23,599 research outputs found
THE "POWER" OF TEXT PRODUCTION ACTIVITY IN COLLABORATIVE MODELING : NINE RECOMMENDATIONS TO MAKE A COMPUTER SUPPORTED SITUATION WORK
Language is not a direct translation of a speaker’s or writer’s knowledge or intentions. Various complex processes and strategies are involved in serving the needs of the audience: planning the message, describing some features of a model and not others, organizing an argument, adapting to the knowledge of the reader, meeting linguistic constraints, etc. As a consequence, when communicating about a model, or about knowledge, there is a complex interaction between knowledge and language. In this contribution, we address the question of the role of language in modeling, in the specific case of collaboration over a distance, via electronic exchange of written textual information. What are the problems/dimensions a language user has to deal with when communicating a (mental) model? What is the relationship between the nature of the knowledge to be communicated and linguistic production? What is the relationship between representations and produced text? In what sense can interactive learning systems serve as mediators or as obstacles to these processes
Improving Knowledge-aware Dialogue Generation via Knowledge Base Question Answering
Neural network models usually suffer from the challenge of incorporating
commonsense knowledge into the open-domain dialogue systems. In this paper, we
propose a novel knowledge-aware dialogue generation model (called TransDG),
which transfers question representation and knowledge matching abilities from
knowledge base question answering (KBQA) task to facilitate the utterance
understanding and factual knowledge selection for dialogue generation. In
addition, we propose a response guiding attention and a multi-step decoding
strategy to steer our model to focus on relevant features for response
generation. Experiments on two benchmark datasets demonstrate that our model
has robust superiority over compared methods in generating informative and
fluent dialogues. Our code is available at https://github.com/siat-nlp/TransDG.Comment: Accepted by AAAI-202
Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies
This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game
Natural Language Interfaces to Data
Recent advances in NLU and NLP have resulted in renewed interest in natural
language interfaces to data, which provide an easy mechanism for non-technical
users to access and query the data. While early systems evolved from keyword
search and focused on simple factual queries, the complexity of both the input
sentences as well as the generated SQL queries has evolved over time. More
recently, there has also been a lot of focus on using conversational interfaces
for data analytics, empowering a line of non-technical users with quick
insights into the data. There are three main challenges in natural language
querying (NLQ): (1) identifying the entities involved in the user utterance,
(2) connecting the different entities in a meaningful way over the underlying
data source to interpret user intents, and (3) generating a structured query in
the form of SQL or SPARQL.
There are two main approaches for interpreting a user's NLQ. Rule-based
systems make use of semantic indices, ontologies, and KGs to identify the
entities in the query, understand the intended relationships between those
entities, and utilize grammars to generate the target queries. With the
advances in deep learning (DL)-based language models, there have been many
text-to-SQL approaches that try to interpret the query holistically using DL
models. Hybrid approaches that utilize both rule-based techniques as well as DL
models are also emerging by combining the strengths of both approaches.
Conversational interfaces are the next natural step to one-shot NLQ by
exploiting query context between multiple turns of conversation for
disambiguation. In this article, we review the background technologies that are
used in natural language interfaces, and survey the different approaches to
NLQ. We also describe conversational interfaces for data analytics and discuss
several benchmarks used for NLQ research and evaluation.Comment: The full version of this manuscript, as published by Foundations and
Trends in Databases, is available at http://dx.doi.org/10.1561/190000007
A Systematic Survey of Prompt Engineering on Vision-Language Foundation Models
Prompt engineering is a technique that involves augmenting a large
pre-trained model with task-specific hints, known as prompts, to adapt the
model to new tasks. Prompts can be created manually as natural language
instructions or generated automatically as either natural language instructions
or vector representations. Prompt engineering enables the ability to perform
predictions based solely on prompts without updating model parameters, and the
easier application of large pre-trained models in real-world tasks. In past
years, Prompt engineering has been well-studied in natural language processing.
Recently, it has also been intensively studied in vision-language modeling.
However, there is currently a lack of a systematic overview of prompt
engineering on pre-trained vision-language models. This paper aims to provide a
comprehensive survey of cutting-edge research in prompt engineering on three
types of vision-language models: multimodal-to-text generation models (e.g.
Flamingo), image-text matching models (e.g. CLIP), and text-to-image generation
models (e.g. Stable Diffusion). For each type of model, a brief model summary,
prompting methods, prompting-based applications, and the corresponding
responsibility and integrity issues are summarized and discussed. Furthermore,
the commonalities and differences between prompting on vision-language models,
language models, and vision models are also discussed. The challenges, future
directions, and research opportunities are summarized to foster future research
on this topic
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Negotiated Tutoring: An Approach to Interaction in Intelligent Tutoring Systems
This thesis describes a general approach to tutorial interaction in Intelligent Tutoring Systems, called "Negotiated Tutoring". Some aspects of the approach have been implemented as a computer program in the 'KANT' (Kritical Argument Negotiated Tutoring) system. Negotiated Tutoring synthesises some recent trends in Intelligent Tutoring Systems research, including interaction symmetry, use of explicit negotiation in dialogue, multiple interaction styles, and an emphasis on cognitive and metacognitive skill acquisition in domains characterised by justified belief. This combination of features has not been previously incorporated into models for intelligent tutoring dialogues. Our approach depends on modelling the high-level decision-making processes and memory representations used by a participant in dialogue. Dialogue generation is controlled by reasoning mechanisms which operate on a 'dialogue state', consisting of conversants' beliefs, a set of possible dialogue moves, and a restricted representation of the recent utterances generated by both conversants. The representation for conversants' beliefs is based on Anderson's (1983) model for semantic memory, and includes a model for dialogue focus based on spreading activation. Decisions in dialogue are based on preconditions with respect to the dialogue state, higher level educational preferences which choose between relevant alternative dialogue moves, and negotiation mechanisms designed to ensure cooperativity. The domain model for KANT was based on a cognitive model for perception of musical structures in tonal melodies, which extends the theory of Lerdahl and Jackendoff (1983). Our model ('GRAF' - GRouping Analysis with Frames) addresses a number of problems with Lerdahl and Jackendoff's theory, notably in describing how a number of unconscious processes in music cognition interact, including elements of top-down and bottom-up processing. GRAF includes a parser for musical chord functions, a mechanism for performing musical reductions, low-level feature detectors and a frame-system (Minsky 1977) for musical phrase structures
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