89 research outputs found

    On the Principles of Evaluation for Natural Language Generation

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    Natural language processing is concerned with the ability of computers to understand natural language texts, which is, arguably, one of the major bottlenecks in the course of chasing the holy grail of general Artificial Intelligence. Given the unprecedented success of deep learning technology, the natural language processing community has been almost entirely in favor of practical applications with state-of-the-art systems emerging and competing for human-parity performance at an ever-increasing pace. For that reason, fair and adequate evaluation and comparison, responsible for ensuring trustworthy, reproducible and unbiased results, have fascinated the scientific community for long, not only in natural language but also in other fields. A popular example is the ISO-9126 evaluation standard for software products, which outlines a wide range of evaluation concerns, such as cost, reliability, scalability, security, and so forth. The European project EAGLES-1996, being the acclaimed extension to ISO-9126, depicted the fundamental principles specifically for evaluating natural language technologies, which underpins succeeding methodologies in the evaluation of natural language. Natural language processing encompasses an enormous range of applications, each with its own evaluation concerns, criteria and measures. This thesis cannot hope to be comprehensive but particularly addresses the evaluation in natural language generation (NLG), which touches on, arguably, one of the most human-like natural language applications. In this context, research on quantifying day-to-day progress with evaluation metrics lays the foundation of the fast-growing NLG community. However, previous works have failed to address high-quality metrics in multiple scenarios such as evaluating long texts and when human references are not available, and, more prominently, these studies are limited in scope, given the lack of a holistic view sketched for principled NLG evaluation. In this thesis, we aim for a holistic view of NLG evaluation from three complementary perspectives, driven by the evaluation principles in EAGLES-1996: (i) high-quality evaluation metrics, (ii) rigorous comparison of NLG systems for properly tracking the progress, and (iii) understanding evaluation metrics. To this end, we identify the current state of challenges derived from the inherent characteristics of these perspectives, and then present novel metrics, rigorous comparison approaches, and explainability techniques for metrics to address the identified issues. We hope that our work on evaluation metrics, system comparison and explainability for metrics inspires more research towards principled NLG evaluation, and contributes to the fair and adequate evaluation and comparison in natural language processing

    Interactive Tango Milonga: An Interactive Dance System for Argentine Tango Social Dance

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    abstract: When dancers are granted agency over music, as in interactive dance systems, the actors are most often concerned with the problem of creating a staged performance for an audience. However, as is reflected by the above quote, the practice of Argentine tango social dance is most concerned with participants internal experience and their relationship to the broader tango community. In this dissertation I explore creative approaches to enrich the sense of connection, that is, the experience of oneness with a partner and complete immersion in music and dance for Argentine tango dancers by providing agency over musical activities through the use of interactive technology. Specifically, I create an interactive dance system that allows tango dancers to affect and create music via their movements in the context of social dance. The motivations for this work are multifold: 1) to intensify embodied experience of the interplay between dance and music, individual and partner, couple and community, 2) to create shared experience of the conventions of tango dance, and 3) to innovate Argentine tango social dance practice for the purposes of education and increasing musicality in dancers.Dissertation/ThesisDoctoral Dissertation Music 201

    IberSPEECH 2020: XI Jornadas en TecnologĂ­a del Habla and VII Iberian SLTech

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    IberSPEECH2020 is a two-day event, bringing together the best researchers and practitioners in speech and language technologies in Iberian languages to promote interaction and discussion. The organizing committee has planned a wide variety of scientific and social activities, including technical paper presentations, keynote lectures, presentation of projects, laboratories activities, recent PhD thesis, discussion panels, a round table, and awards to the best thesis and papers. The program of IberSPEECH2020 includes a total of 32 contributions that will be presented distributed among 5 oral sessions, a PhD session, and a projects session. To ensure the quality of all the contributions, each submitted paper was reviewed by three members of the scientific review committee. All the papers in the conference will be accessible through the International Speech Communication Association (ISCA) Online Archive. Paper selection was based on the scores and comments provided by the scientific review committee, which includes 73 researchers from different institutions (mainly from Spain and Portugal, but also from France, Germany, Brazil, Iran, Greece, Hungary, Czech Republic, Ucrania, Slovenia). Furthermore, it is confirmed to publish an extension of selected papers as a special issue of the Journal of Applied Sciences, “IberSPEECH 2020: Speech and Language Technologies for Iberian Languages”, published by MDPI with fully open access. In addition to regular paper sessions, the IberSPEECH2020 scientific program features the following activities: the ALBAYZIN evaluation challenge session.Red Española de Tecnologías del Habla. Universidad de Valladoli

