INTRODUCTION
An
animal watches it,
a
human observes it,
a
philosopher thinks it,
a
scientist studies it,
an
engineer builds it.
Tung-Ying
Chang
Background
The
1990s is an exciting age when microcomputers are available to most members
of industrial societies, schools, and families.The
computer allows processes to be accomplished faster, more reliably, and
with less human effort.In 1987,
many expert system building tools, or "shells," were introduced; some of
them are sophisticated and inexpensive.These
tools not only make expert system technology available to personal computer
users but allow applications to be built in less time than with Artificial
Intelligent (AI) languages.
In
the summer of 1985, the author was interested in the scope of natural language
translation systems and was unable to make a breakthrough in this area
(Chang, 1985).In 1987, the use of
CAI in Taiwan schools was in its infancy.At
the same time, in carrying out its basic purpose of developing authoring
systems to facilitate CAI in the Chinese language, a six-year plan was
designed by the government of Taiwan to support CAI education.The
goals of the plan were to develop CAI, to popularize computer concepts,and
to provide effective and efficient instruction in education (Alessi &
Shih, 1989).
During
the period of 1986-1990, research of CAI in Taiwan concentrated on Chinese
CAI authoring systems and the evaluation of using CAI in education, however,
few reports revealed that intelligent CAI programs were developed with
expert system technology.By the
end of 1987, after reviewing the related literature and writing two small
pilot expert
systems, the author was engaged in a major effort aimed at developing a
multimedia-based bilingual instructional system using an expert system
shell.
Statement of the Problem
Early
CAI experiments in Taiwan were undertaken on mainframe computers but had
not been considered successful (Wu, 1987).The
main reasons, perhaps, are high installation costs and difficulties of
use.In general, mainframe computers
are far more expensive than microcomputers.In
the conventional CAI system, the teacher uses an authoring language to
develop courseware.Some sophisticated
authoring systems are powerful enough but somewhat more difficult for novices
(Dever & Pennington, 1989).Another
difficulty is the Chinese language itself.The
Chinese language is not based upon an alphabetic system; thousands of different
hieroglyphic characters are included in current Chinese language.CAI
programs for Chinese students must be bilingual with the ability of graphics
processing.Chinese instruction is
necessary for elementary and secondary school students in Taiwan.
Although
Chinese input systems had been developed by 1985 or earlier, the interface
problems between application software and Chinese input systems still exist.Chinese
input systems take more memory space than English systems.Character
input and processing slow down response time.
In
Taiwan, traditional CAI systems are limited to special curricula such as
English and mathematics and result in higher software design cost.Most
CAI software lack CMI functions. In
addition, instructional methodologies are not varied, consisting mostly
of tutorial, drill, and instructional game programs.Few
development efforts are based on a rigorous instructional design model
(Alessi & Shih, 1989).
Purpose of the Study
One
of the initial goals of the study was to develop a concrete understanding
of CAI and expert system techniques through a practical design process.The
ultimate objective was to create a programming-free instructional system
which will enable teachers to generate low-cost multimedia-based bilingual
courseware for a variety of subjects.
The
study should promote the whole system as a means to integrate CAI, database,
expert system, and multimedia technologies in education.
Limitations of the Study
During
the last decade, there have been endless changes in the world of computers,
including both hardware and software.The
progress of microcomputers, mass storage media, and image and sound processing
technologies was beyond imagination in earlier years, however, many of
them are quite expensive and take time to learn to use.The
success of a CAI system will often lie in the effectiveness and friendliness
of the user environment.No matter
how powerful the system or how sophisticated its design, if users cannot
afford the expense, then the system will not achieve its goal; therefore,
the study is limited in selected hardware and software.More
specifically, instead of trying to combine expensive facilities, the system
was developed for the MSDOS Version 3.30 operating system with IBM compatible
microcomputers and is based upon a run-time version of an expert system
development shell--Personal Consultant Plus Version 3.0.
Although
digital sound effects can be adapted to the system, the production costs
and related equipment of audio media are relatively high to users.For
cost-effectiveness, only text, graphics, and animation are used as instructional
media in the current system.Another
limitation is courseware design.As
it was not included in the study, teaching and testing materials used for
system testing have not been validated.
Definitions of Terms
The
following terms and definitions will be used in this paper:
Algorithm
-- A fixed programming procedure designed for a specific function, or a
set of instructions for solving a problem.
Application
software --A
set of design programs that allows users to perform specific
tasks.Examples include word
processors, data management programs, and CAI software.
AI
-- Artificial Intelligence, a term coined by John McCarthy in the mid-1950s.AI
is a field concerned with designing computer systems that can mimic human
intelligence.
AI
language -- A programming
language popular in the field of Artificial Intelligence such as LISP and
PROLOG.
Authoring
language -- A high-level
programming language designed specifically for creating CAI or educational
programs.
CAI
-- Computer-assisted instruction.A
generic term that includes a wide range of types of computer programs for
instructional purposes.
CD-ROM
--Compact disc-read only memory.Discs
principally used for massive data storage.
Digital
CD -- Includes audio
CD, videodisc, and CD-ROM.
Chinese
input system --
Computer software designed for using a keyboard to input Chinese characters
into a microcomputer.
CMI
-- Computer-managed instruction, a program concerned with record keeping,
test grading, and data management of classroom instructional activities.
Consultation
--Consultation refers to user interaction
with an expert system in a computer.
Expert
system building tool
-- Computer software or design tool that facilitates the development of
expert systems.These tools are built
upon programming languages.
Frame
structure --Frame
refers to a special way of representing common concepts and situations.It
was introduced by Marvin Minsky in 1975.It
arises from the realization that many objects, acts, and events are "stereotyped"
(Minsky, 1975).
Graphics
-- Anything that appears on the screen.
Hardware
--A general term for physical devices
for computers, such as monitors, system units, scanners, printers, keyboards,
and disk drivers.The term is often
used in opposition to software.
Instantiation
-- Instantiation refers to the process by which PC Plus activates or enters
a frame during a consultation.When
PC Plus instantiates the frame during a consultation, the frame is given
a dynamic, concrete reality (Texas Instruments, 1987).
Mainframe
--A large, time-sharing computer
that allows many users to work with different application software simultaneously.
Microcomputer --
Synonymous with personal computer, a computer in the lower price range
which uses a microprocessor as CPU.
Shell
-- See Expert system building tool.
Significance of the Study
A
human tutor can be costly and affordable only to a wealthy student.This
study may offer a practical tool for teachers to generate low-cost PC-based
CAI courseware for the purpose of education or professional training.The
benefits could be extended to researchers or educators who are interested
in the field of students' learning model studies, instructional technology,
and curriculum design.
Furthermore,
this approach may reveal thatan
expert system which becomes more intelligentwill
be practical for educational applications, not just as a research tool.Because
of expert system development shells, expert systems no longer require many
work-years to develop as did earlier expert systems in the 1970s.In
the area of AI research, not only research institutions, but individual
researchers can engage in high-tech study independently.
Organization of the Study
Chapter
I introduces the study, provides its background, states the problems, and
describes its purpose, limitations, and significance.The
ultimate objective of the study is to create an intelligent tutoring system,
and in order to understand this endeavor, it will be necessary to examine
both the theory of linguistics and the experimental investigations of artificial
intelligence.In chapter II, the
literature related to these topics will be reviewed; begin with discussing
the relationship between linguistics and intelligence, AI, knowledge engineering,
CAI, interactive multimedia and intelligent tutoring system will be explored
systematically.
