3,821 research outputs found

    A multimodal corpus of rapid dialogue games

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    Ponencia presentada en la Ninth International Conference on Language Resources and Evaluation (LREC'14)This paper presents a multimodal corpus of spoken human-human dialogues collected as participants played a series of Rapid DialogueGames (RDGs). The corpus consists of a collection of about 11 hours of spoken audio, video, and Microsoft Kinect data taken from 384game interactions (dialogues). The games used for collecting the corpus required participants to give verbal descriptions of linguisticexpressions or visual images and were specifically designed to engage players in a fast-paced conversation under time pressure. As aresult, the corpus contains many examples of participants attempting to communicate quickly in specific game situations, and it alsoincludes a variety of spontaneous conversational phenomena such as hesitations, filled pauses, overlapping speech, and low-latencyresponses. The corpus has been created to facilitate research in incremental speech processing for spoken dialogue systems. Potentially,the corpus could be used in several areas of speech and language research, including speech recognition, natural language understanding,natural language generation, and dialogue management.Fil: Paetzel, Maike. University of Southern California. Institute for Creative Technologies; United States of America.Fil: Racca, David Nicolás. University of Southern California. Institute for Creative Technologies; United States of America.Fil: Racca, David Nicolás. Universidad Nacional de Córdoba. Facultad de Matemática, Astronomía y Física; Argentina.Fil: De Vault, David. University of Southern California. Institute for Creative Technologies; United States of America.Ciencias de la Computació

    A Review of the "Digital Turn" in the New Literacy Studies

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    Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century

    A Review of Verbal and Non-Verbal Human-Robot Interactive Communication

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    In this paper, an overview of human-robot interactive communication is presented, covering verbal as well as non-verbal aspects of human-robot interaction. Following a historical introduction, and motivation towards fluid human-robot communication, ten desiderata are proposed, which provide an organizational axis both of recent as well as of future research on human-robot communication. Then, the ten desiderata are examined in detail, culminating to a unifying discussion, and a forward-looking conclusion

    Synchronous communication technologies for language learning: Promise and challenges in research and pedagogy

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    We propose a definition of synchronous communication based on joint attention, noting that in certain mediated communication settings joint attention is a matter of perception rather than determinable fact. The most salient properties of synchronous computer-mediated communication (SCMC) are real-time pressure to communicate and a greater degree of social presence relative to asynchronous communication. These properties underlie the benefits and challenges of SCMC for language learning, which we discuss under three headings: (1) SCMC as learning tool; (2) SCMC as target competence; and (3) SCMC as setting for learner dialogue, intracultural and intercultural. We survey research themes in SCMC and preview the contributions of the Special Issue. Finally, we identify questions for future research

    Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation

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    This paper surveys the current state of the art in Natural Language Generation (NLG), defined as the task of generating text or speech from non-linguistic input. A survey of NLG is timely in view of the changes that the field has undergone over the past decade or so, especially in relation to new (usually data-driven) methods, as well as new applications of NLG technology. This survey therefore aims to (a) give an up-to-date synthesis of research on the core tasks in NLG and the architectures adopted in which such tasks are organised; (b) highlight a number of relatively recent research topics that have arisen partly as a result of growing synergies between NLG and other areas of artificial intelligence; (c) draw attention to the challenges in NLG evaluation, relating them to similar challenges faced in other areas of Natural Language Processing, with an emphasis on different evaluation methods and the relationships between them.Comment: Published in Journal of AI Research (JAIR), volume 61, pp 75-170. 118 pages, 8 figures, 1 tabl

    Corpus studies and localization: a research proposal for interactive material

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    This article aims to analyze the dubbing synchronies used in a multimodal corpus composed of three video games, dubbed into Castilian Spanish, belonging to the interactive genre of action-adventure. The methodology, adopting a descriptive approach, triangulates qualitative and quantitative data obtained, on the one hand, from the empirical analysis of the multimodal corpus and, on the other hand, from direct contact with professionals in the industry through semi-structured interviews. Additionally, some previous approaches within Corpus-Based Translation Studies—closely linked to Descriptive Translation Studies—will be reviewed, as well as the professional practice of localization, from the perspective of audiovisual translation (AVT). The goal is thus to present how different methods and perspectives can be combined to analyze the AVT mode of dubbing in a multimodal and interactive product, which remains largely unexplored in academia so far, despite the efficacy that corpus studies have demonstrated in translation studies.Este artículo pretende dar cuenta de las sincronías empleadas en el doblaje al español peninsular de un corpus multimodal compuesto por tres videojuegos del género interactivo de la acción-aventura. La metodología, de enfoque descriptivo, triangula datos cualitativos y cuantitativos obtenidos, por una parte, del análisis empírico del corpus multimodal y, por otra, del contacto directo con profesionales de la industria mediante entrevistas semiestructuradas. Asimismo, se revisarán algunos planteamientos previos de los estudios de corpus, estrechamente relacionados con los Estudios Descriptivos en Traducción, y de la práctica profesional de la localización, abordándola desde el enfoque de la Traducción Audiovisual (TAV). Se busca así exponer cómo combinar distintos métodos y perspectivas para analizar la modalidad de TAV del doblaje en un producto multimodal interactivo, aspecto escasamente investigado empíricamente en la esfera académica por el momento, a pesar de la utilidad que ya han demostrado los estudios de corpus en el panorama traductológico
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