cambridge
dictionary (http://dictionary.cambridge.org/ dictionary/american-english/).
      </p>
      <p>WordNet defines the artifacts “fork”, “bomb” and “knife” in the following manner:
1. Fork - cutlery used for serving and eating food.
2. Bomb - an explosive device fused to explode under specific conditions.
3. Knife - edge tool used as a cutting instrument; has a pointed blade with a sharp
edge and a handle.</p>
      <p>In Wikipedia articles on artifacts, the first sentence generally describes the artifact as
exemplified below:
1. Chair – A chair is a raised surface, commonly for use by one person.</p>
      <p>Wall – A wall (from Old English weall) is a vertical structure, usually solid, that
defines and sometimes protects an area.
2. Football - A football is an inflated ball used to play one of the various sports
known as football.</p>
      <p>Cambridge dictionary has the following entries:
1. Telephone – A device for speaking to someone in another place by means of
electrical signals
Brush – Any of various utensils consisting of hairs or fibers arranged in rows or
grouped together, attached to a handle, and used for smoothing the hair, cleaning
things, painting, etc.</p>
      <p>Rack – A frame, often with bars or hooks, for holding or hanging things.
Open_Pen_Cap</p>
      <p>Upturn_Pen</p>
      <p>Press_Pen_Nib_On_Paper</p>
      <p>Move_Pen _On_Paper
precondition</p>
      <p>subaction
outcome
birth
Assemble_Pen_Parts</p>
      <p>Write_On_Paper
semantic roles
doer</p>
      <p>Human
purpose
instrument</p>
      <p>topic
actions
destruction</p>
      <p>Pen
parts
location</p>
      <p>Paper
Nib</p>
      <p>Cap
Barrel</p>
      <p>Some_Topic</p>
      <p>All the nine entries cited above are defined in the form “an X&lt;is a Y&gt;&lt;with purpose
Z&gt;”, where, X ={Fork, Bomb, Knife, Chair, Wall, Football, Telephone, Brush, Rack},
Y = {cutlery, explosive device, edge tool, raised surface, vertical structure, ball,
device, utensil, frame}, Z={to sit on, that protects an area, to play, for throwing, for
holding, …}. Thus, purpose is very significant information about artifacts. An artifact
is made in order to serve one particular purpose. The various characteristics and
activities associated with an artifact depend upon the purpose for which it is created.</p>
      <p>As one would have noticed, the purpose of an object is given in terms of an action
that the object helps accomplish. The object also has a structure, i.e., is made up of
parts which are put together in well-defined way. The structure is related to the
purpose of the object, namely, the structure helps accomplish the purpose.</p>
      <p>In the case of a pen, for example, the purpose is to write on paper. The Pen has a
thin and cylindrical shape for a comfortable gripping while used for writing. It has
many sub-parts, such as Barrel, Nib, Feed and Cap, which together help carry out the
action of putting marks on paper. The action can be broken into sub-actions which
relate to the parts, where each part helps in carrying out some sub-action(s). Barrel
holds Ink, Nib allows Ink to pass through and Cap prevents the Ink from drying.
Therefore, when Ink-Pen is made, it is an assemblage of the aforementioned
components and we know why the components are in the way stated. Each of them helps in
fulfilling the central purpose of Pen, which is, writing.</p>
      <p>NAME ALIAS DESCRIPTION PROPERTIES</p>
      <p>PROPERTY-VALUE PAIRS
DESTRUCTION</p>
      <p>INSTANCE
NACCESSORY</p>
      <p>CORE COMPONENT</p>
      <p>SUBTYPE</p>
      <p>ARTIFACT
MAKE / BIRTH</p>
      <p>If we look at the life cycle of an entity, we find that it has three major phases:
creation, life and destruction. The purpose of an artifact is fulfilled at the second phase of
life cycle, namely, when it has life. Therefore, at this phase, the artifact gets
associated to other entities without which the purpose cannot be fulfilled. For example, a
human being is an 'agent' who uses 'Pen' as an 'instrument' of writing. The writing is
done on a smooth surface, for example, Paper. Ink is a requisite for writing. Thus, the
artifact Pen is now related to the artifacts Ink and Paper as well as a 'human agent'
without whom the action of 'writing' will not take place. There might be a change of
state, for example, a Pen-Barrel can break; Ink gets over after a period of time.
