60 research outputs found

    Programming Language Techniques for Natural Language Applications

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    It is easy to imagine machines that can communicate in natural language. Constructing such machines is more difficult. The aim of this thesis is to demonstrate how declarative grammar formalisms that distinguish between abstract and concrete syntax make it easier to develop natural language applications. We describe how the type-theorectical grammar formalism Grammatical Framework (GF) can be used as a high-level language for natural language applications. By taking advantage of techniques from the field of programming language implementation, we can use GF grammars to perform portable and efficient parsing and linearization, generate speech recognition language models, implement multimodal fusion and fission, generate support code for abstract syntax transformations, generate dialogue managers, and implement speech translators and web-based syntax-aware editors. By generating application components from a declarative grammar, we can reduce duplicated work, ensure consistency, make it easier to build multilingual systems, improve linguistic quality, enable re-use across system domains, and make systems more portable

    DFKI Workshop on Natural Language Generation

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    On the Saarbrücken campus sites as well as at DFKI, many research activities are pursued in the field of Natural Language Generation (NLG). We felt that too little is known about the total of these activities and decided to organize a workshop in order to share ideas and promote the results. This DFKI workshop brought together local researchers working on NLG. Several papers are co-authored by international researchers. Although not all NLG activities are covered in the present document, the papers reviewed for this workshop clearly demonstrate that Saarbrücken counts among the important NLG sites in the world

    DFKI Workshop on Natural Language Generation

    Get PDF
    On the Saarbrücken campus sites as well as at DFKI, many research activities are pursued in the field of Natural Language Generation (NLG). We felt that too little is known about the total of these activities and decided to organize a workshop in order to share ideas and promote the results. This DFKI workshop brought together local researchers working on NLG. Several papers are co-authored by international researchers. Although not all NLG activities are covered in the present document, the papers reviewed for this workshop clearly demonstrate that Saarbrücken counts among the important NLG sites in the world

