246,570 research outputs found

    Towards Understanding Egyptian Arabic Dialogues

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    Labelling of user's utterances to understanding his attends which called Dialogue Act (DA) classification, it is considered the key player for dialogue language understanding layer in automatic dialogue systems. In this paper, we proposed a novel approach to user's utterances labeling for Egyptian spontaneous dialogues and Instant Messages using Machine Learning (ML) approach without relying on any special lexicons, cues, or rules. Due to the lack of Egyptian dialect dialogue corpus, the system evaluated by multi-genre corpus includes 4725 utterances for three domains, which are collected and annotated manually from Egyptian call-centers. The system achieves F1 scores of 70. 36% overall domains.Comment: arXiv admin note: substantial text overlap with arXiv:1505.0308

    Multimedia information technology and the annotation of video

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    The state of the art in multimedia information technology has not progressed to the point where a single solution is available to meet all reasonable needs of documentalists and users of video archives. In general, we do not have an optimistic view of the usability of new technology in this domain, but digitization and digital power can be expected to cause a small revolution in the area of video archiving. The volume of data leads to two views of the future: on the pessimistic side, overload of data will cause lack of annotation capacity, and on the optimistic side, there will be enough data from which to learn selected concepts that can be deployed to support automatic annotation. At the threshold of this interesting era, we make an attempt to describe the state of the art in technology. We sample the progress in text, sound, and image processing, as well as in machine learning

    Natural language processing

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    Beginning with the basic issues of NLP, this chapter aims to chart the major research activities in this area since the last ARIST Chapter in 1996 (Haas, 1996), including: (i) natural language text processing systems - text summarization, information extraction, information retrieval, etc., including domain-specific applications; (ii) natural language interfaces; (iii) NLP in the context of www and digital libraries ; and (iv) evaluation of NLP systems

    Overview of VideoCLEF 2009: New perspectives on speech-based multimedia content enrichment

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    VideoCLEF 2009 offered three tasks related to enriching video content for improved multimedia access in a multilingual environment. For each task, video data (Dutch-language television, predominantly documentaries) accompanied by speech recognition transcripts were provided. The Subject Classification Task involved automatic tagging of videos with subject theme labels. The best performance was achieved by approaching subject tagging as an information retrieval task and using both speech recognition transcripts and archival metadata. Alternatively, classifiers were trained using either the training data provided or data collected from Wikipedia or via general Web search. The Affect Task involved detecting narrative peaks, defined as points where viewers perceive heightened dramatic tension. The task was carried out on the “Beeldenstorm” collection containing 45 short-form documentaries on the visual arts. The best runs exploited affective vocabulary and audience directed speech. Other approaches included using topic changes, elevated speaking pitch, increased speaking intensity and radical visual changes. The Linking Task, also called “Finding Related Resources Across Languages,” involved linking video to material on the same subject in a different language. Participants were provided with a list of multimedia anchors (short video segments) in the Dutch-language “Beeldenstorm” collection and were expected to return target pages drawn from English-language Wikipedia. The best performing methods used the transcript of the speech spoken during the multimedia anchor to build a query to search an index of the Dutch language Wikipedia. The Dutch Wikipedia pages returned were used to identify related English pages. Participants also experimented with pseudo-relevance feedback, query translation and methods that targeted proper names

    Reshaping learning: new technology and multimodality

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    Technology-based rehabilitation to improve communication after acquired brain injury

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    The utilization of technology has allowed for several advances in aphasia rehabilitation for individuals with acquired brain injury. Thirty-one previous studies that provide technology-based language or language and cognitive rehabilitation are examined in terms of the domains addressed, the types of treatments that were provided, details about the methods and the results, including which types of outcomes are reported. From this, we address questions about how different aspects of the delivery of treatment can influence rehabilitation outcomes, such as whether the treatment was standardized or tailored, whether the participants were prescribed homework or not, and whether intensity was varied. Results differed by these aspects of treatment delivery but ultimately the studies demonstrated consistent improvement on various outcome measures. With these aspects of technology-based treatment in mind, the ultimate goal of personalized rehabilitation is discussed.This project was funded by the Coulter Foundation for Translational Research. (Coulter Foundation for Translational Research

    Affect and Metaphor Sensing in Virtual Drama

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    We report our developments on metaphor and affect sensing for several metaphorical language phenomena including affects as external entities metaphor, food metaphor, animal metaphor, size metaphor, and anger metaphor. The metaphor and affect sensing component has been embedded in a conversational intelligent agent interacting with human users under loose scenarios. Evaluation for the detection of several metaphorical language phenomena and affect is provided. Our paper contributes to the journal themes on believable virtual characters in real-time narrative environment, narrative in digital games and storytelling and educational gaming with social software
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