Finally, in the third phase of the life cycle of the artifact, it undergoes destruction. For
example, ‘Pen’ undergoes destruction and gets converted to another entity, such as the
reuse of metal parts for making of some other entity, such as ‘Staple Pin’. It is
therefore possible to engineer a knowledgebase of entities based on the characteristics
activities and states of entities. Whereas object-oriented paradigm suggests that
objects should be the central focus for engineering knowledgebase, our observations on
entities suggest that entity-based knowledge cannot be complete unless it is focused
on the purpose of entities and the actions that the artifacts are involved in.
We formally define PurposeNet in the following terms:</p>
      <p>PurposeNet is a knowledgebase of artifacts with its properties, relationships and
actions in which it participates with purpose as the underlying design principle.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Architecture of PurposeNet</title>
      <p>PurposeNet has the artifact as its primary focus for organizing knowledge.
Artifacts are fully described by its features and relationships with other artifacts. Two
kinds of features have been postulated for the task: descriptor features and action
features. The details of these features are given in section 2.1. Artifacts can also be
described by the company it keeps, i.e. its relation with other artifacts as illustrated
insection 2.2. The architecture of the PurposeNet is shown in the figure 2.
2.1</p>
      <sec id="sec-2-1">
        <title>Features</title>
        <p>The various distinct properties of an artifact are called its features. These features may
be morphological such as the physical state of the artifact, its size, shape, magnitude
and so on. The features may also be physiological like make, wear and tear, activities
it performs, and so on. Based on whether the feature is morphological or
physiological, we subcategorize features into the descriptor features and action features.</p>
      </sec>
      <sec id="sec-2-2">
        <title>Descriptor Features.</title>
        <p>The descriptor features of PurposeNet have three constituents that are found in
WordNet as well, viz., Name, Alias and Description. SUMO has one attribute Internal
that contains some properties which are similar to PurposeNet descriptor features.
However SUMO properties are limited to olfactory, visual, texture and taste, with no
Descriptor</p>
        <p>Feature
Color
Shape
Size
State
Constitution</p>
        <p>The material with which an artifact is made of</p>
        <p>Definition
The property possessed by an object of producing
different sensations on the eye as a result of the
way it reflects or emits light
The external appearance of an artifact
The amount of space occupied by the artifact
The physical state in which the artifact usually
exists</p>
        <p>Value
Red, Blue, Green,
Cyan,Indigo, Orange,
Pink, Black, White,
Any
Metal, rubber, wood,
foam, plastic, glass
Cubical, Oval,
Triangular, Circular,
Spherical, Aero, any
Microscopic, very
small, small,
medium, large, any
Solid, liquid, gas
further refinement. The descriptor features of PurposeNet have been prepared after a
study of texts of Nyaya-Vaisheshikadarshana(Prasastipada(1977),
Singh(2001),Kulkarni(1994)) and others (Isvarkrsna(2007), Nagaraj(2003),
Cowell(2001)).
6
7
8</p>
        <p>Color
Constitution
Size</p>
        <p>Any
Metal</p>
        <p>Moderate_Size</p>
        <p>Since the very need for an artifact is to serve some purpose in the human
environment, it is understood that every artifact is associated with some actions. The various
activities associated with an artifact constitute its Action Features. This
categorization has been developed based on the various stages in the Lifecycle of an artifact.
The first stage of an artifact is its Make or Birth. It is then prepared for the first-time
use, after which it reaches the purpose-serving stage, i.e., Life. Here it may be
prepared again for reuse or may be in the general or repair-related maintenance stage.