Chapter
III will describe the author’s research method; basic design concepts
and the design procedure.In chapter
IV, the operating procedure, flow diagram, general architecture, and programming
tactics of the system will be discussed.The
concepts and ideas implemented in the development of the system will also
be mentioned.
Finally,
in chapter V, conclusions and recommendations of future research will be
presented.
CHAPTER II
REVIEW OF RELATED LITERATURE
All
that glisters is not gold --
William Shakespeare
Introduction
The
study was based on three main scientific fields: linguistics, artificialintelligence,
and knowledge engineering that were founded and developed by AI pioneers
and researchers since the 1950s.Many
ideas and concepts were borrowed from disciplines including linguistics,
cognitive psychology, artificial intelligence, computer-assisted instruction,
and software engineering.
Linguistics and Intelligence
Linguistics
is more than a simple branch of social science and probably is the most
exact of all.It can be used to predict
what is going on in this human world, and prediction can be the ultimate
test of any science.Linguists believed
that language is not only a tool for communication but also a form of thought.It
is the very substance that constitutes ideas and cultures.Indo-European
languages are based upon dichotomies or two-valued logic (e.g., good and
evil), subject-predicate structure (e.g., The wind is blowing.) and the
law of identity (e.g., A is A."This
is bread."The "to be" structure
in English is responsible for a vast number of ideas conforming to the
law of identity).Two-valued logic
and the law of identity have dominated Western thinking for thousands of
years.As Benjamin L. Whorf pointed
out, the form of a man's thoughts is controlled by patterns learned early,
of which the man is mostly unconscious.Thinking
is the process of language in operation (Chase, 1954).
How
does a given language mold the thoughts of humans and build their views
of nature and the world?Like the
question of what constructs the nature of mind, it is not unusual that
these issues cause frustration.Yet,
research in this area promises an encouraging future.Metalinguistics
aims at examining the application of language systems and language response
as well as the impact of language on human thoughts and acts,
which
provides an area of further studies for psycholinguistics, comparative
linguistics, cognitive psychology, and sociolinguistics.
There
is general consensus that language is a tool of thinking.If
it can be assumed that human thinking relies on some common logic rules,
there must be one single rhetorical structure for all human beings.In
fact, different languages are related to different thought patterns.The
relativity of language leads to various views of nature and the universe
and cultural differences as well.Nevertheless,
it is not surprising to find out upon further analysis that different cultural
patterns still share some important similarities despite this overwhelming
variety (Slobin, 1979).
In
order to understand the relation between language and intelligence, it
is necessary to retrospect the views of Chomsky and Piaget.Chomsky
believed that language is an inane mechanism of human beings (Chomsky,
1980).Piaget, in contrast, by adopting
the experimental results of psychologists, argues that language ability
can be improved by raising the intelligence level, whose improvement, nevertheless,
has nothing to do with language ability (Slobin).
From
the biological point of view, intelligence is the nature of biological
mechanism and one of the characteristics of biological heritage.Except
for the lack of motor cortex and language ability, advanced animals possess
a similar nerve system to that of human beings.Although
some insects are able to pass on messages through certain signals, there
is yet insufficient evidence to prove whether such an experience is just
inherited from generation to generation through genes.Monkeys,
on the other hand, undergo the same process of growing and maturing as
human beings by gathering new experiences.Evidence
shows that a baby monkey deals with a complicated problem more effectively
than a human baby of the same age (Chase).Language
makes it possible for human knowledge to grow accumulatively;therefore,
there is no comparison between the two. Human intelligence is unsurmountable;
however, there is one animal in this world that probably is more intelligent
than human beings, the dolphin.It
has a larger than human brain plus a highly advanced organization of motor
cortex that enables it to memorize words.According
to zoologists, the super sound wave cries emitted by the dolphin represent
a type of language.Consequently,
experts are able to communicate with dolphins by using certain language
skills.The above facts illustrate
the unusual relationship between language and intelligence.In
the past, researchers resorted to the biological instincts theory whenever
animals displayed evidence of intelligence.The
time has come for further studies to be conducted from theoretical perspectives
of physics and chemistry besides biology.
In
1933, Bloomfield pointed out, in his famous study of Jack and Jill, that
language is a stimulus-response phenomenon (Palmer, 1981).He
presented the following example:The
boy, Jack, was travelling with the girl, Jill.One
day, Jill was hungry.She saw an
apple on the tree.She would have
picked the apple herself had Jack not been present.This
is a typical example of stimulus (hunger) and response (picking the apple)
phenomena.Since Jack was with her,
the stimulus did not cause immediate response but, through language response,
she told Jack she was hungry.The
sound wave reached Jack as a language stimulus and caused Jack to pick
the apple.The whole process is
illustrated as follows:S -- [R]
...[S] -- R.The point is that both
stimulus and response are physical phenomena.
Another
example is the biological response of Escherichia coli, an intestinal bacterium.The
germ processes information about its chemical environment, sensing twenty
different substances at a time.It
is observed that the individual germs swims not just in the direction ofthe
nutrient, but toward where the nutrient is increasing at the fastest rate.Every
four seconds, it reevaluates the information of its environment (Lemonick,
1984).
From
the above scientific phenomenon, it seems that Aristotle's two-valued syllogisms
also exist in germs.Some people
might argue that germs move by biological instincts or that a germ is a
simple stimulus-response organism.If
we compare this with Bloomfield's argument, isn't it possible that the
germ's instincts or its single-cell intelligence carries a pattern similar
to that of human language?Can scientists
presume that natural language is a reflection of the innate biological
language?
Single-cell
intelligence does not provide sufficient evidence to support Chomsky's
innateness of human language.Grace
de Laguna emphasized that most animals are only able to pass on messages.They
cannot think because thoughts which are not formulated are something less
than thought.Real thinking has
to be expressed by appropriate means.Even
though we believe that an animal cannot express its thought in language
because it has no thoughts to express, it is still difficult to infer that
all living things have language or similar to language intelligence (Chase).
Piaget
did not disagree with Chomsky's theory of innateness.He
simply tried to emphasize that the relation between natural language and
intelligence is not only an issue of biology.There
are actually multi-influences on the development of language and intelligence.The
following experiment between a mother and her child is an example (Chang,
1987a).

Figure 2-1.Picture
for intelligence test.
The
boy was shown the five pictures in Figure 2-1 and asked to point out the
one that is different from the others.Pictures
1, 3, 4, and 5 are symmetrical; when rotated 90 degrees, these pictures
do not change their form.It took
him just a little while to pick out the second picture and correctly explain
the reason.It took his mother 20
seconds to figure out the answer.The
boy was only six, with no formal training and no distinctive talents.The
mother had a college degree in English and ten years of work experience.The
result shows that the mother with a higher language proficiency is not
necessarily superior in intelligence to the boy who is just beginning to
learn language.
