In this task, you are given a part of an article. Your task is to generate headline (title) for this text. Preferred headlines are under fifteen words.

[EX Q]: This paper develops the idea of membership function assignment for OWL (Web Ontology Language) ontology elements in order to subsequently generate fuzzy rules from this ontology. The task of membership function assignment for OWL ontology elements had already been partially described, but this concerned the case , when several OWL ontologies of the same domain were available, and they were merged into a single ontology. The purpose of this paper is to present the way of membership function assignment for OWL ontology elements in the case, when there is the only one available ontology. Fuzzy rules, generated from the OWL ontology, are necessary for supplement of the SWES (Semantic Web Expert System) knowledge base. SWES is an expert system, which will be able to extract knowledge from OWL ontologies , found in the Web, and will serve as a universal expert for the user.
[EX A]: Membership Function Assignment for Elements of Single OWL Ontology

[EX Q]: Unsupervised classification algorithm based on clonal selection principle named Unsupervised Clonal Selection Classification (UCSC) is proposed in this paper. The new proposed algorithm is data driven and self-adaptive, it adjusts its parameters to the data to make the classification operation as fast as possible. The performance of UCSC is evaluated by comparing it with the well known K-means algorithm using several artificial and real-life data sets. The experiments show that the proposed UCSC algorithm is more reliable and has high classification precision comparing to traditional classification methods such as K-means. General Terms Pattern Recognition, Algorithms.
[EX A]: Unsupervised Classification Using Immune Algorithm

[EX Q]: Online social media and games are increasingly replacing offline social activities. Social media is now an indispensable mode of communication; online gaming is not only a genuine social activity but also a popular spectator sport. With support for anonymity and larger audiences, online interaction shrinks social and geographical barriers. Despite such benefits, social disparities such as gender inequality persist in online social media. In particular, online gaming communities have been criticized for persistent gender disparities and objectification. As gaming evolves into a social platform, persistence of gender disparity is a pressing question. Yet, there are few large-scale, systematic studies of gender inequality and objectification in social gaming platforms. Here we analyze more than one billion chat messages from Twitch, a social game-streaming platform, to study how the gender of streamers is associated with the nature of conversation. Using a combination of computational text analysis methods, we show that gendered conversation and objectification is prevalent in chats. Female streamers receive significantly more objectifying comments while male streamers receive more game-related comments. This difference is more pronounced for popular streamers. There also exists a large number of users who post only on female or male streams. Employing a neural vector-space embedding (paragraph vector) method, we analyze gendered chat messages and create prediction models that (i) identify the gender of streamers based on messages posted in the channel and (ii) identify the gender a viewer prefers to watch based on their chat messages. Our findings suggest that disparities in social game-streaming platforms is a nuanced phenomenon that involves the gender of streamers as well as those who produce gendered and game-related conversation.
[EX A]:
Gendered Conversation in a Social Game-Streaming Platform