From here, the artifact again goes back to the purpose-serving stage. After one ormore
iterations of the purpose-serving stage, the artifact becomes no longer usable, which is
when it is in the Destruction stage, and is therefore a last stage activity. Its individual
parts are recycled and it becomes the basis for the birth of the same or another
category of artifact. The various action features are accordingly classified primarily as –
make actions, purpose-serving actions, and, actions after destruction. The secondary
actions are first-time preparation-before-use actions that makes an artifact usable and
the trio of subsequent preparations before use actions, general maintenance and repair
maintenance actions that allow for subsequent usage of an artifact. Table 3 shows
these actions for Transport_using_Car artifact.</p>
        <p>SNo
1
2</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Action Feature</title>
    </sec>
    <sec id="sec-4">
      <title>Value</title>
      <p>1a.
2a.
2b.
2c.</p>
      <sec id="sec-4-1">
        <title>Make/Birth</title>
      </sec>
      <sec id="sec-4-2">
        <title>Life - Purpose</title>
      </sec>
      <sec id="sec-4-3">
        <title>First-time-Preparation before use</title>
      </sec>
      <sec id="sec-4-4">
        <title>Subsequent preparation before use</title>
      </sec>
      <sec id="sec-4-5">
        <title>Repair Maintenance</title>
      </sec>
      <sec id="sec-4-6">
        <title>General Maintenance</title>
      </sec>
      <sec id="sec-4-7">
        <title>1. Integrate(Car_Interior_Parts)</title>
        <p>2. Integrate(Chassis and Car_Body)
1. Fill(Car_Fuel)
2. Test(Car_Pedals)
3. Test-Drive(Car) ….</p>
        <p>Transport things
1. Check(Fuel)
2. Test(Car_Pedals)
3. Check(Rear_View_Mirror) …...
1. Repair(Car_Engine)
2. Repair(Car_Ignition_system)
3. Repair(Car_Pedals)
4. Repair(Car_Door) ….
1. Wash(Car)
2. Oil(Car_Engine)
3</p>
        <p>Destruction</p>
      </sec>
      <sec id="sec-4-8">
        <title>3. Oil(Ignition_System)</title>
        <p>4. Fill(Car_Tyre)
1. Car_Engine - Recycled-to-metal
2. Car_Tyre - Recycled-to-fuel-and-oil
3. Car_Chassis - Recycled-to-another-Car
4. Car_Seat - Reused-in-another-Car
Every non-primitive action can be fully described using a quadruple consisting of its
preconditions, outcomes, subactions and semantic roles. We call this Quadruple as the
action frame. Every primitive action can be described using the same frame as above,
minus the subactions. This description remains unchanged irrespective of the broad
category into which the action belongs – i.e., whether it is birth or make action, or
action related to life. The action frame places a formal structure on the Action features
(Kiranmayee et al., 2011).The action frame for a sample action, namely 'transport
thing', which is the purpose of the artifact Car is given in table 4.</p>
        <p>Artifact: Car:: Purpose – Transport_Thing
No</p>
        <sec id="sec-4-8-1">
          <title>Action Frame Element</title>
        </sec>
        <sec id="sec-4-8-2">
          <title>Value(s)</title>
          <p>1
2
3
4</p>
          <p>Precondition
Outcome</p>
          <p>Result
Side Effect
Wear-andtear
Subactions
Theta Roles
1) Exists_Car_at_Source
2) Exists_Thing_Near_Car
1) Change_Position (Thing)
1) Change_Position (Car)
2) Change_Position (Driver)
1) Wornout(Engine)
2) Wornout(Tyre)
1) Load(Thing)
2) Drive(Car)
3) Unload(Thing)
1) Theme – Thing
2) Source – Place
3) Destination – Place
4) All other Roles – Null</p>
          <p>An artifact can also be described in terms of its association with other objects in
the world. For example, objects that come to our mind when we think of the artifact
Car might be the following: engine, wheel, steering, gear, seat, petrol, diesel, road,
petrol pump, car window, music system, rear view window, car body and so on. The
relations of these artifacts with car exist at different planes in terms of purpose that
the Car is used for. The primary purpose of Car as shown in table 3 is ‘transport
things from one place (X) to another place (Y)’. In order to fulfill the action of
transporting, a Car needs to move from X to Y and we call the action ‘drive’. For ‘drive’
action to take place, following parts of Car which claim to have a purpose of their
own, is essential: Engine, Wheel, Steering, Gear. Such components are called Core
Component. Rear view window is also part of Car but it is useful for some specific
movement of car (i.e., when the car moves back). Such components are called
purpose-serving-accessory in contrast to non-purpose-serving-accessory such as AC,
music system which are parts of Cars but are not directly related to Car driving.
