2,152 research outputs found

    CLiFF Notes: Research in the Language, Information and Computation Laboratory of the University of Pennsylvania

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    One concern of the Computer Graphics Research Lab is in simulating human task behavior and understanding why the visualization of the appearance, capabilities and performance of humans is so challenging. Our research has produced a system, called Jack, for the definition, manipulation, animation and human factors analysis of simulated human figures. Jack permits the envisionment of human motion by interactive specification and simultaneous execution of multiple constraints, and is sensitive to such issues as body shape and size, linkage, and plausible motions. Enhanced control is provided by natural behaviors such as looking, reaching, balancing, lifting, stepping, walking, grasping, and so on. Although intended for highly interactive applications, Jack is a foundation for other research. The very ubiquitousness of other people in our lives poses a tantalizing challenge to the computational modeler: people are at once the most common object around us, and yet the most structurally complex. Their everyday movements are amazingly fluid, yet demanding to reproduce, with actions driven not just mechanically by muscles and bones but also cognitively by beliefs and intentions. Our motor systems manage to learn how to make us move without leaving us the burden or pleasure of knowing how we did it. Likewise we learn how to describe the actions and behaviors of others without consciously struggling with the processes of perception, recognition, and language. Present technology lets us approach human appearance and motion through computer graphics modeling and three dimensional animation, but there is considerable distance to go before purely synthesized figures trick our senses. We seek to build computational models of human like figures which manifest animacy and convincing behavior. Towards this end, we: Create an interactive computer graphics human model; Endow it with reasonable biomechanical properties; Provide it with human like behaviors; Use this simulated figure as an agent to effect changes in its world; Describe and guide its tasks through natural language instructions. There are presently no perfect solutions to any of these problems; ultimately, however, we should be able to give our surrogate human directions that, in conjunction with suitable symbolic reasoning processes, make it appear to behave in a natural, appropriate, and intelligent fashion. Compromises will be essential, due to limits in computation, throughput of display hardware, and demands of real-time interaction, but our algorithms aim to balance the physical device constraints with carefully crafted models, general solutions, and thoughtful organization. The Jack software is built on Silicon Graphics Iris 4D workstations because those systems have 3-D graphics features that greatly aid the process of interacting with highly articulated figures such as the human body. Of course, graphics capabilities themselves do not make a usable system. Our research has therefore focused on software to make the manipulation of a simulated human figure easy for a rather specific user population: human factors design engineers or ergonomics analysts involved in visualizing and assessing human motor performance, fit, reach, view, and other physical tasks in a workplace environment. The software also happens to be quite usable by others, including graduate students and animators. The point, however, is that program design has tried to take into account a wide variety of physical problem oriented tasks, rather than just offer a computer graphics and animation tool for the already computer sophisticated or skilled animator. As an alternative to interactive specification, a simulation system allows a convenient temporal and spatial parallel programming language for behaviors. The Graphics Lab is working with the Natural Language Group to explore the possibility of using natural language instructions, such as those found in assembly or maintenance manuals, to drive the behavior of our animated human agents. (See the CLiFF note entry for the AnimNL group for details.) Even though Jack is under continual development, it has nonetheless already proved to be a substantial computational tool in analyzing human abilities in physical workplaces. It is being applied to actual problems involving space vehicle inhabitants, helicopter pilots, maintenance technicians, foot soldiers, and tractor drivers. This broad range of applications is precisely the target we intended to reach. The general capabilities embedded in Jack attempt to mirror certain aspects of human performance, rather than the specific requirements of the corresponding workplace. We view the Jack system as the basis of a virtual animated agent that can carry out tasks and instructions in a simulated 3D environment. While we have not yet fooled anyone into believing that the Jack figure is real , its behaviors are becoming more reasonable and its repertoire of actions more extensive. When interactive control becomes more labor intensive than natural language instructional control, we will have reached a significant milestone toward an intelligent agent

    CLiFF Notes: Research in the Language Information and Computation Laboratory of The University of Pennsylvania

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    This report takes its name from the Computational Linguistics Feedback Forum (CLIFF), an informal discussion group for students and faculty. However the scope of the research covered in this report is broader than the title might suggest; this is the yearly report of the LINC Lab, the Language, Information and Computation Laboratory of the University of Pennsylvania. It may at first be hard to see the threads that bind together the work presented here, work by faculty, graduate students and postdocs in the Computer Science, Psychology, and Linguistics Departments, and the Institute for Research in Cognitive Science. It includes prototypical Natural Language fields such as: Combinatorial Categorial Grammars, Tree Adjoining Grammars, syntactic parsing and the syntax-semantics interface; but it extends to statistical methods, plan inference, instruction understanding, intonation, causal reasoning, free word order languages, geometric reasoning, medical informatics, connectionism, and language acquisition. With 48 individual contributors and six projects represented, this is the largest LINC Lab collection to date, and the most diverse