    Building Embodied Conversational Agents:Observations on human nonverbal behaviour as a resource for the development of artificial characters

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    "Wow this is so cool!" This is what I most probably yelled, back in the 90s, when my first computer program on our MSX computer turned out to do exactly what I wanted it to do. The program contained the following instruction: COLOR 10(1.1) After hitting enter, it would change the screen color from light blue to dark yellow. A few years after that experience, Microsoft Windows was introduced. Windows came with an intuitive graphical user interface that was designed to allow all people, so also those who would not consider themselves to be experienced computer addicts, to interact with the computer. This was a major step forward in human-computer interaction, as from that point forward no complex programming skills were required anymore to perform such actions as adapting the screen color. Changing the background was just a matter of pointing the mouse to the desired color on a color palette. "Wow this is so cool!". This is what I shouted, again, 20 years later. This time my new smartphone successfully skipped to the next song on Spotify because I literally told my smartphone, with my voice, to do so. Being able to operate your smartphone with natural language through voice-control can be extremely handy, for instance when listening to music while showering. Again, the option to handle a computer with voice instructions turned out to be a significant optimization in human-computer interaction. From now on, computers could be instructed without the use of a screen, mouse or keyboard, and instead could operate successfully simply by telling the machine what to do. In other words, I have personally witnessed how, within only a few decades, the way people interact with computers has changed drastically, starting as a rather technical and abstract enterprise to becoming something that was both natural and intuitive, and did not require any advanced computer background. Accordingly, while computers used to be machines that could only be operated by technically-oriented individuals, they had gradually changed into devices that are part of many people’s household, just as much as a television, a vacuum cleaner or a microwave oven. The introduction of voice control is a significant feature of the newer generation of interfaces in the sense that these have become more "antropomorphic" and try to mimic the way people interact in daily life, where indeed the voice is a universally used device that humans exploit in their exchanges with others. The question then arises whether it would be possible to go even one step further, where people, like in science-fiction movies, interact with avatars or humanoid robots, whereby users can have a proper conversation with a computer-simulated human that is indistinguishable from a real human. An interaction with a human-like representation of a computer that behaves, talks and reacts like a real person would imply that the computer is able to not only produce and understand messages transmitted auditorily through the voice, but also could rely on the perception and generation of different forms of body language, such as facial expressions, gestures or body posture. At the time of writing, developments of this next step in human-computer interaction are in full swing, but the type of such interactions is still rather constrained when compared to the way humans have their exchanges with other humans. It is interesting to reflect on how such future humanmachine interactions may look like. When we consider other products that have been created in history, it sometimes is striking to see that some of these have been inspired by things that can be observed in our environment, yet at the same do not have to be exact copies of those phenomena. For instance, an airplane has wings just as birds, yet the wings of an airplane do not make those typical movements a bird would produce to fly. Moreover, an airplane has wheels, whereas a bird has legs. At the same time, an airplane has made it possible for a humans to cover long distances in a fast and smooth manner in a way that was unthinkable before it was invented. The example of the airplane shows how new technologies can have "unnatural" properties, but can nonetheless be very beneficial and impactful for human beings. This dissertation centers on this practical question of how virtual humans can be programmed to act more human-like. The four studies presented in this dissertation all have the equivalent underlying question of how parts of human behavior can be captured, such that computers can use it to become more human-like. Each study differs in method, perspective and specific questions, but they are all aimed to gain insights and directions that would help further push the computer developments of human-like behavior and investigate (the simulation of) human conversational behavior. The rest of this introductory chapter gives a general overview of virtual humans (also known as embodied conversational agents), their potential uses and the engineering challenges, followed by an overview of the four studies

    Building Embodied Conversational Agents:Observations on human nonverbal behaviour as a resource for the development of artificial characters