Other kind of artifacts such as petrol, diesel, road are directly related to driving even
though they are not part of Car. Such artifacts are related to Car with in terms of a
relation called Naccessory. Apart from these relations, there exist the usual subtype
relations between an artifact and its specific types. The following figure demonstrates
various relations and example cases for the artifact Vehicle:</p>
          <p>Relation</p>
          <p>Subtype
{Car, Bus, ...}</p>
          <p>Component
{Engine, Wheel, ...}</p>
          <p>Naccessory
{Petrol, Road, ...}
Core-Component</p>
          <p>Accessory</p>
          <p>Purpose-Serving
{Rear-view-window, …}</p>
          <p>Non-Purpose-Serving
{Music System, AC, ….}</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Implementation</title>
      <p>The best possible design to represent our architecture of PurposeNet is
objectoriented and top-down methodology. The PurposeNet knowledge base has been
implemented using the concept of Ontology. Ontology is a formal explicit description of
concepts in a domain of discourse, properties of each concept describing various
features and attributes of the concept, and restrictions on slots. Ontology together with a
set of individual instances of classes constitutes a knowledge base (Noy, 2001).
Ontology helps us develop the Semantic Web, which is a vision for the future in which
information is given explicit meaning on the web, making it easier for machines to
automatically process and integrate information. We have chosen OWL to implement
our knowledgebase.
3.1</p>
      <sec id="sec-5-1">
        <title>Statistics of PurposeNet Implementation</title>
        <p>The active ontology for purposenet in Transport domain has an Artifact count of
3678 (Car_Door, Car, Car_Hinge ...), general property count of 87 (Color, Shape, …,
Birth, Processrel, ...), data property count of 8 (capacity, number, ...), Instances count
of 264 (Audi_A4, BMW_6_Series, Chevrolet_Tahoe, Daewoo_Matix, ...), and
SubClasses count of 8045 (Car_Rear_Seat, Car_Passenger_Seat, ...). The same is
developed Semi-automatically by Domain Experts. The statistical data is given in table 5.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Metric</title>
      </sec>
      <sec id="sec-5-3">
        <title>Count (Transport Domain)</title>
        <p>Class count
Object Property count
Data Property count
SubClassOf axioms count
SubObjectPropertyOf axioms count
Individual count
Annotation Assertion axioms count
Class Assertion axioms count
Number of Assertions
3678
87
8
8045
76
264
1918
258
1. Quality Evaluation in terms of various metrics as tabulated in table 6;
2. Estimation of how well the ontology represents the given search terms in the
context of ontology search engine.</p>
        <p>Three popular ontologies were selected for a metric-based comparison with
PurposeNet to evaluate its quality. The three ontologies selected are – the general
Semantic Web Technology Evaluation Ontology (SWETO) (Meza et. al, 2007),
Glycomics Ontology (GlycO) (Satya et. Al, 2005), and, TAP (Guha and McCool,
2003).The results shows that PurposeNet scores much higher than all the other
ontology in terms of Class Importance (which determines the importance of a class by the
ratio of number of instances connected to the subtree attached to a class Ci in
comparison to the total number of instances (I) in the ontology, showing how many classes
play a central role compared to other classes). The completeness check (for
populating relations, showing the percentage of relation slots filled in by values, thereby
determining how well the ontology can be utilized) yielded incompleteness for 7 of the
443 classes defined in the Car subtree.</p>
      </sec>
      <sec id="sec-5-4">
        <title>SWETO</title>
      </sec>
      <sec id="sec-5-5">
        <title>GlycO</title>
      </sec>
      <sec id="sec-5-6">
        <title>PurposeNet</title>
      </sec>
      <sec id="sec-5-7">
        <title>Metric</title>
        <p>Classes</p>
        <p>Relations
3 Instances
4 Schema Relationship
Rich</p>
        <p>ness
5 Schema Inheritance Richness
6 Schema Attribute Richness
7 Class Richness</p>
        <p>Class Connectivity
Class Importance (max.
