7 research outputs found

    European Language Grid

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    This open access book provides an in-depth description of the EU project European Language Grid (ELG). Its motivation lies in the fact that Europe is a multilingual society with 24 official European Union Member State languages and dozens of additional languages including regional and minority languages. The only meaningful way to enable multilingualism and to benefit from this rich linguistic heritage is through Language Technologies (LT) including Natural Language Processing (NLP), Natural Language Understanding (NLU), Speech Technologies and language-centric Artificial Intelligence (AI) applications. The European Language Grid provides a single umbrella platform for the European LT community, including research and industry, effectively functioning as a virtual home, marketplace, showroom, and deployment centre for all services, tools, resources, products and organisations active in the field. Today the ELG cloud platform already offers access to more than 13,000 language processing tools and language resources. It enables all stakeholders to deposit, upload and deploy their technologies and datasets. The platform also supports the long-term objective of establishing digital language equality in Europe by 2030 – to create a situation in which all European languages enjoy equal technological support. This is the very first book dedicated to Language Technology and NLP platforms. Cloud technology has only recently matured enough to make the development of a platform like ELG feasible on a larger scale. The book comprehensively describes the results of the ELG project. Following an introduction, the content is divided into four main parts: (I) ELG Cloud Platform; (II) ELG Inventory of Technologies and Resources; (III) ELG Community and Initiative; and (IV) ELG Open Calls and Pilot Projects

    Low-Resource Unsupervised NMT:Diagnosing the Problem and Providing a Linguistically Motivated Solution

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    Unsupervised Machine Translation hasbeen advancing our ability to translatewithout parallel data, but state-of-the-artmethods assume an abundance of mono-lingual data. This paper investigates thescenario where monolingual data is lim-ited as well, finding that current unsuper-vised methods suffer in performance un-der this stricter setting. We find that theperformance loss originates from the poorquality of the pretrained monolingual em-beddings, and we propose using linguis-tic information in the embedding train-ing scheme. To support this, we look attwo linguistic features that may help im-prove alignment quality: dependency in-formation and sub-word information. Us-ing dependency-based embeddings resultsin a complementary word representationwhich offers a boost in performance ofaround 1.5 BLEU points compared to stan-dardWORD2VECwhen monolingual datais limited to 1 million sentences per lan-guage. We also find that the inclusion ofsub-word information is crucial to improv-ing the quality of the embedding

    The Object of Platform Studies: Relational Materialities and the Social Platform (the case of the Nintendo Wii)

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    Racing the Beam: The Atari Video Computer System,by Ian Bogost and Nick Montfort, inaugurated thePlatform Studies series at MIT Press in 2009.We’ve coauthored a new book in the series, Codename: Revolution: the Nintendo Wii Video Game Console. Platform studies is a quintessentially Digital Humanities approach, since it’s explicitly focused on the interrelationship of computing and cultural expression. According to the series preface, the goal of platform studies is “to consider the lowest level of computing systems and to understand how these systems relate to culture and creativity.”In practice, this involves paying close attentionto specific hardware and software interactions--to the vertical relationships between a platform’s multilayered materialities (Hayles; Kirschenbaum),from transistors to code to cultural reception. Any given act of platform-studies analysis may focus for example on the relationship between the chipset and the OS, or between the graphics processor and display parameters or game developers’ designs.In computing terms, platform is an abstraction(Bogost and Montfort), a pragmatic frame placed around whatever hardware-and-software configuration is required in order to build or run certain specificapplications (including creative works). The object of platform studies is thus a shifting series of possibility spaces, any number of dynamic thresholds between discrete levels of a system

    Proceedings of the 19th Sound and Music Computing Conference

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    Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France). https://smc22.grame.f
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