Other
experiments like the IQ test have produced similar conclusions.In
Taiwanese, sayings like, "He's even more stupid than a child" or "A clever
baby does not mean he'll be an intelligent adult" can be understood.Is
it true that the boy has a higher IQ than his mother?The
answer is "no."Like Chomsky and
Piaget, most people have ignored the social influence on human intelligence.If
one starts to observe and study language as a social phenomenon, it is
not difficult to discover the strong sociocultural impact on language and
intelligence.Why did it take 20
seconds for the mother to find the answer?Why
is mathematics the most precise language?Why
are modern physicists trying to open their minds to prevent limitations
of their mother tongues?The reasons
are not inscrutable.
Production System
Is
it possible to understand the mystery of intelligence after studying the
relation between language and intelligence from the perspectives of linguistics,
biology, psychology, sociology, etc.?The
answer is not yet encouragingly positive.Despite
the incredible progress of science, human beings still have a very limited
understanding of the functions and operations of the human brain.The
Nobel Prize winner Professor Herbert Simon, who teaches psychology and
computer science at Carnegie-Mellon University, believes the only way to
solve the riddle of intelligence and cognition is by using external simulation
unless significant progress can be made in brain physiological anatomy
and biological science.In 1956,
Allen Newell, J. C. Shaw, and Herbert Simon developed the “Logic Theorist”
(Newell, Shaw, & Simon, 1957).Their
purpose in working on artificial intelligence was to simulate the problem-solving
operations of the human mind rather than tomake
the computer think smart.Their most
distinguished contribution in the area of AI is the development of a production
system.
What
is a production system?It is the
simulation of recognition processes.According
to Newell and Simon (1972), the recognition process is made up of basic
units or conditional statements.A
person looks at the sky and says "It's going to rain" because he has done
the following thinking: if the sky is dark, then it's going to rain.
The
intelligence activity occurs when a certain premise leads to a certain
conclusion or a certain situation causes certain actions.A
couple of basic intelligence activities combine to form the complicated
cognitive process and accomplish full understanding of the facts.This
is the fundamental theory of a production system, which also puts an emphasis
on the following ideas:
First,
structure is far more important than individual facts.There
is a general consensus among scientists at this point.Chomsky
considered linguistic abilities to be based on mental structures of rules
while Piaget believed "there is no structure apart from construction, either
abstract or genetic" (Piaget, 1970, p. 140).
Second,
the learning process of human beings is characterized by creativity.Figure
2-2 shows how the boy is doing creative thinking through the representation
of graphics. The graphics without the numbers were drawn by the boy.A
close study reveals the fact that children usually create vocabulary through
inferences.When a child learns the
concept of "full of water" and its underlying language structure in Taiwanese,
he starts to create expressions like "full of sleep" or "full of food"
to describe basic needs (Chang, 1987a).
Third,
feedback is a response activity.Man
is an organic whole that is capable of giving feedback.A
normal person stands on his feet as a result of feedback.It
is reasonable to conclude that feedback is a way of control in which each
step is modified by its previous step.The
same process goes on in the simulation system when input is controlled
by output feedback.The often mentioned
heuristic decision is another type of feedback.

Figure 2-2.Six-year
old boy's creative thinking through the representation of graphics.
Due
to the complexity of human cognitive processes caused by the necessity
of providing appropriate feedback in a variety of situations, the cognitive
simulation system has to include a flexible control structure to manipulate
facts and rules so that the system does not stall.What
makes this system possible?Is there
any relation between the production system theory and the physiological,
psychological, and sociological bases of language intelligence?Simon
and Newell's theory bears a close resemblance to Chomsky's idea of innateness
in that they both advocate that the organization of human intelligence
operation is very similar to production structures, an idea which comes
more or less from their scientific intuitions.Nevertheless,
after more than a decade of experiments, the production system has proved
to be not only theoretically valid but also empirically valuable.
Artificial Intelligence
The
AI handbook provided the following definition for artificial intelligence:
Artificial
Intelligence is the part of computer science concerned with designing intelligent
computer systems, that is, systems that exhibit the characteristics we
associate with intelligence in human behavior -- understanding language,
learning, reasoning, solving problems, and so on (Barr & Feigenbaum,
1981, Vol. I, p. 3).
Before
World War II, formal logic and cognitive psychology were consideredscientific
fields of study.Vannevar Bush (1945)
presented a hypermedia-like concept in his article, “As We May Think.”Five
years later, Turing (1950) proposed a test for determining whether a machine
could think like a human being.During
the period of 1955-1960, growing with the progress of computer technology,
AI came to its formative years.As
mentioned earlier, Allen Newell, J. C. Shaw, and Herbert Simon wrote the
“Logic Theorist,” a program that simulates human thought .This
was considered the first AI program in the United States.Another
contribution during the decade was the symbolic computer language, LISP,
devised by John McCarthy in 1958.LISP
is one of the most frequently used languages in AI.
Since
the 1960s, there has been a big transformation in AI.Bielawski
and Lewand (1991) stated:
Newell,
Simon, and Shaw especially urged that researchers ask not howhumans
do what they do, but rather what they
do.Scientists began to think that
computers could be made to do what humans do even if the machines and the
humans do not carry out the tasks in the same way.In
short, the final result, and not the method, become the goal in creating
machines that mimicked human behavior.And
how do humans behave?By processing
information symbolically, these researchers agreed.The
new thrust in artificial intelligence, therefore, involved building hardware
and developing software with the capability for symbolic manipulation.(p.
275)
From
1961 to 1970, AI researchers concentrated on human problem solving, heuristics,
and robotics.In 1965, Lederburg
and Feigenbaum developed a program named Dendritic Algorithm (DENDRAL)
(Feigenbaum, Buchanan, & Lederberg, 1971).By
analyzing mass spectrographic and nuclear magnetic resonance data, DENDRAL
can infer the structure of an unknown chemical compound.DENDRAL
was recognized as a landmark program in AI research.It
was the first expert system which focused on specific human knowledge rather
than general problem solving.
Other
important outcomes of the 1960s were hypertext and hypermedia.Hypertext
is based on Bush’s idea that documents could be organized and accessed
in non-sequential ways.As graphics
and sound were added to this concept, the term hypertext evolved into hypermedia.The
better known projects in the field were Engelbart’s Augment and Nelson’s
Xanadu.Augment is an information
repository system.It offered an
early paradigm for hypermedia and used a mouse as its input device.Nelson
coined the word “hypertext” and believed it could be used to organize
a huge information base.Xanadu created
a network environment in which people could interact with each other to
create documents and audio and video media (Bielawski & Lewand, 1991).
Encouraged
by the success of DENDRAL, many large expert systems were developed and
marketed during the 1970s.The efforts
on problem-solving theory and research were almost abandoned.Heuristics,
or “rules of thumb,” were incorporated with reasoning technique to construct
practical systems.Three systems
developed during this
period
were PROSPECTOR, MYCIN, and Expert Configurer (XCON).All
three systems are still used today.
PROSPECTOR
was a domain-independent consultation system developed in 1970 to assist
geologists working on mineral exploration.In
the system, the geological knowledge base and the mechanisms that employ
this knowledge were separated (Duda, 1979).
MYCIN,
begun in 1972 and completed in 1976, was one of the first expert systems
to use probability-style reasoning for advising physicians on findings
and diagnoses in the area of infectious diseases of the blood.The
rule-based system included 500 rules in its knowledge base.The
project was initiated by Feigenbaum and developed by Shortliffe and his
colleagues at Stanford University in the 1970s (Shortliffe, 1976).