    Get PDF
    "Wow this is so cool!" This is what I most probably yelled, back in the 90s, when my first computer program on our MSX computer turned out to do exactly what I wanted it to do. The program contained the following instruction: COLOR 10(1.1) After hitting enter, it would change the screen color from light blue to dark yellow. A few years after that experience, Microsoft Windows was introduced. Windows came with an intuitive graphical user interface that was designed to allow all people, so also those who would not consider themselves to be experienced computer addicts, to interact with the computer. This was a major step forward in human-computer interaction, as from that point forward no complex programming skills were required anymore to perform such actions as adapting the screen color. Changing the background was just a matter of pointing the mouse to the desired color on a color palette. "Wow this is so cool!". This is what I shouted, again, 20 years later. This time my new smartphone successfully skipped to the next song on Spotify because I literally told my smartphone, with my voice, to do so. Being able to operate your smartphone with natural language through voice-control can be extremely handy, for instance when listening to music while showering. Again, the option to handle a computer with voice instructions turned out to be a significant optimization in human-computer interaction. From now on, computers could be instructed without the use of a screen, mouse or keyboard, and instead could operate successfully simply by telling the machine what to do. In other words, I have personally witnessed how, within only a few decades, the way people interact with computers has changed drastically, starting as a rather technical and abstract enterprise to becoming something that was both natural and intuitive, and did not require any advanced computer background. Accordingly, while computers used to be machines that could only be operated by technically-oriented individuals, they had gradually changed into devices that are part of many people’s household, just as much as a television, a vacuum cleaner or a microwave oven. The introduction of voice control is a significant feature of the newer generation of interfaces in the sense that these have become more "antropomorphic" and try to mimic the way people interact in daily life, where indeed the voice is a universally used device that humans exploit in their exchanges with others. The question then arises whether it would be possible to go even one step further, where people, like in science-fiction movies, interact with avatars or humanoid robots, whereby users can have a proper conversation with a computer-simulated human that is indistinguishable from a real human. An interaction with a human-like representation of a computer that behaves, talks and reacts like a real person would imply that the computer is able to not only produce and understand messages transmitted auditorily through the voice, but also could rely on the perception and generation of different forms of body language, such as facial expressions, gestures or body posture. At the time of writing, developments of this next step in human-computer interaction are in full swing, but the type of such interactions is still rather constrained when compared to the way humans have their exchanges with other humans. It is interesting to reflect on how such future humanmachine interactions may look like. When we consider other products that have been created in history, it sometimes is striking to see that some of these have been inspired by things that can be observed in our environment, yet at the same do not have to be exact copies of those phenomena. For instance, an airplane has wings just as birds, yet the wings of an airplane do not make those typical movements a bird would produce to fly. Moreover, an airplane has wheels, whereas a bird has legs. At the same time, an airplane has made it possible for a humans to cover long distances in a fast and smooth manner in a way that was unthinkable before it was invented. The example of the airplane shows how new technologies can have "unnatural" properties, but can nonetheless be very beneficial and impactful for human beings. This dissertation centers on this practical question of how virtual humans can be programmed to act more human-like. The four studies presented in this dissertation all have the equivalent underlying question of how parts of human behavior can be captured, such that computers can use it to become more human-like. Each study differs in method, perspective and specific questions, but they are all aimed to gain insights and directions that would help further push the computer developments of human-like behavior and investigate (the simulation of) human conversational behavior. The rest of this introductory chapter gives a general overview of virtual humans (also known as embodied conversational agents), their potential uses and the engineering challenges, followed by an overview of the four studies

    Tracking the Temporal-Evolution of Supernova Bubbles in Numerical Simulations

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    The study of low-dimensional, noisy manifolds embedded in a higher dimensional space has been extremely useful in many applications, from the chemical analysis of multi-phase flows to simulations of galactic mergers. Building a probabilistic model of the manifolds has helped in describing their essential properties and how they vary in space. However, when the manifold is evolving through time, a joint spatio-temporal modelling is needed, in order to fully comprehend its nature. We propose a first-order Markovian process that propagates the spatial probabilistic model of a manifold at fixed time, to its adjacent temporal stages. The proposed methodology is demonstrated using a particle simulation of an interacting dwarf galaxy to describe the evolution of a cavity generated by a Supernov