value)
Cohesion
Class Relationship Richness
(max. value)
SN
o
1
2</p>
        <p>
          The efficiency of an ontology can also be determined based on the rank search
engines on the web gives. Browser-wise, ontologies are usually ranked based on three
criteria – user popularity, evaluation tests and structural criteria
          <xref ref-type="bibr" rid="ref8">(Gangemi, 2006)</xref>
          . An
ontology may be ranked structurally based on CMM, DEM and SSM
          <xref ref-type="bibr" rid="ref2">(HarithAlani
and Christopher Brewster, 2006)</xref>
          . We have used the reference ontology of the akt
(Advanced Knowledge Technologies) project on extraction and use of knowledge
(Motta, 2001). The observations with respect to the various ranking measures in
PurposeNet in comparison to the best ontology (ranked 1) outcomes obtained by Alaniet.
al. (2005) with respect to the akt reference ontology is tabulated in table 7 below. It is
observed that the akt ontology performed better with respect to the CMM (Class
Match Measurement, the number of concepts in the ontology that either match (M) or
contain the search term (C), that determines how many search terms exactly match
with terms in our ontology, that presents the certain degree of detail in the
representation of the knowledge concerning that concept) as well as DEM scores(Density, the
number of superclasses (U), subclasses (S), attributes (A) and siblings (I) associated
with the individual concepts in the ontology), whereas, PurposeNet had a better SSM
score(Semantic Similarity, how close related terms are placed in the ontology, where,
ontologies that position concepts further away from each other are less likely to
represent the knowledge in a coherent and compact manner. It is measured by the path
distance between the two different concepts in question), favoring its faster
representation on Swoogle.
        </p>
      </sec>
      <sec id="sec-5-8">
        <title>Ontology</title>
        <sec id="sec-5-8-1">
          <title>PurposeNet akt reference ontology</title>
          <p>M</p>
          <p>CM</p>
          <p>The method of knowledge discovery by manual extraction of data and manual
building of PurposeNet ontology is quite exhaustive as several experts are required to
put in hours of browsing to find the data corresponding to the concerned features and
to incorporate it. This also leads to a slow progress in the creation of a knowledge
base that was supposed to finally have a size of a million artifacts. We follow a
twostep process for the extraction of data from the web. The first task is to find an
appropriate method to detect the presence or absence of a relation. The second step would
be to extract the relation from the text that is known to contain the semantic relation.
This methodology has been applied on the purpose relation as a case study for
generalization across all other relations in PurposeNet.</p>
          <p>Sentences containing particular relations have specific structure(s) in terms of a
key word or words in a particular order. We select WordNet as the corpus for our
work. The principle behind the selection of the WordNet as the corpus is the
observation that 70% of the WordNet corpus contains purpose data. We perform automatic
detection by transforming the problem of relation detection to a binary classification
problem. There are many supervised as well as unsupervised methods of classification
that have been graded equally well in other domains. Some of these are the Typed
Dependency Parse (Catherine et. Al, 2006), Decision tree forest (
http://www.dtreg.com/treeforest.htm ), the Naïve Bayes method (Bayes et. Al, 1763),
the kernel based Neural Network approach and the more popular Support Vector
Machine (Vapnik et. al, 1995) based approach. A comparative study of these various
methods of detection of purpose data in table 8 shows that the typed dependency and
simple decision trees method of detection gives maximum precision over others. A
comparison of the various recall values shows that the typed dependency method has
the highest recall. Hence, we suggest the typed dependency method as the most
favorable among all methods of purpose detection.</p>
          <p>Recall
Sno</p>
        </sec>
      </sec>
      <sec id="sec-5-9">
        <title>Method Precision</title>
        <p>Our target is to extract the artifact whose purpose is known to be available in text.