XCON
is a computer configuring expert system.The
initial 800-rule system was completed in October, 1979 and extended to
over 3000 rules by 1983.Before it
reached its performance goal, XCON had offered a significant contribution
to Digital Equipment Corporation by saving thousands of human-hour costs.XCON
is one of the living commercial expert systems, and it has grown incrementally
(McDermott, 1982).
Natural
language processing was another innovation of AI in the 1970s.Why
natural language study?There were
two reasons.First, it was hoped
that the study might result in the creation of real artificial intelligence;second,
to enable machine-translation.Both
had been dreams since the dawn of computer history (Chang, 1985).
Some
projects, funded by Advanced Research Project Agency (ARPA), that focused
on speech understanding systems made a great deal of progress between 1971
and 1976.Schank’s Conceptual Dependency
Theory provided one of the useful techniques in understanding natural language
(Schank, 1972).Related research
such as morphological/syntactic analysis and semantic/pragmatic analysis
continued in the 1980s.Conceptual
Dependency Analyzer, which applied Schank’s theory, has been successful
in language analysis (Chang, 1985).During
the period of 1979-1981, Schank and his colleagues generated a series of
natural language understanding systems: Fast Reading, Understanding, and
Memory Program (FRUMP), Integrated Partial Parser (IPP), Better Organized
Reasoning and Interface System (BORIS), and Computerized Yale Reasoning
and Understanding System (CYRUS) at Yale University.These
systems were able to summarize the stories that they understood in several
languages (Schank, 1984).In the
1980s, the study of natural language processing increased in the United
States and grew in other countries with different languages.Several
experimental bilingual machine-translation systems have been reported.In
the mid-1980s, a few unsophisticated domain-limited translation systems
were marketed even in Japan (Chang, 1985).
Knowledge Engineering
The
production system has created a practical experiment of a language recognition
process and accelerated the establishment of knowledge engineering.What
is knowledge engineering?According
to Feigenbaum's definition, knowledge engineering is the process which
"involves domain experts and computer scientists working together to design
and construct the domain knowledge base" (Barr & Feigenbaum, 1981,
Vol. II, p. 84).In other words,
it is an applied science that aims at simulating part of human cognition
through computers, constructing the knowledge structure, and working on
the reproduction of intelligence.
In
the last decade, knowledge engineering has been widely used mainly because
studies in artificial intelligence such as Knowledge Representation Language
(KRL), commonsense algorithm, frame structure, and production systems have
greatly enriched the
connotation
of knowledge engineering.Knowledge-based
systems or expert systems are the results of combining the above theories
and developing them into applied technology.
Knowledge-based System
The
most successful technique which applied knowledge representation schemes
probably is the knowledge-based system.Knowledge-based
systems sometimes can be considered development tools that can be used
to build a set of programs called an expert system to solve problems that
normally require the abilities of human experts; therefore, an expert system
that captures the knowledge of domain experts can make the specific knowledge
available to novices or less experienced users.
In
general, a knowledge-based system requires at least three major components:
(a) a knowledge base, (b) an inference engine, and (c) a developer interface.The
knowledge base consists of goals, rules, and facts about a domain of expertise.The
inference engine is responsible for reasoning and strategy control.The
developer interface is a special design method or area by which the system
can be connected or can communicate with the user, other systems, and devices
(Chang, 1987b).
Although
a knowledge-based system provides very limited knowledge, its problem solving
is similar to human problem solving in some ways.For
this reason, rule representation and production system structures have
been used as the backbone of some expert system such as DENDRAL, MYCIN,
and PROSPECTOR (Barr & Feigenbaum, 1981).Expert
systems composed of production rules are also called rule-based systems,
and they are the most popular expert system structures.
Expert System
An
expert system is a computer program that uses knowledge, facts, and reasoning
techniques to solve problems and make decisions.Although
PASCAL has been used to construct expert system inference engines (Reasor,
1985) and BASIC can be used to build MYCIN-like expert systems (Grigonis,
1987), choosing any high-level programming language as the main development
tool for expert systems probably is not the best idea.Since
Essential MYCIN (EMYCIN) successfully separated the inference engine from
a knowledge base (Melle, Shortliffe, & Buchanan, 1984),several
powerful rule-based expert system shells have been developed by software
companies.These tools allow the
knowledge engineer to create the knowledge base in an adaptive way and
to group rules effectively.Many
applications of expert systems have been developed by corporations and
research institutes since 1984.Westinghouse
applied an expert system to nuclear power plant design and General Motors
developed a series of expert systems for mechanism design and management
purposes (Fersko-Weiss, 1985).
Expert System Development
Stages
Research
on building expert systems or knowledge engineering methodology focuses
not only on knowledge representation but also on extracting and organizing
knowledge from domain experts.In
a sense, knowledge acquisition is the principal barrier in the development
of expert systems.A knowledge engineer
is responsible for designing and building an expert system such as identifying
problems, acquiring knowledge from human experts, coding the explanation
of reasoning, determining the inference strategy, and developing a system
that simulates the expert's problem solving.To
fulfill these challenges, the knowledge engineer serves not only as a system
constructor but also as a coordinator among human experts, computers, and
system users.
To
construct an expert system, there are five stages in knowledge acquisition:identification,
conceptualization, formalization, implementation, and testing (Hayes, Waterman,
& Lenat, 1983).It is an easy
concept to accept in principle but, sometimes, an abstract one in practice.As
each system has specific purposes and limitations, these stages may vary
from one individual situation to another.Meanwhile,
although these stages can be identified in sequence,there
are no clear distinctions between the stages.
Computer-assisted Instruction
Computer-assisted
instruction (CAI) is a growing application of microcomputers in education.A
wealth of literature exists on the subject.The
term "computer-assisted instruction" normally covers a wide range of uses
of computers for instructional and educational purposes.The
Programmed Logic for Automation Teaching Operators (PLATO) project, which
was begun in the early 1960s at the University of Illinois, can be considered
a successful CAI system (Bitzer, 1986).
Numerous
CAI computer software programs have been developed in the last decade.Earlier
programs for the Apple and TRS-80 microcomputers were drill-and-practice
or tutorial types of instruction tools for elementary and secondary education.School
libraries and media centers have been quite active in using these programs
to teach library research skills (Gratch, 1986).Simulation
and modelling software were developed for use in teaching physics at the
undergraduate level (Boardman et al., 1988).More
recently, academic libraries have provided CAI programs to instruct freshmen
students in the use of library resources (Lawson, 1988).A
variety of language-learning programs have been used in the field of Computer-Assisted
Language Learning (Jones & Fortescue, 1987).Many
other applications are designed for commercial and industrial training
purposes (Matta & Kern, 1989).
The
increase in CAI application, coupled with advanced technology and full-market
promise, provides a vision and challenges for creative efforts.Several
computer languages such as BASIC, PASCALand
C are used in designing CAI software.Another
method which is designed specially for producing educational software is
authoring language.Authoring language
provides certain features that allow branch functions.An
outstanding example is PILOT, which many teachers use to develop their
own courseware.Authoring systems
are programs designed for the purpose of constructing teaching materials
or tests in the simple formats such as multiple-choice or true/false questions.As
authoring systems do not require much knowledge of computers and programming
technique, the teacher can generate instructional materials to be presented
by a computer and the computer simply follows the predesigned instructions
of the teacher in interacting with a student.Learning
how to operate authoring systems is much easier than learning how to program
authoring language (Dever & Pennington, 1989).
