Abstract—Knowledge gained through experiences is useful in enhancing experiences of others and in coping with new situations. However, in order to make use of experiential knowledge, it requires understanding of the situation in which the knowledge was created and adjusting it to circumstances. Empirical knowledge can be flexibly utilized by abstracting experience. A knowledge model for abstracting experiences as a graph structure is proposed. The graph represents an individual experience as a node and the transition between experiences as an edge. The nodes and edges can be assigned different parameters depending on the knowledge elements that affect the experience. An example of using the model for experiential knowledge of visiting a museum is presented and possible analysis of the experience is demonstrated. The data used in this paper is obtained from a pilot study performed at the Matsue History Museum.
Index Terms—Knowledge model, experience visualization, museum exhibit design, active knowledge engineering.
Takayuki Hoshino and Rentaro Yoshioka are with the Graduate School of Computer Science and Engineering in the University of Aizu, Japan (e-mail: d8202104@u-aizu.ac.jp).
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Cite: Takayuki Hoshino and Rentaro Yoshioka, "A Graph-Based Model for Experiential Knowledge," International Journal of Knowledge Engineering vol. 5, no. 1, pp. 1-7, 2019.