760 research outputs found
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Collecting Semantic Data by Mechanical Turk for the Lexical Knowledge Resource of a Text-to-Picture Generating System
WordsEye is a system for automatically converting natural language text into 3D scenes representing the meaning of that text. At the core of WordsEye is the Scenario-Based Lexical Knowledge Resource (SBLR), a unified knowledge base and representational system for expressing lexical and real-world knowledge needed to depict scenes from text. To enrich a portion of the SBLR, we need to fill out some contextual information about its objects, including information about their typical parts, typical locations and typical objects located near them. This paper explores our proposed methodology to achieve this goal. First we try to collect some semantic information by using Amazon’s Mechanical Turk (AMT). Then, we manually filter and classify the collected data and finally, we compare the manual results with the output of some automatic filtration techniques which use several WordNet similarity and corpus association measures
Text to 3D Scene Generation with Rich Lexical Grounding
The ability to map descriptions of scenes to 3D geometric representations has
many applications in areas such as art, education, and robotics. However, prior
work on the text to 3D scene generation task has used manually specified object
categories and language that identifies them. We introduce a dataset of 3D
scenes annotated with natural language descriptions and learn from this data
how to ground textual descriptions to physical objects. Our method successfully
grounds a variety of lexical terms to concrete referents, and we show
quantitatively that our method improves 3D scene generation over previous work
using purely rule-based methods. We evaluate the fidelity and plausibility of
3D scenes generated with our grounding approach through human judgments. To
ease evaluation on this task, we also introduce an automated metric that
strongly correlates with human judgments.Comment: 10 pages, 7 figures, 3 tables. To appear in ACL-IJCNLP 201
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Leveraging Text-to-Scene Generation for Language Elicitation and Documentation
Text-to-scene generation systems take input in the form of a natural language text and output a 3D scene illustrating the meaning of that text. A major benefit of text-to-scene generation is that it allows users to create custom 3D scenes without requiring them to have a background in 3D graphics or knowledge of specialized software packages. This contributes to making text-to-scene useful in scenarios from creative applications to education. The primary goal of this thesis is to explore how we can use text-to-scene generation in a new way: as a tool to facilitate the elicitation and formal documentation of language. In particular, we use text-to-scene generation (a) to assist field linguists studying endangered languages; (b) to provide a cross-linguistic framework for formally modeling spatial language; and (c) to collect language data using crowdsourcing. As a side effect of these goals, we also explore the problem of multilingual text-to-scene generation, that is, systems for generating 3D scenes from languages other than English.
The contributions of this thesis are the following. First, we develop a novel tool suite (the WordsEye Linguistics Tools, or WELT) that uses the WordsEye text-to-scene system to assist field linguists with eliciting and documenting endangered languages. WELT allows linguists to create custom elicitation materials and to document semantics in a formal way. We test WELT with two endangered languages, Nahuatl and Arrernte. Second, we explore the question of how to learn a syntactic parser for WELT. We show that an incremental learning method using a small number of annotated dependency structures can produce reasonably accurate results. We demonstrate that using a parser trained in this way can significantly decrease the time it takes an annotator to label a new sentence with dependency information. Third, we develop a framework that generates 3D scenes from spatial and graphical semantic primitives. We incorporate this system into the WELT tools for creating custom elicitation materials, allowing users to directly manipulate the underlying semantics of a generated scene. Fourth, we introduce a deep semantic representation of spatial relations and use this to create a new resource, SpatialNet, which formally declares the lexical semantics of spatial relations for a language. We demonstrate how SpatialNet can be used to support multilingual text-to-scene generation. Finally, we show how WordsEye and the semantic resources it provides can be used to facilitate elicitation of language using crowdsourcing
SentiCap: Generating Image Descriptions with Sentiments
The recent progress on image recognition and language modeling is making
automatic description of image content a reality. However, stylized,
non-factual aspects of the written description are missing from the current
systems. One such style is descriptions with emotions, which is commonplace in
everyday communication, and influences decision-making and interpersonal
relationships. We design a system to describe an image with emotions, and
present a model that automatically generates captions with positive or negative
sentiments. We propose a novel switching recurrent neural network with