Instructional
modes such as electronic books, drills, simulations, and games have been
used in CAI software.Experiments
showed that computer-based instruction can promote children's creative
thinking and problem-solving skills (Papert, 1970).Much
CAI courseware, however, is concerned with the strengths and limitations
of the system itself, rather than with educational aspects (Elsom-Cook
& O'Malley, 1990).For example,
a few CAI creators simply use authoring language to transfer testing or
teaching materials from some other media onto the computer.This
courseware may be dogmatic and harmful.
Interactive Multimedia
Multimedia
typically refers to the combination of computer graphics, animation, optical
storage, and image and sound processing (Chang, 1991).With
the advent of modern technologies, it is possible to integrate many types
of media, text, graphics, video, and audio into one package.This
package could be assembled from a very wide variety of information sources:
hardcopy, slides, film, audio compact disks, video tapes or disks, and
pictures from a video camera (Ciser, 1990).
The
principal investigator and project director of PROJECT EMPEROR-I said:
Multimedia/hypermedia's
forerunner is hypertext.The concept
of hypertext has been with us since the 1940s, yet it has been brought
down to the “household” level only in the last couple of years.Particularly
since the introduction of Apple's Hypercard in late 1987, we seem to be
entering a new chapter of hypertext / hypermedia information delivery.In
a short twenty-month period, there has been a quantum surge of interest
in hypermedia applications.Indeed,
behind the complex and quite confused HyperWeb environment, instead of
accessing, retrieving, delivering, and utilizing print-based information
only, the technological environment is ready now for us to be very demanding
and aggressive in seeking needed information which is available in all
forms and formats.In other words,
we want to access easily and quickly the massive amount of multimedia information
as we think.We are in a hypertext/hypermedia
age! (Chen, 1989, p. 2)
In
June of 1986, Ambron and Hooper (1988) organized a conference on multimedia
in education and emphasized that multimedia can improve the quality of
education in two ways: (a) teachers will be able to demonstrate difficult
concepts by having the ability to access information and the ability to
illustrate ideas with the combination of visual, audio, and text, and (b)
students will have a new way to communicate and learn from a wide variety
of resources.
Some
research applying multimedia technology in education has been reported.In
1989, the Department of Defense(DoD)
conducted a study on the use of interactive videodisc technology in training
and education as it pertains to effectiveness, cost-effectiveness, time
on task, retention, and overall applicability to current and future DoD
training and education requirements.In
July 1990, the abstract of the final report stated:
In
response to Congressional direction, a quantitative, analytical review
(a “meta-analysis”) was completed of interactive videodisc instruction
applied in Defense training and in the related setting of industrial training
and higher education.Over all instructional
settings and applications, interactive videodisc instruction was found
to improve achievement by about 0.50 standard deviations over less
interactive,
more conventional approaches to instruction.This
improvement is roughly equivalent to increasing the achievement of students
at the 50th percentile to that of students currently at the 69th percentile.An
improvement of 0.38 standard deviations was observed across 24 studies
in military training (roughly an increase from 50th to 65th percentile
achievement).An improvement of 0.69
was observed across 14 studies in higher education (roughly an increase
from 50th to 75th percentile achievement).Interactive
videodisc instruction was more effective the more the interactive features
of the medium were used.It was equally
effective for knowledge and performance outcomes.It
was less costly than more conventional instruction.Overall,
interactive videodisc instruction demonstrated sufficient utility in terms
of effectiveness, cost, and acceptance to recommend that it now be routinely
considered and used in Defense training and education. (Fletcher, 1990)
This
report indicated that interactive videodisc instruction may be more effective
and less costly than conventional instruction.Another
study of multimedia is National Center for Supercomputing Applications'
(NCSA) Video Macintosh, a video production system in NCSA Numerical Laboratory
at the Beckman Institute.This desktop
system was designed to be easy to use and easy to replicate.Users
can apply NCSA Video Mac to create their own frame-accurate scientific
visualization videotapes on the desktop and leave the lab, tapes in hand,
ready for a meeting or presentation (Walsten, 1991).
Although
interactive multimedia provides a way to combine computer graphics, animation,
and audio effect into an interactive system, a few technical problems in
multimedia technology still exist for personal computer users, such as
adequate but unspectacular graphics and insufficient storage space for
video images (Miller, 1989).In addition,
the teacher still needs an effective, inexpensive, and programming-free
tool to evaluate the student's performance.
Intelligent Tutoring System
Conventional
computer programs solve problems numerically, follow a fixed algorithm,
and mix control strategies with domain-specific knowledge.To
run efficiently, the conventional program requires complete information
as input data.It also requires a
human to solve the problem before the computer does.In
addition, its structure is difficult to modify.Unlike
conventional computer programs, an intelligent system can solve problems
symbolically and use general inference procedures rather than fixed algorithms.Besides,
as control strategies are separated from domain-specific knowledge, it
is flexible, and easy to modify (Lu, 1989).In
other words, intelligent systems purport to emulate the human thinking
process or, in a more accurate sense, to simulate human problem-solving
ability.
An
application program that provides insight into the current state of intelligent
systems development is an intelligent CAI authoring system, Object-Based
Intelligent Editor-1: Knowledge-Based Editor (OBIE-1:KNOBE), developed
by Freedman and Rosenking (1986).This
system is a set of knowledge-based tools that enable authors to develop
interactive simulation for computer-based training.
OBIE
uses a hierarchical frame-based scheme for this representation; the frame,
consisting of slots denoting the device name, its states, and the values
its states may have, together with appropriate text, graphics, and relative
coordinates, is what we have been calling an “object.”This
representation is convenient for knowledge acquisition tools, since frames
allow for ‘default’ slot denotations. (Freedman & Rosenking, 1986,
p. 37)
The
idea of using expert system technology in education is not completely new.A
few intelligent systems have been used during the past ten years.GUIDON,
from Stanford University, is an intelligent tutoring system in the medical
domain.It trains students in
diagnosis,
and is built on MYCIN (Clancey, 1987).Another
project aimed at developing a generic tutor, called Meno-tutor, hoped to
achieve some degree of generality (being able to tutor in different domains)
by vertically distinguishing between different discourse planning levels
(Duchastel, 1989).At the University
of New Hampshire, an intelligent tutoring system, based on a model of Intelligent
Teaching Consultant (ITC), was designed as a collection of expert systems
that can generate and debug programs and consult with the student about
programs and debugging (Johnson, Bergeron, & Malcolm, 1990).
In
the United Kingdom, the Salford University Physics Department engaged in
a major project aimed at developing simulation and modeling software for
use in teaching physics at the undergraduate level.Two
of the most important aspects of the project were the user-interface for
the programs and their distribution.A
well-defined programming strategy has been developed for the project, based
on the experience of over fifteen years' involvement in computational physics
and computers in physics teaching (Boardman et al.).
In
Belgium, research on developing a computation tool with which to teach
reading skills in a foreign language was presented in 1990.The
tool consists of three main elements: a program which merely displays reading
material, a dynamic dictionary, and a simple augmented translation network
(ATN) parser, which, together with the dynamic dictionary, forms an expert
reading system to be used as a trouble-shooting facility by the students
(Nyns, 1990).