    Knowledge-based and data-driven approaches for geographical information access

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    Geographical Information Access (GeoIA) can be defined as a way of retrieving information from textual collections that includes the automatic analysis and interpretation of the geographical constraints and terms present in queries and documents. This PhD thesis presents, describes and evaluates several heterogeneous approaches for the following three GeoIA tasks: Geographical Information Retrieval (GIR), Geographical Question Answering (GeoQA), and Textual Georeferencing (TG). The GIR task deals with user queries that search over documents (e.g. ¿vineyards in California?) and the GeoQA task treats questions that retrieve answers (e.g. ¿What is the capital of France?). On the other hand, TG is the task of associate one or more georeferences (such as polygons or coordinates in a geodetic reference system) to electronic documents. Current state-of-the-art AI algorithms are not yet fully understanding the semantic meaning and the geographical constraints and terms present in queries and document collections. This thesis attempts to improve the effectiveness results of GeoIA tasks by: 1) improving the detection, understanding, and use of a part of the geographical and the thematic content of queries and documents with Toponym Recognition, Toponym Disambiguation and Natural Language Processing (NLP) techniques, and 2) combining Geographical Knowledge-Based Heuristics based on common sense with Data-Driven IR algorithms. The main contributions of this thesis to the state-of-the-art of GeoIA tasks are: 1) The presentation of 10 novel approaches for GeoIA tasks: 3 approaches for GIR, 3 for GeoQA, and 4 for Textual Georeferencing (TG). 2) The evaluation of these novel approaches in these contexts: within official evaluation benchmarks, after evaluation benchmarks with the test collections, and with other specific datasets. Most of these algorithms have been evaluated in international evaluations and some of them achieved top-ranked state-of-the-art results, including top-performing results in GIR (GeoCLEF 2007) and TG (MediaEval 2014) benchmarks. 3) The experiments reported in this PhD thesis show that the approaches can combine effectively Geographical Knowledge and NLP with Data-Driven techniques to improve the efectiveness measures of the three Geographical Information Access tasks investigated. 4) TALPGeoIR: a novel GIR approach that combines Geographical Knowledge ReRanking (GeoKR), NLP and Relevance Feedback (RF) that achieved state-of-the-art results in official GeoCLEF benchmarks (Ferrés and Rodríguez, 2008; Mandl et al., 2008) and posterior experiments (Ferrés and Rodríguez, 2015a). This approach has been evaluated with the full GeoCLEF corpus (100 topics) and showed that GeoKR, NLP, and RF techniques evaluated separately or in combination improve the results in MAP and R-Precision effectiveness measures of the state-of-the-art IR algorithms TF-IDF, BM25 and InL2 and show statistical significance in most of the experiments. 5) GeoTALP-QA: a scope-based GeoQA approach for Spanish and English and its evaluation with a set of questions of the Spanish geography (Ferrés and Rodríguez, 2006). 6) Four state-of-the-art Textual Georeferencing approaches for informal and formal documents that achieved state-of-the-art results in evaluation benchmarks (Ferrés and Rodríguez, 2014) and posterior experiments (Ferrés and Rodríguez, 2011; Ferrés and Rodríguez, 2015b).L'Accés a la Informació Geogràfica (GeoAI) pot ser definit com una forma de recuperar informació de col·lecions textuals que inclou l'anàlisi automàtic i la interpretació dels termes i restriccions geogràfiques que apareixen en consultes i documents. Aquesta tesi doctoral presenta, descriu i avalua varies aproximacions heterogènies a les seguents tasques de GeoAI: Recuperació de la Informació Geogràfica (RIG), Cerca de la Resposta Geogràfica (GeoCR), i Georeferenciament Textual (GT). La tasca de RIG tracta amb consultes d'usuari que cerquen documents (e.g. ¿vinyes a California?) i la tasca GeoCR tracta de recuperar respostes concretes a preguntes (e.g. ¿Quina és la capital de França?). D'altra banda, GT es la tasca de relacionar una o més referències geogràfiques (com polígons o coordenades en un sistema de referència geodètic) a documents electrònics. Els algoritmes de l'estat de l'art actual en Intel·ligència Artificial encara no comprenen completament el significat semàntic i els termes i les restriccions geogràfiques presents en consultes i col·leccions de documents. Aquesta tesi intenta millorar els resultats en efectivitat de les tasques de GeoAI de la seguent manera: 1) millorant la detecció, comprensió, i la utilització d'una part del contingut geogràfic i temàtic de les consultes i documents amb tècniques de reconeixement de topònims, desambiguació de topònims, i Processament del Llenguatge Natural (PLN), i 2) combinant heurístics basats en Coneixement Geogràfic i en el sentit comú humà amb algoritmes de Recuperació de la Informació basats en dades. Les principals contribucions d'aquesta tesi a l'estat de l'art de les tasques de GeoAI són: 1) La presentació de 10 noves aproximacions a les tasques de GeoAI: 3 aproximacions per RIG, 3 per GeoCR, i 4 per Georeferenciament Textual (GT). 2) L'avaluació d'aquestes noves aproximacions en aquests contexts: en el marc d'avaluacions comparatives internacionals, posteriorment a avaluacions comparatives internacionals amb les col·lections de test, i amb altres conjunts de dades específics. La majoria d'aquests algoritmes han estat avaluats en avaluacions comparatives internacionals i alguns d'ells aconseguiren alguns dels millors resultats en l'estat de l'art, com per exemple els resultats en comparatives de RIG (GeoCLEF 2007) i GT (MediaEval 2014). 3) Els experiments descrits en aquesta tesi mostren que les aproximacions poden combinar coneixement geogràfic i PLN amb tècniques basades en dades per millorar les mesures d'efectivitat en les tres tasques de l'Accés a la Informació Geogràfica investigades. 4) TALPGeoIR: una nova aproximació a la RIG que combina Re-Ranking amb Coneixement Geogràfic (GeoKR), PLN i Retroalimentació de Rellevancia (RR) que aconseguí resultats en l'estat de l'art en comparatives oficials GeoCLEF (Ferrés and Rodríguez, 2008; Mandl et al., 2008) i en experiments posteriors (Ferrés and Rodríguez, 2015a). Aquesta aproximació ha estat avaluada amb el conjunt complert del corpus GeoCLEF (100 topics) i ha mostrat que les tècniques GeoKR, PLN i RR avaluades separadament o en combinació milloren els resultats en les mesures efectivitat MAP i R-Precision dels algoritmes de l'estat de l'art en Recuperació de la Infomació TF-IDF, BM25 i InL2 i a més mostren significació estadística en la majoria dels experiments. 5) GeoTALP-QA: una aproximació basada en l'àmbit geogràfic per espanyol i anglès i la seva avaluació amb un conjunt de preguntes de la geografía espanyola (Ferrés and Rodríguez, 2006). 6) Quatre aproximacions per al georeferenciament de documents formals i informals que obtingueren resultats en l'estat de l'art en avaluacions comparatives (Ferrés and Rodríguez, 2014) i en experiments posteriors (Ferrés and Rodríguez, 2011; Ferrés and Rodríguez, 2015b)

