1,302 research outputs found

    Automatic Scaling of Text for Training Second Language Reading Comprehension

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    For children learning their first language, reading is one of the most effective ways to acquire new vocabulary. Studies link students who read more with larger and more complex vocabularies. For second language learners, there is a substantial barrier to reading. Even the books written for early first language readers assume a base vocabulary of nearly 7000 word families and a nuanced understanding of grammar. This project will look at ways that technology can help second language learners overcome this high barrier to entry, and the effectiveness of learning through reading for adults acquiring a foreign language. Through the implementation of Dokusha, an automatic graded reader generator for Japanese, this project will explore how advancements in natural language processing can be used to automatically simplify text for extensive reading in Japanese as a foreign language

    実応用を志向した機械翻訳システムの設計と評価

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    Tohoku University博士(情報科学)thesi

    GAME EDUKASI MICHIKO SEBAGAI MEDIA PEMBELAJARAN SHOKYU KANJI

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    Penelitian bertujuan untuk menganalisis penilaian responden terhadap Game Edukasi Michiko sebagai media pembelajaran shokyu kanji. Metode penelitian yang digunakan adalah deskriptif analisis. Game Edukasi Michiko dirancang dan dikembangkan sebagai multimedia pembelajaran berbentuk game edukasi berbasis Android Studio sebagai software utama dan Canva Web sebagai software pendukung. Kelayakan Game Edukasi Michiko sebagi media pembelajaran dinilai berdasarkan penilaian berdasarkan penilaian dari 20 responden melalui kuesioner tertutup. Dari hasil penelitian tersebut dapat disimpulkan bahwa Game Edukasi Michiko telah memenuhi empat fungsi dari media pembelajaran yaitu fungsi atensi fungsi afektif fungsi kognitif dan fungsi kompensantoris, sehingga Game Edukasi Michiko layak digunakan sebagai media pembelajaran shokyuu kanji

    Recognition of Japanese handwritten characters with Machine learning techniques

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    The recognition of Japanese handwritten characters has always been a challenge for researchers. A large number of classes, their graphic complexity, and the existence of three different writing systems make this problem particularly difficult compared to Western writing. For decades, attempts have been made to address the problem using traditional OCR (Optical Character Recognition) techniques, with mixed results. With the recent popularization of machine learning techniques through neural networks, this research has been revitalized, bringing new approaches to the problem. These new results achieve performance levels comparable to human recognition. Furthermore, these new techniques have allowed collaboration with very different disciplines, such as the Humanities or East Asian studies, achieving advances in them that would not have been possible without this interdisciplinary work. In this thesis, these techniques are explored until reaching a sufficient level of understanding that allows us to carry out our own experiments, training neural network models with public datasets of Japanese characters. However, the scarcity of public datasets makes the task of researchers remarkably difficult. Our proposal to minimize this problem is the development of a web application that allows researchers to easily collect samples of Japanese characters through the collaboration of any user. Once the application is fully operational, the examples collected until that point will be used to create a new dataset in a specific format. Finally, we can use the new data to carry out comparative experiments with the previous neural network models

    VICA, a visual counseling agent for emotional distress

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    We present VICA, a Visual Counseling Agent designed to create an engaging multimedia face-to-face interaction. VICA is a human-friendly agent equipped with high-performance voice conversation designed to help psychologically stressed users, to offload their emotional burden. Such users specifically include non-computer-savvy elderly persons or clients. Our agent builds replies exploiting interlocutor\u2019s utterances expressing such as wishes, obstacles, emotions, etc. Statements asking for confirmation, details, emotional summary, or relations among such expressions are added to the utterances. We claim that VICA is suitable for positive counseling scenarios where multimedia specifically high-performance voice communication is instrumental for even the old or digital divided users to continue dialogue towards their self-awareness. To prove this claim, VICA\u2019s effect is evaluated with respect to a previous text-based counseling agent CRECA and ELIZA including its successors. An experiment involving 14 subjects shows VICA effects as follows: (i) the dialogue continuation (CPS: Conversation-turns Per Session) of VICA for the older half (age > 40) substantially improved 53% to CRECA and 71% to ELIZA. (ii) VICA\u2019s capability to foster peace of mind and other positive feelings was assessed with a very high score of 5 or 6 mostly, out of 7 stages of the Likert scale, again by the older. Compared on average, such capability of VICA for the older is 5.14 while CRECA (all subjects are young students, age < 25) is 4.50, ELIZA is 3.50, and the best of ELIZA\u2019s successors for the older (> 25) is 4.41
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