Summary of the Literature
The
issue of whether language influences thinking or the other way around has
caught the attention of scholars and experts from a variety of fields.As
a result, the focus of study has shifted from the nature of human thinking
to the relationship between language
and intelligence.Artificial
intelligence and knowledge engineering are pioneer attempts to bring theory
into practice in this field.
Modeling
human intelligence has been one of the purposes of artificial intelligence
research since computers were invented.From
the history of AI research, the main efforts can be divided into four major
branches: natural language processing, computer vision and image interpretation,
robotics, and expert systems.Of
all the branches of AI, expert systems probably are the most sophisticated
and practical technique.
In
the conventional CAI system, the teacher uses an authoring language to
develop courseware.Authoring systems
allow people who have not had much programming experience to produce computer-assisted
instruction with a limited set of functions.Some
sophisticated authoring systems are powerful enough but somewhat more difficult
for novices to use.Though authoring
software permits the designs of screen display, answer-judging, record-keeping,
and branching, most of this software lacks an interactive nature (Dever
& Pennington).Besides, it is
expensive and requires a lot of effort to learn how to use.
Applying
expert system techniques to computer-assisted instruction has been in progress
for several years.Like other expert
system applications, the author of a tutorial expert system can change
the subject domain of an instructional system without having to write a
new one.This technique promises
benefits such as being able to change the courseware without having to
revise the program and modify instructional performance.
Limited
research has indicated that multimedia may be an efficient tool for converting
information into knowledge (Newhard, 1987) and that intelligent CAI would
be the way to convey human knowledge to a student in an effective manner
(Rambally, 1986).As Matta and Kern
stated, "CAI can be viewed as potentially the ultimate expert system.The
computer is not only utilized as a facility in which to maintain a sophisticated
knowledge base.Rather, the computer
must also be prepared to convey that knowledge base to a student in an
effective manner" (p. 77).
The
next generation of tutoring systems will be more intelligent and incorporate
new techniques in knowledge acquisition and representation.From
the perspective of education, the computer is not only a calculation tool
or a facility in which to maintain information, but also a research tool
for educators, which provides a practical experimental environment.With
the proliferation of microcomputers, CAI, interactive multimedia, and AI
techniques in educational institutions, it is possible to develop multipurpose
instructional systems through expert system development tools.The
age of integrating CAI, expert systems, and multimedia technologies into
a variety of applications in education is emerging.
CHAPTER III
METHODOLOGY
The
method of grasping knowledge based on learning and researching;
learning
is a lifelong process of accumulation and inheritance while researching
is the process of observation, cogitation, and creation.
Tung-Ying
Chang
The
methods applied in this study were devised from expert system development
stages, but emphasized its conceptualization, formalization, and implementation.In
practice, these stages were transformed into basic design concepts and
design procedures.
Basic Design Concepts
Using
computers as tutor, tool, and tutee was one of the major ideas in the study.To
function as a tutor, the system should be practical, effective, flexible,
and expandable.To function as a
tool, the system should be accurate, precise, reliable, and friendly.To
function as a tutee, the system should provide the best experimental environment
for the researcher to understand and manipulate CAI, expert system, and
multimedia technologies.
In
the development process, the following ten discrete principles were applied:selection
of an IBM PC compatible computer for software development and user environment,
consideration for developing the system by using an expert system development
shell, choice of a high-level programming language to write auxiliary programs,
course-independent design, employment of rule-based representation, use
of hierarchical frames for organizing basic structure of the system, top-down
design, design of external software access interface to incorporate with
application software, creation of tutorial modules to perform instruction
strategies, and use of graphics to present Chinese characters.
Selection of an IBM PC
Compatible Computer for Software Development and User Environment
Microcomputers
are available to users and are relatively inexpensive for schools or
homes.To
expert system developers, it is important to find a machine that does the
job, provides the best performance, and is affordable.The
PC, rather than the Macintosh, was selected because the PC environment
offers flexibility and standard expansion boards (Heid, 1991).In
Taiwan, Macintosh's prices are higher than IBM PC compatible computers.Many
local manufacturers make quality, low-cost PCs, while Macintosh is supplied
only by Apple dealers, and there is no education discount for schools and
students.
Generally
speaking, the Macintosh is the better computer for users, but "better computer"
and "best seller" are two different things.In
Taiwan, at the current time, PC's users number far more than Macintosh's.Another
concern was the Chinese input system.Most
Chinese input systems were developed for PCs.Although
graphics were used to present Chinese characters in the system, courseware
authors still need a Chinese input system for generating Chinese characters.
Consideration for Developing
the System by Using an Expert System Development Shell
For
most projects, the reason for using an expert system development shell
could include speed and reduction of the painstaking tasks of knowledge
construction.Many shells offer consultation
and development models.It is not
necessary for expert system developers to design knowledge representation
structure and build inference engines.Even
with an expert system shell, there will be some programming.Compared
to building the whole expert system in LISP or PROLOG languages, such programming
is simple and easy.Sophisticated
shells allow the programmer to become an expert system developer and provide
more opportunity for experienced domain experts to transfer their expertise
in an efficient way.
Choice of a High-level
Programming Language to Write Auxiliary Programs
Because
no single language will work for every programmer, a few shells provide
an external language interface (XLI) to communicate with programs written
in other languages.With the XLI
function, an external program can be compiled to access system data.Even
with an expert system shell designed to expedite development and written
with careful considerations by experienced programmers, it will still be
necessary to write some auxiliary systems or external programs using a
high-level language.
Course-independent Design
For
a general purpose tutorial tool, the system should be conducted with course-independent
design; courseware should be isolated from the tutorial system.Like
structured data, courseware or testing material can be organized as data
files and invoked by the system when it is needed so that courses such
as English, mathematics, and physics can share the same system.
Employment ofRule-based
Representation
When
dealing with a human expert, it is important to choose a proper way to
communicate with the expert.The
most natural way to extract human expertise and heuristics is with "IF-THEN"
rules.Rule-based systems are one
of the most efficient knowledge representation methods in expert system
technology; although there are many disadvantages such as lack of a context
dependency mechanism, low inference efficiency in complicated systems,
and the limitation of rule numbers.Rules,
however, are comprehensible, easily modified, and can be controlled with
other rules.For a tutorial expert
system, rules can be used to express "what-to-do" and represent "how-to-do"
knowledge.These features probably
make the system more like a human tutor.
Use of Hierarchical Frames
for Organizing Basic Structure of the System
Frames
are useful data structures for representing knowledge.The
frame-based representation is good at constructing inherent structure in
rules and data.A frame which relies
on the concept of inheritance can be divided into several concept-dependency
frames or can be threaded by other frames to form hierarchical structures.This
organizing or categorizing technique simplifies a complicated concept and
connects related pieces of information in a meaningful way.Because
of its flexibility in representing context and control mechanisms, the
advantages of frame structure can sometimes minimize the disadvantages
of rule-based representation.
Top-down Design
To
design conventional programs and expert systems, generalize the idea first;
then refine it step by step.The
system should be designed and implemented from top to bottom;in
the frame structure that means to design the main frame or the root frame
first, then the second level, and so on.