    Graph-based approaches to word sense induction

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    This thesis is a study of Word Sense Induction (WSI), the Natural Language Processing (NLP) task of automatically discovering word meanings from text. WSI is an open problem in NLP whose solution would be of considerable benefit to many other NLP tasks. It has, however, has been studied by relatively few NLP researchers and often in set ways. Scope therefore exists to apply novel methods to the problem, methods that may improve upon those previously applied. This thesis applies a graph-theoretic approach to WSI. In this approach, word senses are identifed by finding particular types of subgraphs in word co-occurrence graphs. A number of original methods for constructing, analysing, and partitioning graphs are introduced, with these methods then incorporated into graphbased WSI systems. These systems are then shown, in a variety of evaluation scenarios, to return results that are comparable to those of the current best performing WSI systems. The main contributions of the thesis are a novel parameter-free soft clustering algorithm that runs in time linear in the number of edges in the input graph, and novel generalisations of the clustering coeficient (a measure of vertex cohesion in graphs) to the weighted case. Further contributions of the thesis include: a review of graph-based WSI systems that have been proposed in the literature; analysis of the methodologies applied in these systems; analysis of the metrics used to evaluate WSI systems, and empirical evidence to verify the usefulness of each novel method introduced in the thesis for inducing word senses

    Gamifying Language Resource Acquisition

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    PhD ThesisNatural Language Processing, is an important collection of methods for processing the vast amounts of available natural language text we continually produce. These methods make use of supervised learning, an approach that learns from large amounts of annotated data. As humans, we’re able to provide information about text that such systems can learn from. Historically, this was carried out by small groups of experts. However, this did not scale. This led to various crowdsourcing approaches being taken that used large pools of non-experts. The traditional form of crowdsourcing was to pay users small amounts of money to complete tasks. As time progressed, gamification approaches such as GWAPs, showed various benefits over the micro-payment methods used before. These included a cost saving, worker training opportunities, increased worker engagement and potential to far exceed the scale of crowdsourcing. While these were successful in domains such as image labelling, they struggled in the domain of text annotation, which wasn’t such a natural fit. Despite many challenges, there were also clearly many opportunities and benefits to applying this approach to text annotation. Many of these are demonstrated by Phrase Detectives. Based on lessons learned from Phrase Detectives and investigations into other GWAPs, in this work, we attempt to create full GWAPs for NLP, extracting the benefits of the methodology. This includes training, high quality output from non-experts and a truly game-like GWAP design that players are happy to play voluntarily

    The Object of Platform Studies: Relational Materialities and the Social Platform (the case of the Nintendo Wii)

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    Racing the Beam: The Atari Video Computer System,by Ian Bogost and Nick Montfort, inaugurated thePlatform Studies series at MIT Press in 2009.We’ve coauthored a new book in the series, Codename: Revolution: the Nintendo Wii Video Game Console. Platform studies is a quintessentially Digital Humanities approach, since it’s explicitly focused on the interrelationship of computing and cultural expression. According to the series preface, the goal of platform studies is “to consider the lowest level of computing systems and to understand how these systems relate to culture and creativity.”In practice, this involves paying close attentionto specific hardware and software interactions--to the vertical relationships between a platform’s multilayered materialities (Hayles; Kirschenbaum),from transistors to code to cultural reception. Any given act of platform-studies analysis may focus for example on the relationship between the chipset and the OS, or between the graphics processor and display parameters or game developers’ designs.In computing terms, platform is an abstraction(Bogost and Montfort), a pragmatic frame placed around whatever hardware-and-software configuration is required in order to build or run certain specificapplications (including creative works). The object of platform studies is thus a shifting series of possibility spaces, any number of dynamic thresholds between discrete levels of a system

    Linked democracy : foundations, tools, and applications

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    Chapter 1Introduction to Linked DataAbstractThis chapter presents Linked Data, a new form of distributed data on theweb which is especially suitable to be manipulated by machines and to shareknowledge. By adopting the linked data publication paradigm, anybody can publishdata on the web, relate it to data resources published by others and run artificialintelligence algorithms in a smooth manner. Open linked data resources maydemocratize the future access to knowledge by the mass of internet users, eitherdirectly or mediated through algorithms. Governments have enthusiasticallyadopted these ideas, which is in harmony with the broader open data movement
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