    Knowledge-based and data-driven approaches for geographical information access

    Get PDF
    Geographical Information Access (GeoIA) can be defined as a way of retrieving information from textual collections that includes the automatic analysis and interpretation of the geographical constraints and terms present in queries and documents. This PhD thesis presents, describes and evaluates several heterogeneous approaches for the following three GeoIA tasks: Geographical Information Retrieval (GIR), Geographical Question Answering (GeoQA), and Textual Georeferencing (TG). The GIR task deals with user queries that search over documents (e.g. ¿vineyards in California?) and the GeoQA task treats questions that retrieve answers (e.g. ¿What is the capital of France?). On the other hand, TG is the task of associate one or more georeferences (such as polygons or coordinates in a geodetic reference system) to electronic documents. Current state-of-the-art AI algorithms are not yet fully understanding the semantic meaning and the geographical constraints and terms present in queries and document collections. This thesis attempts to improve the effectiveness results of GeoIA tasks by: 1) improving the detection, understanding, and use of a part of the geographical and the thematic content of queries and documents with Toponym Recognition, Toponym Disambiguation and Natural Language Processing (NLP) techniques, and 2) combining Geographical Knowledge-Based Heuristics based on common sense with Data-Driven IR algorithms. The main contributions of this thesis to the state-of-the-art of GeoIA tasks are: 1) The presentation of 10 novel approaches for GeoIA tasks: 3 approaches for GIR, 3 for GeoQA, and 4 for Textual Georeferencing (TG). 2) The evaluation of these novel approaches in these contexts: within official evaluation benchmarks, after evaluation benchmarks with the test collections, and with other specific datasets. Most of these algorithms have been evaluated in international evaluations and some of them achieved top-ranked state-of-the-art results, including top-performing results in GIR (GeoCLEF 2007) and TG (MediaEval 2014) benchmarks. 3) The experiments reported in this PhD thesis show that the approaches can combine effectively Geographical Knowledge and NLP with Data-Driven techniques to improve the efectiveness measures of the three Geographical Information Access tasks investigated. 4) TALPGeoIR: a novel GIR approach that combines Geographical Knowledge ReRanking (GeoKR), NLP and Relevance Feedback (RF) that achieved state-of-the-art results in official GeoCLEF benchmarks (Ferrés and Rodríguez, 2008; Mandl et al., 2008) and posterior experiments (Ferrés and Rodríguez, 2015a). This approach has been evaluated with the full GeoCLEF corpus (100 topics) and showed that GeoKR, NLP, and RF techniques evaluated separately or in combination improve the results in MAP and R-Precision effectiveness measures of the state-of-the-art IR algorithms TF-IDF, BM25 and InL2 and show statistical significance in most of the experiments. 5) GeoTALP-QA: a scope-based GeoQA approach for Spanish and English and its evaluation with a set of questions of the Spanish geography (Ferrés and Rodríguez, 2006). 6) Four state-of-the-art Textual Georeferencing approaches for informal and formal documents that achieved state-of-the-art results in evaluation benchmarks (Ferrés and Rodríguez, 2014) and posterior experiments (Ferrés and Rodríguez, 2011; Ferrés and Rodríguez, 2015b).L'Accés a la Informació Geogràfica (GeoAI) pot ser definit com una forma de recuperar informació de col·lecions textuals que inclou l'anàlisi automàtic i la interpretació dels termes i restriccions geogràfiques que apareixen en consultes i documents. Aquesta tesi doctoral presenta, descriu i avalua varies aproximacions heterogènies a les seguents tasques de GeoAI: Recuperació de la Informació Geogràfica (RIG), Cerca de la Resposta Geogràfica (GeoCR), i Georeferenciament Textual (GT). La tasca de RIG tracta amb consultes d'usuari que cerquen documents (e.g. ¿vinyes a California?) i la tasca GeoCR tracta de recuperar respostes concretes a preguntes (e.g. ¿Quina és la capital de França?). D'altra banda, GT es la tasca de relacionar una o més referències geogràfiques (com polígons o coordenades en un sistema de referència geodètic) a documents electrònics. Els algoritmes de l'estat de l'art actual en Intel·ligència Artificial encara no comprenen completament el significat semàntic i els termes i les restriccions geogràfiques presents en consultes i col·leccions de documents. Aquesta tesi intenta millorar els resultats en efectivitat de les tasques de GeoAI de la seguent manera: 1) millorant la detecció, comprensió, i la utilització d'una part del contingut geogràfic i temàtic de les consultes i documents amb tècniques de reconeixement de topònims, desambiguació de topònims, i Processament del Llenguatge Natural (PLN), i 2) combinant heurístics basats en Coneixement Geogràfic i en el sentit comú humà amb algoritmes de Recuperació de la Informació basats en dades. Les principals contribucions d'aquesta tesi a l'estat de l'art de les tasques de GeoAI són: 1) La presentació de 10 noves aproximacions a les tasques de GeoAI: 3 aproximacions per RIG, 3 per GeoCR, i 4 per Georeferenciament Textual (GT). 2) L'avaluació d'aquestes noves aproximacions en aquests contexts: en el marc d'avaluacions comparatives internacionals, posteriorment a avaluacions comparatives internacionals amb les col·lections de test, i amb altres conjunts de dades específics. La majoria d'aquests algoritmes han estat avaluats en avaluacions comparatives internacionals i alguns d'ells aconseguiren alguns dels millors resultats en l'estat de l'art, com per exemple els resultats en comparatives de RIG (GeoCLEF 2007) i GT (MediaEval 2014). 3) Els experiments descrits en aquesta tesi mostren que les aproximacions poden combinar coneixement geogràfic i PLN amb tècniques basades en dades per millorar les mesures d'efectivitat en les tres tasques de l'Accés a la Informació Geogràfica investigades. 4) TALPGeoIR: una nova aproximació a la RIG que combina Re-Ranking amb Coneixement Geogràfic (GeoKR), PLN i Retroalimentació de Rellevancia (RR) que aconseguí resultats en l'estat de l'art en comparatives oficials GeoCLEF (Ferrés and Rodríguez, 2008; Mandl et al., 2008) i en experiments posteriors (Ferrés and Rodríguez, 2015a). Aquesta aproximació ha estat avaluada amb el conjunt complert del corpus GeoCLEF (100 topics) i ha mostrat que les tècniques GeoKR, PLN i RR avaluades separadament o en combinació milloren els resultats en les mesures efectivitat MAP i R-Precision dels algoritmes de l'estat de l'art en Recuperació de la Infomació TF-IDF, BM25 i InL2 i a més mostren significació estadística en la majoria dels experiments. 5) GeoTALP-QA: una aproximació basada en l'àmbit geogràfic per espanyol i anglès i la seva avaluació amb un conjunt de preguntes de la geografía espanyola (Ferrés and Rodríguez, 2006). 6) Quatre aproximacions per al georeferenciament de documents formals i informals que obtingueren resultats en l'estat de l'art en avaluacions comparatives (Ferrés and Rodríguez, 2014) i en experiments posteriors (Ferrés and Rodríguez, 2011; Ferrés and Rodríguez, 2015b).Postprint (published version