Design of External Software
Access Interface to Incorporate with Application Software
When
dealing with complex real-world problems, none of the single tools is totally
satisfactory.Integration features
offer a cost-effective way of manipulating existing data or transporting
the data to other systems.From the
viewpoint of system development, an external software access interface
not only bridges the gap between expert systems and conventional programs
but provides many convenient means to meet different requirements of individual
users.
Creation of Tutorial Modules
to Perform Instruction Strategies
An
intelligent tutorial system may consist of an expert module, a tutorial
module, and a student learning module.To
simplify the system design, the expert module and the student learning
modules can be set by a human expert who is responsible for generating
teaching and testing materials, explaining each problem-solving decision
in order to assist a student in understanding how to solve it, and predicting
the student's level of understanding and learning style.With
the help of a human expert, a tutorial module may consist of the strategies,
rules, and processes that govern the system's interactivity with the student.While
the system is working, the tutorial module performs like a human tutor.
Use of Graphics to Present
Chinese Characters
Text
is one of the most important communication tools for human beings.The
task
of processing text in the computer can be divided into three steps:
represented in a computer by numbers, entered with a keyboard, and displayed
on the monitor.
The
English language, which has a simple writing system, can be encoded by
an eight-bit binary system such as American Standard Code for Information
Interchange (ASCII), and can be typed at the keyboard and displayed as
letters or symbols on the screen.
Chinese,
which consists of more than ten thousand hieroglyphic characters, is the
most ancient writing system .Chinese
input is different and difficult.A
Chinese input system which applies a 16-bit, or two-byte binary system,
takes more memory space and processing time than English input systems.Besides,
it takes at least 4 to 5 key strokes to input each Chinese character.These
barriers have become problems in developing Chinese software; but, at the
current time, it is the only way to generate Chinese characters in the
computer through keyboarding.Another
problem is that most Chinese students are not efficient keyboarders.An
expert system also needs more memory space to run than a conventional program.Designing
an expert system with Chinese-English input will be impractical before
finding an efficient Chinese input system.
According
to an old Chinese saying, "a graphic is worth more than a thousand words."Ideally,
the graphic enhances instructional and application purposes.Based
on these considerations, instead of hooking with a Chinese input system,
the use of graphics to present Chinese characters for the purpose of instruction
is probably feasible.
Design Procedure
After
identifying the appropriate problems, assessing the significance of the
system, and forming the concepts of design, the formalization and implementation
stages brought the system designer one step closer to programming, while
the testing stage involved evaluating the system to improve it.The
procedure discussed below is a concrete description of the three stages.
Resources Assessment and
Tools Selection
Human
resources
At
least three persons are needed to build the system: the human tutor or
expert, the knowledge engineer, and the system user.The
expert offers teaching experience and assists in the study.The
human tutor provides teaching and material to test of the system.The
knowledge engineer is responsible for system design, using the shell to
transfer the necessary knowledge into computer readable form, and other
programming.The user or system tester
need not be computer literate to run the system and make suggestions.
Shell
selection
Some
textbooks offered criteria for shell selection such as appropriateness
of the tool to the problems, effectiveness of the developer interface and
user interface, integration capability with other programs, and delivery
systems (Bielawski & Lemand, 1988).Generally
speaking, principles and criteria are easy to understand.After
identifying basic design criteria, the developer should know what kinds
of tools are needed.The problems
are: Where is the shell?How to get
it?Is it affordable?How
to evaluate the tool before you choose it?
The
best way to evaluate a shell is to use it.Unfortunately,
few software companies allow users to return products for refunds.In
addition, software evaluation is time-consuming work.Software
catalogs, commercial advertisements, and articles injournals
were helpful in obtaining and selecting shells.
At
the beginning of the study, the researcher relied on software review articles
in IEEE Expert, AI Expert, Personal Computing, and PC Week for shell
evaluation.Based on the considerations
of cost, functions, documentation, user friendliness, and publisher's reputation,
Texas Instrument's Personal Consultant Plus (PC Plus) was chosen as the
system development shell.
PC
Plus is an integrated rule-based expert system shell based on the EMYCIN
program.In PC Plus,a
knowledge base consists of one or multiple frames which include two major
forms: parameters and rules.Parameters
were used as the basic components.In
a frame, a parameter is a structure that identifies or contains a bit of
information needed to arrive at a conclusion.Rules
define the relationships among parameters and determine how to use the
information during a consultation.Goals
list one or more special parameters determined by the inference during
a frame instantiation in a backward-chaining knowledge base.The
frame structure and properties are shown in Figure 3-1.

Figure 3-1.Frame
structure and properties of Personal Consultant Plus.
The
PC Plus inference engine is responsible for decision making: what data
are appropriate to seek, the order in which to seek the data, and what
rules are appropriate to use.Inference
engines use received or derived information to decide how to process the
next actions such as what parameter values to seek and what rules to try.Finally,
the inference engine attempts to derive values for the goals.The
primary control mechanism within PC Plus's inference engine includes backward-chaining
and forward-chaining.The features
analysis of PC Plus are shown in Figure 3-2.
Auxiliary
programming language selection
LISP
and BASIC have been used to develop expert system applications.PC
Plus allows developers to use Scheme language to define functions for knowledge
representation.The Scheme programming
language is a dialect of LISP developed at Massachusetts Institute of Technology
(MIT).Scheme has proved to be effective
in developing expert system shells for microcomputers.BASIC
language is appropriate for handling large amounts of text.In
addition to the ability of string processing, BASIC has
many
graphics statements and functions to create a wide variety of shapes, colors,
and patterns on the screen.With
graphics functions, the programmer can create vivid images to enhance teaching
materials.Both GWBASIC and Quick
BASIC can work very well with Chinese input systems.The
high compatibility enables BASIC programs to generate Chinese hieroglyphs.
Software
needed
ET
Chinese System V 1.6, ETen Information System
Personal
Consultant Plus V 3.0, Texas Instruments
Quick
BASIC, Microsoft
Dr.
Halo III , Media Cybernetics
Chinese
Graphic Transfer System
Word
processor & database programs for editing courseware and test material.
|
|
|
|
Knowledge
Representation Schemes
|
Frame,
IF-THEN rules, meta-rules
|
|
Other
Knowledge Representation
|
Scheme,
Scoop (object-oriented programming system)
|
|
Primary
Inference Mechanism
|
Forward
and backward chaining
|
|
Principal
Knowledge Structures
|
Frame,
parameters, and rules
|
|
Uncertainty
Handing
|
Facts,
rules
|
|
Logic
and Mathematics
|
Boolean
operating, float point, LISP expression
|
|
Facilities
& Flow Control
|
Meta-rules,
mapping functions, access method
|
|
User
Response Format
|
Pop-up
menu, on-line help, explanations, icon
|
|
External
Language Interface
|
LISP,
C, PASCAL, Assembly
|
|
External
Software Access Interface
|
dBASE
II, III, III Plus, Lotus 123, ASCII file
|
|
Rule
Entry Language
|
Abbreviated
Rule Language (ARL)
|
|
Developer
Tools
|
Rule
editor, logic tracing record, debug aid
|
|
Report
function
|
Print,
screen, file
|
|
Knowledge
Chunk Limit
|
2000
rules (depends on RAM, size and complexity of the knowledge base)
|
|
Replay
Capability
|
Review,
Playback, New Start
|
|
Delivery
Vehicle
|
Run-Time
|
|
Portability
|
C
language
|
|
Graphics
Program Interface
|
Use
third party package, frame capture (SNAPSHOT)
|
|
Graphic
Functions
|
Represent
knowledges, conduct consultations
|
|
Graphics
Support
|
CGA,
EGA
|
|
Advanced
Features
|
Garbage
collection, fast-load files, autoloaded files
|
|
Advanced
Add-on Package
|
Online,
Image
|
|
Memory
Support
|
Conventional
memory, expanded memory, and extended memory
|
|
User
Interface
|
Window-oriented
|
Figure 3-2.Features
analysis of Personal Consultant Plus.
