Case-Based Reasoning
CBR systems are capable of solving new problems using domain knowledge and the experience acquired in solving precedent problems (cases).
- The Noos platform allows to integrate domain knowledge (acquired by knowledge modelling) and lazy learning (acquired from cases). Lazy learning can retrieve cases both using domain-specific knowledge (using Perspectives) and using domain-independent methods (using the entropy-based LID method).
- CBR systems have been developed in the domains of music (see below), biology, and medicine.
- An Integrative Framework for Developing Case-based Systems01/10/2006 - 30/09/2009
Case-based reasoning (CBR) combines in an effective manner both learning from examples and usage of domain knowledge. Techniques for case retrieval and reuse should not be studied in an isolated manner; instead they should be designed and evaluated in model in a framework that integrates different types of CBR systems as proposed in this project.
The main objectives of the project can be summarized as follows:- new ways to use techniques of soft computing for CBR,
- techniques for case reuse of a declarative and generic nature,
- techniques for case retrieval in knowledge-intensive CBR systems,
- integrating ontologies both in CBR systems and retrieval and reuse techniques
- maintenance techniques both for case bases and for CBR systems capable of dealing with issues arising from design, implementation, and deployment of industrial strength CBR systems,
- the empirical evaluation of the developed techniques by means of CBR prototypes implemented for several experimental domains, and
- developing component-based software platforms to support CBR systems development.
- Automatic Generation of Audiovisual Narrative01/06/2010 - 31/12/2011UDT-IA Project:
BUSCAMEDIA aims at significant advances in the areas of semantic search, audiovisual production and riche media distribution thgough the creation of a unique semantic multimedia search engine. Specifically, the involvement of IIIA-CSIC is on the automatic generation of narrative content, such as summaries of soccer matches, or news shows. More information can be found at the overall BUSCAMEDIA page: http://www.cenitbuscamedia.es/
- Evolving CBR for multi-source experience and knowledge-rich applications01/01/2010 - 31/12/2012
Case-based reasoning (CBR) combines in an effective manner both learning from experience and usage of domain knowledge. Techniques for case retrieval and reuse should not be studied in an isolated manner; instead they should be designed and evaluated in a framework that integrates different types of CBR systems as proposed in this project.
The goal of this project is to enlarge the capabilities of CBR systems to address three challenges we have identified as significant:
A. The widespread use of ontologies today raises the issue that domain knowledge expressed in ontological frameworks has to be integrated not only in knowledge-intensive CBR but also indata-intensive CBR,
B. The realization that all models are partial and each approximates reality differently raises the issue of CBR systems capable of using and integrating experience with multiple sources,
C. The traditional emphasis on CBR research applied to the problem space raises the issue to focus more research on the solution space for improving the case reuse techniques, retrieval guidance techniques, and analyzing the solution space similarity structure.

- Worth Playing Digital Games for Active and Positive Ageing01/01/2012 - 31/08/2013
Digital games that are worth playing by older people are a new type of digital games that can reinforce and exploit the strengths of older people as individuals and game players rather than merely compensating for their limitations, reduce isolation and foster socialisation, both offline and online, and improve the physical and psychosocial wellbeing of older people. The research conducted in the WorthPlay project aims to enable an understanding and development of these types of digital games, and is grounded in ethnography, participatory and iterative design, and experiences of digital game play. This research will be conducted within the context of designing, developing and evaluating a prototype of an online game that is worth playing by older people, by involving and engaging in the research a user group consisting of older people of mixed gender and expertise playing games, and relevant members of their social circles. WorthPlay will take the state of the art of human-computer interaction research with older people and digital games forward by producing a human taxonomy of digital games for older people; providing a deeper understanding of everyday digital game by older people, of the challenges and opportunities of emerging human-game interaction styles and gaming platforms to improve the accessibility and playability of digital games for older people, and their physical and psychosocial wellbeing, of game adaptation to individual users, and of cultural similarities and differences in digital game play. WorthPlay will also improve relevant methodological aspects of human-computer interaction research with older people by looking into ethnography, user engagement, and iterative and participatory design, in out-of-laboratory conditions over extended periods of time. WorthPlay will also develop a pipeline to integrate the technology and research created during the project into marketable outcomes, and develop original methods of marketing digital games to the older population.