    CLiFF Notes: Research In Natural Language Processing at the University of Pennsylvania

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    The Computational Linguistics Feedback Forum (CLIFF) is a group of students and faculty who gather once a week to discuss the members\u27 current research. As the word feedback suggests, the group\u27s purpose is the sharing of ideas. The group also promotes interdisciplinary contacts between researchers who share an interest in Cognitive Science. There is no single theme describing the research in Natural Language Processing at Penn. There is work done in CCG, Tree adjoining grammars, intonation, statistical methods, plan inference, instruction understanding, incremental interpretation, language acquisition, syntactic parsing, causal reasoning, free word order languages, ... and many other areas. With this in mind, rather than trying to summarize the varied work currently underway here at Penn, we suggest reading the following abstracts to see how the students and faculty themselves describe their work. Their abstracts illustrate the diversity of interests among the researchers, explain the areas of common interest, and describe some very interesting work in Cognitive Science. This report is a collection of abstracts from both faculty and graduate students in Computer Science, Psychology and Linguistics. We pride ourselves on the close working relations between these groups, as we believe that the communication among the different departments and the ongoing inter-departmental research not only improves the quality of our work, but makes much of that work possible

    Exploring the adaptive structure of the mental lexicon

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    The mental lexicon is a complex structure organised in terms of phonology, semantics and syntax, among other levels. In this thesis I propose that this structure can be explained in terms of the pressures acting on it: every aspect of the organisation of the lexicon is an adaptation ultimately related to the function of language as a tool for human communication, or to the fact that language has to be learned by subsequent generations of people. A collection of methods, most of which are applied to a Spanish speech corpus, reveal structure at different levels of the lexicon.• The patterns of intra-word distribution of phonological information may be a consequence of pressures for optimal representation of the lexicon in the brain, and of the pressure to facilitate speech segmentation.• An analysis of perceived phonological similarity between words shows that the sharing of different aspects of phonological similarity is related to different functions. Phonological similarity perception sometimes relates to morphology (the stressed final vowel determines verb tense and person) and at other times shows processing biases (similarity in the word initial and final segments is more readily perceived than in word-internal segments).• Another similarity analysis focuses on cooccurrence in speech to create a representation of the lexicon where the position of a word is determined by the words that tend to occur in its close vicinity. Variations of context-based lexical space naturally categorise words syntactically and semantically.• A higher level of lexicon structure is revealed by examining the relationships between the phonological and the cooccurrence similarity spaces. A study in Spanish supports the universality of the small but significant correlation between these two spaces found in English by Shillcock, Kirby, McDonald and Brew (2001). This systematicity across levels of representation adds an extra layer of structure that may help lexical acquisition and recognition. I apply it to a new paradigm to determine the function of parameters of phonological similarity based on their relationships with the syntacticsemantic level. I find that while some aspects of a language's phonology maintain systematicity, others work against it, perhaps responding to the opposed pressure for word identification.This thesis is an exploratory approach to the study of the mental lexicon structure that uses existing and new methodology to deepen our understanding of the relationships between language use and language structure

    A generic template for the evaluation of dialogue management systems

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    We present a generic template for spoken dialogue systems integrating speech recognition and synthesis with 'higher-level' natural language dialogue modelling components. The generic model is abstracted from a number of real application systems targetted at very different domains. Our research aim in developing this generic template is to investigate a new approach to the evaluation of Dialogue Management Systems. Rather than attempting to measure accuracy/speed of output, we propose principles for the evaluation of the underlying theoretical linguistic model of Dialogue Management in a given system, in terms of how well it fits our generic template for Dialogue Management Systems. This is a measure of 'genericness' or 'application-independence' of a given system, which can be used to moderate accuracy/speed scores in comparisons of very unlike DMSs serving different domains. This relates to (but is orthogonal to) Dialogue Management Systems evaluation in terms of naturalness and like measurable metrics (eg. Dybkjaer et al 1995, Vilnat 1996, EAGLES 1994, Fraser 1995); it follows more closely emerging qualitative evaluation techniques for NL grammatical parsing schemes (Leech et al 1996, Atwell 1996)
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