Hardware
needed
The
key to finding suitable hardware lies in looking for suitable software.After
selecting the necessary software, the following equipment was needed:
IBM
PC compatible computer with CPU Intel 80386SD-33MHz, 64 KB cached, 4MB
on-board extension memory, 101 keyboard, mouse, 1.2MB-5.25" FD, 1.44 MB-3.5"
FD, 80 MB HD, VGA 640x480 display card, and 14" color monitor, a scanner,
and a HP LaserJet II Printer.
Pilot Test
After
making sure that worthwhile problems had been identified, that the development
environment was adequate, and that an expert system shell and auxiliary
language had been chosen, the next step was to generate a pilot system.The
advantages of generating a pilot system are that it:
1.Provides
the opportunity to test the suitability of the development shell that has
been selected.
2.Allows
experiments to verify the important idea of design strategies, such as
knowledge presentation scheme, frame structure, inference mechanism and
instantiation control, and problem solving methods.
3.Gives
the system designer a concrete concept of how to build and test an expert
system.In addition, the designer
will gain the confidence needed to handle a bigger system through the success
of the pilot system.
Two
pilot systems that were built before were too complex.The
first pilot system was a bilingual children's disease diagnosis system
based on the knowledge base which was revised from DOCTOR written by Edward
Reasor (1985).In the pilot system,
the knowledge base was presented in a graphic format.The
purpose of designing this pilot system was to test image control and presentation
ability.A Chinese hieroglyph data
transfer program was designed to convert Chinese characters from black
& white Hercules graphic to EGA color graphic.Figure
3-3 shows a graphic input function of the first pilot system.The
user can input the patient's last hour temperature by pressing arrow keys
to adjust the thermometric indicator.

Figure 3-3.Graphic
input function of the first pilot system.
The
second pilot system was a welding procedure consultant system based on
the author's experience of over five years welding technique in the Maanshan
Nuclear Power Project.One root frame
and four subframes were used in the rule-based system to include the necessary
expertise and information.Forward
chaining was used to reason the conclusion because the data and knowledge
were extracted from mass technique information by a human expert. Besides,
it was convenient to gather data and there were relatively few hypotheses
to explore in the pilot system.Both
pilot systems provided some experience to overcome programming barriers
in the future and exposed some limitation of the selected expert system
development shell.
Sketch Operating Flow
Diagram
Flow
diagrams are important and useful instruments for showing the sequence
of operating processes and the relationships among modules.Analysis
of the thought and the heuristics of the expert clearly helped to create
rules and set up an inference mechanism.A
refined, articulate flow diagram is absolutely necessary for system programming.
Building Knowledge Base
There
are several steps in building knowledge bases.These
are:
1.Model
the input and output data structures.Like
traditional programming, defining inputs and outputs of the system was
an important step.Data construct
occurs when two or more data elements are put together to form a larger
data component.A record (in a traditional
program) or a parameter (in a knowledge base) is meaningful data that can
present a fact.A carefully organized
data structure ensures accuracy of data processing and high program executing
efficiency.
2.Set
up the goal for each frame and identify the relation among frames.As
each frame is independent, the relationship among frames should be clarified.Both
vertical and horizontal relationships must be identified before setting
up the goal of the frame.
3.Construct
system architecture.A well-designed
expert system is modular and expandable.In
the system, the frame is the basic structure of a knowledge base.Knowledge
is a library of information about an area of expertise.It
is possible for separate knowledge bases to be linked to one another.In
a large or complex knowledge base, a child frame can inherit the data from
its parent frame, and any two individual frames can
share
the same data group.Careful analysis
of the relationship among frames and
placement
of the frame in the right position to form the system structure is critical
in the construction of a successful expert system.
4.Allocate
executive operations.In the rule-based
system, all reasoning is executed by means of frame instantiation.When
knowledge is created, it is a static, abstract representation of knowledge
and structure.After the system instantiates
the frame, the frame is given a dynamic, concrete reality.To
allocate the executive operation, mechanisms to cause and control instantiation
must be built into knowledge bases.
5.Frame
construction.In the PC Plus, each
knowledge base must be based on a root frame.Additional
frames can be added to the root frame.A
frame is a collection of data and information.The
information includes parameters, rules, variables, and other essential
components.These components define
the structure and operations of the knowledge.
Both
parameters and rules are important components.Parameters
contain information that the system uses to infer conclusions.Each
parameter has a name, a set of possible values, and several properties.Rules
are IF-THEN statements that express the relationships among parameters.Some
of these properties can define or modify search strategies.Once
knowledge bases were constructed, the programming work was done.
Editing Tool Design
One
of the purposes of the study was to create a programming-free administration
and instructional environment to enable the teacher to generate low-cost
courseware for students.Teaching
and testing material, however, must be generated in a computer-readable
form.Therefore, a simple, easy-to-learn,
easy-to-use, and flexible editing tool for the system was necessary for
the courseware designer.
The
editing tool is a subtle data management program with a full screen text
editor written in Microsoft Quick BASIC.This
program can be loaded on the system or operated independently.
Courseware Design
Before
beginning the preparation of teaching and testing material in the system,
several subjects were considered.English
classes in Taiwan are popular and most students spend a lot of time and
money to learn the language.An English
grammar tutorial program designed to teach junior high school students
about verb tenses was selected as courseware for system testing.
The
courseware author, who had taught junior high school English grammar for
the past ten years in Taiwan, designed a computer-assisted instruction
program including instructional materials, multiple choice questions, and
a courseware analysis document in Chinese.The
courseware analysis document which explained the expert's knowledge, thoughts,
and heuristics served as a communication tool between the expert and the
knowledge engineer.This document
was refined and represented in rule structure.Testing
material such as idiom training, conversation practice, expression structure,
sentence components rearrangement, and reading comprehension were also
included.Each set of testing materials
was identified by an unique serial number.All
testing materials were divided into two formats: the ASCII text file and
the graphic file.ASCII text files
were revised with editing tools or other word processors; graphic files
were generated with the Dr. Halo package.Both
the ASCII text file and the graphic file were given a DOS filename which
was pre-assigned during the system development.As
these materials were designed for the purpose of system testing, none of
the curriculum instruction and testing material used in the study has been
evaluated.
System Testing
Once
the necessary courseware was completed, the system was ready for function
testing or consulting.Testing covered
each of its capabilities and the individual modules to see if the developed
system achieved its intended goals.
Unlike commercial expert systems which are much concerned with market responses, the tests of the research focused on technological performance.From this perspective, accuracy, reliability, effective reasoning, user-friendliness, and run-time efficiency were used to test the system.Test items included input/output, text, graphics and animation effect, score and record management, external program access interface, screen design, and expected functions of the courseware editing tool.
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