word-level regularization, which is able to produce emotional image captions
using only 2000+ training sentences containing sentiments. We evaluate the
captions with different automatic and crowd-sourcing metrics. Our model
compares favourably in common quality metrics for image captioning. In 84.6% of
cases the generated positive captions were judged as being at least as
descriptive as the factual captions. Of these positive captions 88% were
confirmed by the crowd-sourced workers as having the appropriate sentiment
Using Games to Create Language Resources: Successes and Limitations of the Approach
Abstract One of the more novel approaches to collaboratively creating language resources in recent years is to use online games to collect and validate data. The most significant challenges collaborative systems face are how to train users with the necessary expertise and how to encourage participation on a scale required to produce high quality data comparable with data produced by “traditional ” experts. In this chapter we provide a brief overview of collaborative creation and the different approaches that have been used to create language resources, before analysing games used for this purpose. We discuss some key issues in using a gaming approach, including task design, player motivation and data quality, and compare the costs of each approach in terms of development, distribution and ongoing administration. In conclusion, we summarise the benefits and limitations of using a gaming approach to resource creation and suggest key considerations for evaluating its utility in different research scenarios
Detecting, Modeling, and Predicting User Temporal Intention
The content of social media has grown exponentially in the recent years and its role has evolved from narrating life events to actually shaping them. Unfortunately, content posted and shared in social networks is vulnerable and prone to loss or change, rendering the context associated with it (a tweet, post, status, or others) meaningless. There is an inherent value in maintaining the consistency of such social records as in some cases they take over the task of being the first draft of history as collections of these social posts narrate the pulse of the street during historic events, protest, riots, elections, war, disasters, and others as shown in this work.
The user sharing the resource has an implicit temporal intent: either the state of the resource at the time of sharing, or the current state of the resource at the time of the reader \clicking . In this research, we propose a model to detect and predict the user\u27s temporal intention of the author upon sharing content in the social network and of the reader upon resolving this content. To build this model, we first examine the three aspects of the problem: the resource, time, and the user.
For the resource we start by analyzing the content on the live web and its persistence. We noticed that a portion of the resources shared in social media disappear, and with further analysis we unraveled a relationship between this disappearance and time. We lose around 11% of the resources after one year of sharing and a steady 7% every following year. With this, we turn to the public archives and our analysis reveals that not all posted resources are archived and even they were an average 8% per year disappears from the archives and in some cases the archived content is heavily damaged. These observations prove that in regards to archives resources are not well-enough populated to consistently and reliably reconstruct the missing resource as it existed at the time of sharing. To analyze the concept of time we devised several experiments to estimate the creation date of the shared resources. We developed Carbon Date, a tool which successfully estimated the correct creation dates for 76% of the test sets. Since the resources\u27 creation we wanted to measure if and how they change with time. We conducted a longitudinal study on a data set of very recently-published tweet-resource pairs and recording observations hourly. We found that after just one hour, ~4% of the resources have changed by ≥30% while after a day the change rate slowed to be ~12% of the resources changed by ≥40%.
In regards to the third and final component of the problem we conducted user behavioral analysis experiments and built a data set of 1,124 instances manually assigned by test subjects. Temporal intention proved to be a difficult concept for average users to understand. We developed our Temporal Intention Relevancy Model (TIRM) to transform the highly subjective temporal intention problem into the more easily understood idea of relevancy between a tweet and the resource it links to, and change of the resource through time. On our collected data set TIRM produced a significant 90.27% success rate. Furthermore, we extended TIRM and used it to build a time-based model to predict temporal intention change or steadiness at the time of posting with 77% accuracy. We built a service API around this model to provide predictions and a few prototypes. Future tools could implement TIRM to assist users in pushing copies of shared resources into public web archives to ensure the integrity of the historical record. Additional tools could be used to assist the mining of the existing social media corpus by derefrencing the intended version of the shared resource based on the intention strength and the time between the tweeting and mining
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