32,056 research outputs found
Individual and Domain Adaptation in Sentence Planning for Dialogue
One of the biggest challenges in the development and deployment of spoken
dialogue systems is the design of the spoken language generation module. This
challenge arises from the need for the generator to adapt to many features of
the dialogue domain, user population, and dialogue context. A promising
approach is trainable generation, which uses general-purpose linguistic
knowledge that is automatically adapted to the features of interest, such as
the application domain, individual user, or user group. In this paper we
present and evaluate a trainable sentence planner for providing restaurant
information in the MATCH dialogue system. We show that trainable sentence
planning can produce complex information presentations whose quality is
comparable to the output of a template-based generator tuned to this domain. We
also show that our method easily supports adapting the sentence planner to
individuals, and that the individualized sentence planners generally perform
better than models trained and tested on a population of individuals. Previous
work has documented and utilized individual preferences for content selection,
but to our knowledge, these results provide the first demonstration of
individual preferences for sentence planning operations, affecting the content
order, discourse structure and sentence structure of system responses. Finally,
we evaluate the contribution of different feature sets, and show that, in our
application, n-gram features often do as well as features based on higher-level
linguistic representations
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NoTube – making TV a medium for personalized interaction
In this paper, we introduce NoTube’s vision on deploying semantics in interactive TV context in order to contextualize distributed applications and lift them to a new level of service that provides context-dependent and personalized selection of TV content. Additionally, lifting content consumption from a single-user activity to a community-based experience in a connected multi-device environment is central to the project. Main research questions relate to (1) data integration and enrichment - how to achieve unified and simple access to dynamic, growing and distributed multimedia content of diverse formats? (2) user and context modeling - what is an appropriate framework for context modeling, incorporating task-, domain and device-specific viewpoints? (3) context-aware discovery of resources - how could rather fuzzy matchmaking between potentially infinite contexts and available media resources be achieved? (4) collaborative architecture for TV content personalization - how can the combined information about data, context and user be put at disposal of both content providers and end-users in the view of creating extremely personalized services under controlled privacy and security policies? Thus, with the grand challenge in mind - to put the TV viewer back in the driver's seat – we focus on TV content as a medium for personalized interaction between people based on a service architecture that caters for a variety of content metadata, delivery channels and rendering devices
Adaptive Educational Hypermedia based on Multiple Student Characteristics
The learning process in Adaptive Educational Hypermedia (AEH) environments is complex and may be influenced by aspects of the student, including prior knowledge, learning styles, experience and preferences. Current AEH environments, however, are limited to processing only a small number of student characteristics. This paper discusses the development of an AEH system which includes a student model that can simultaneously take into account multiple student characteristics. The student model will be developed to use stereotypes, overlays and perturbation techniques. Keywords: adaptive educational hypermedia, multiple characteristics, student model
Design and Assessment of an Interactive Digital Tutorial for Undergraduate-Level Sandstone Petrology
This study describes the goals, features and effectiveness of a digital interactive tutorial which was created to provide undergraduates a 'virtual microscope' resource for learning sandstone petrology. The goal of the tutorial is to provide students exposure to the highly visual subject matter of petrography outside the confines of organized laboratory exercises. The hope is that widespread use of such digital interactive formats will allow students to gain high levels of expertise with description and interpretation of earth materials despite the reduced amounts of hands-on laboratory practice that are allowed by modern curricula. Educational levels: Graduate or professional
An e-learning platform for delivering educational contents in a school environment
Learning is a continuous process, without end, which takes place throughout life, and is the result of the interaction of an individual with a physical external environment, a social context or with herself. In what new technologies may help improving and making more effective the interaction of an individual during his learning process? This paper describes the use of a platform for delivering educational contents to students, to put theories into practice through the use of an LMS and highlight the strengths and weaknesses that have these learning tools in a school environment, in which - besides its formative aspect - upbringing is important.learning management system, digital contents.
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