This section explains the three methods used for extraction of purpose from text: a.
Clue Based Extraction, b. Extraction using Typed Dependency Parse and c.
Extraction using Surface Text Pattern.</p>
      </sec>
      <sec id="sec-5-10">
        <title>Precision for extraction of (artifact, action) pair given purpose-containing sentences</title>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Applications</title>
      <p>PurposeNet has a number of applications in various reasoning tasks, including
Question Answering (QA), provision of online help in web pages, aiding expert systems
and broadly in Natural Language Understanding. We describe an application that we
have built to evaluate our ontology.
In this application, a passage is given as input to the automated QA system and the
output to a set of questions is obtained. The same task is given to an average car user
and the two outputs are compared.</p>
      <sec id="sec-6-1">
        <title>Design.</title>
        <p>We have built four alternative modules and each module uses a different resource for
producing the answer. Module 1 uses only the passage from where the answer is to be
retrieved. Module 2 uses passage and script; Module 3 uses passage and PurposeNet
and Module 4 uses passage, script and PurposeNet. We have used a racing car text to
test the modules. We have developed a script for racing car. A script (Schank, 1974)
is a structure that prescribes a set of circumstances which could be expected to follow
on from one another. PurposeNet contains information which is true for an artifact in
all circumstances and a script is a structure that prescribes a set of circumstances
which could be expected to follow on from one another. It is similar to a thought
sequence or a chain of situations which could be anticipated. The components of the
script for the text are:
1. Entry Conditions – the conditions that must be satisfied before events in the script
can occur.
2. Results – Conditions that will be true after events in script occur.
3. Props – Slots representing objects involved in events.
4. Roles – Persons involved in the events.
5. Track – Variations on the script. Different tracks may share components of the
same script.
6. Scenes – The sequence of events that occur. Events are represented in conceptual
dependency form.</p>
        <p>The theme of car racing can be segmented into 5 scenes: 1. Arranging track; 2.
Prepare for the race; 3. The race; 4. The finish; 5. The victory lap.</p>
      </sec>
      <sec id="sec-6-2">
        <title>Script:Car Race</title>
        <p>Props:
R = Race Car
T = Race Track
F = Checkered Flag
G = Shot gun
Track: American Car Race – A Win
Scene1: Arranging the track
Scene 2 : Prepare for Race
P = Petrol
L = Finish Line</p>
        <p>Entry Conditions:
• T exists
• R exists
• D exists
• O sprinkles T
• O grinds T
• (go to scene 2)</p>
        <p>Scene 3: Race
• D accelerates R
• D steers R
• (go to scene 4)</p>
        <p>Scene 5: Victory Lap
• D gets F.
• D waves F.
• D drives on T.</p>
        <p>Results:
• D has more money.
• D has won the race.
• R has less P.
• O checks T
• O signals R line-up
• D line-up R
• D test-drive R
• O signals start race with G
• (go to scene 3)</p>
        <p>Scene 4: Finish Race
• D crosses L.</p>
        <p>• (go to scene 5)</p>
        <p>The complete Script could be described in Figure above.</p>
      </sec>
      <sec id="sec-6-3">
        <title>Result.</title>
        <p>Experiments were conducted on answering questions where both the passage and
the questions were given as input to each of the 4 modules and compared with
theoutput of human users. The results show that the comprehension passage alone yielded
6% of the answers. These were Queries that were directly related to the story in the
Comprehension passage, such as –Did the drivers test-drive? 10% of the queries
related to Car race are answered by PurposeNet alone. These were technical Queries
related to Cars such as – How did the pit Team repair Clint’s car tyre? 27 % of the
queries are answered using Scripts alone. These pertained to the sequence of events in
a stereotypical Car race, such as – What is the connection between waving the
checkered-flag and the victory-lap?
