29,168 research outputs found
Survey of the State of the Art in Natural Language Generation: Core tasks, applications and evaluation
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
Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)
"This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
Forecasting Player Behavioral Data and Simulating in-Game Events
Understanding player behavior is fundamental in game data science. Video
games evolve as players interact with the game, so being able to foresee player
experience would help to ensure a successful game development. In particular,
game developers need to evaluate beforehand the impact of in-game events.
Simulation optimization of these events is crucial to increase player
engagement and maximize monetization. We present an experimental analysis of
several methods to forecast game-related variables, with two main aims: to
obtain accurate predictions of in-app purchases and playtime in an operational
production environment, and to perform simulations of in-game events in order
to maximize sales and playtime. Our ultimate purpose is to take a step towards
the data-driven development of games. The results suggest that, even though the
performance of traditional approaches such as ARIMA is still better, the
outcomes of state-of-the-art techniques like deep learning are promising. Deep
learning comes up as a well-suited general model that could be used to forecast
a variety of time series with different dynamic behaviors
Pedagogy, curriculum, teaching practices and teacher education in developing countries
This rigorous literature review focused on pedagogy, curriculum, teaching practices and teacher education in developing countries. It aimed to:
1. review existing evidence on the review topic to inform programme design and policy making undertaken by the DFID, other agencies and researchers
2. identify critical evidence gaps to guide the development of future research programme
Social media mining for identification and exploration of health-related information from pregnant women
Widespread use of social media has led to the generation of substantial
amounts of information about individuals, including health-related information.
Social media provides the opportunity to study health-related information about
selected population groups who may be of interest for a particular study. In
this paper, we explore the possibility of utilizing social media to perform
targeted data collection and analysis from a particular population group --
pregnant women. We hypothesize that we can use social media to identify cohorts
of pregnant women and follow them over time to analyze crucial health-related
information. To identify potentially pregnant women, we employ simple
rule-based searches that attempt to detect pregnancy announcements with
moderate precision. To further filter out false positives and noise, we employ
a supervised classifier using a small number of hand-annotated data. We then
collect their posts over time to create longitudinal health timelines and
attempt to divide the timelines into different pregnancy trimesters. Finally,
we assess the usefulness of the timelines by performing a preliminary analysis
to estimate drug intake patterns of our cohort at different trimesters. Our
rule-based cohort identification technique collected 53,820 users over thirty
months from Twitter. Our pregnancy announcement classification technique
achieved an F-measure of 0.81 for the pregnancy class, resulting in 34,895 user
timelines. Analysis of the timelines revealed that pertinent health-related
information, such as drug-intake and adverse reactions can be mined from the
data. Our approach to using user timelines in this fashion has produced very
encouraging results and can be employed for other important tasks where
cohorts, for which health-related information may not be available from other
sources, are required to be followed over time to derive population-based
estimates.Comment: 9 page
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