SNo
1</p>
        <p>The paper presents the conceptual base, architecture and implementation of a
semantic knowledgebase called PurposeNet with an evaluation performed on it
comparing it with some other available knowledgebase. Building an exhaustive
knowledgebase is a laborious and intense task, it needs human expertise and it needs good web
data processing tools so that information from the web can be easily extracted in order
to build the knowledgebase semi-automatically. In order to maintain the quality of the
resource, we have, till now, manually created the knowledgebase. Nevertheless, we
understand that creating such huge resource completely in manual mode would be a
time-consuming work. We have noticed that artifact related information which is
useful for our knowledgebase is available in various resources such as WordNet,
Wikipedia and other web corpora. We have conducted a few experiments on detecting and
extracting purpose of artifacts from web corpus and reported the result in this paper.
Experimental results in domain-specific question-answering have produced promising
results.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>Appendix</title>
      <p>SNo</p>
      <sec id="sec-7-1">
        <title>Description</title>
      </sec>
      <sec id="sec-7-2">
        <title>Feature Definition Values</title>
        <p>5 Inertness</p>
        <p>Color
The property possessed by an
object of producing different
sensations on the eye as a
result of the way it reflects or
emits light
The material with which an
artifact is made up of
The physical property of a
substance that enables it to
flow
The comparative weight of an
artifact
The reactivity of an artifact
with the substances around it
The movement of an artifact
during the performance of its
target task
The presence of oil on the
surface of the artifact
The position of an artifact
visà-vis the artifact it is
embedded in
The external appearance of an
artifact
The amount of space occupied
by the artifact
The sticky, slippery property
of an artifact
The property of an artifact that
is sensed by the nose
The property of having a
surface free from projections or
irregularities
The property wherein the
artifact gets deformed on
application of pressure
Mechanical vibrations emitted
by artifacts when they
function
Indicates whether the given
artifact remains as it is or
disintegrates into the
environRed, Blue, Green,
Yellow, Cyan, Indigo, Orange,
Pink, Black, White, Any.</p>
        <p>Metal, Rubber, Wood,
Foam, Plastic, Glass, etc.</p>
        <p>Fluid, Nonfluid</p>
        <p>Heavy, Light, Moderate
Weight</p>
        <p>Inert, Alkaline, Acidic
Mobile, Immobile
Oily, NonOily</p>
        <p>Above, Below, Inside,
Left_Of, Right_Of,
In_Front_Of, Behind
Cubical, Spherical,
Circular, Oval, Triangular,
Aero, any</p>
        <p>Microscopic, very
small, small, medium,
large, any</p>
        <p>Slimy, Nonslimy</p>
        <p>No odour, Weak, Very
Weak, Strong, Intolerable</p>
        <p>Smooth, Rough, Sharp,
etc.</p>
        <p>Soft, hard</p>
        <p>Silent, whisper,
bearable_sound,
unbearable_sound</p>
        <p>Stable, Unstable
20
21
22
23</p>
        <p>State
Subtleness
Taste
Temperature
Transparency
Std. Magnitude
ment
The physical state in which the
artifact usually exists
Indicates whether an artifact is
so slight that it is difficult to
perceive
Indicates the property of an
artifact that is perceived by the
tongue
Indicates the temperature at
which the artifact usually
exists
Solid, Liquid, Gas
Subtle, Nonsubtle</p>
        <p>Sweet, Sour,
Umami, Salty
Bitter,</p>
        <p>Hot, Cold, Warm,
Normal,, Cool</p>
        <p>Transparent,
Semi-transparent
Opaque,
….kgs, ….lbs,…ltrs</p>
      </sec>
    </sec>
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