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Human-Intelligence and Machine-Intelligence Decision Governance Formal Ontology

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    Since the beginning of the human race, decision making and rational thinking played a pivotal role for mankind to either exist and succeed or fail and become extinct. Self-awareness, cognitive thinking, creativity, and emotional magnitude allowed us to advance civilization and to take further steps toward achieving previously unreachable goals. From the invention of wheels to rockets and telegraph to satellite, all technological ventures went through many upgrades and updates. Recently, increasing computer CPU power and memory capacity contributed to smarter and faster computing appliances that, in turn, have accelerated the integration into and use of artificial intelligence (AI) in organizational processes and everyday life. Artificial intelligence can now be found in a wide range of organizational systems including healthcare and medical diagnosis, automated stock trading, robotic production, telecommunications, space explorations, and homeland security. Self-driving cars and drones are just the latest extensions of AI. This thrust of AI into organizations and daily life rests on the AI community’s unstated assumption of its ability to completely replicate human learning and intelligence in AI. Unfortunately, even today the AI community is not close to completely coding and emulating human intelligence into machines. Despite the revolution of digital and technology in the applications level, there has been little to no research in addressing the question of decision making governance in human-intelligent and machine-intelligent (HI-MI) systems. There also exists no foundational, core reference, or domain ontologies for HI-MI decision governance systems. Further, in absence of an expert reference base or body of knowledge (BoK) integrated with an ontological framework, decision makers must rely on best practices or standards that differ from organization to organization and government to government, contributing to systems failure in complex mission critical situations. It is still debatable whether and when human or machine decision capacity should govern or when a joint human-intelligence and machine-intelligence (HI-MI) decision capacity is required in any given decision situation. To address this deficiency, this research establishes a formal, top level foundational ontology of HI-MI decision governance in parallel with a grounded theory based body of knowledge which forms the theoretical foundation of a systemic HI-MI decision governance framework

    ‘IMPLICIT CREATION’ – NON-PROGRAMMER CONCEPTUAL MODELS FOR AUTHORING IN INTERACTIVE DIGITAL STORYTELLING

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    Interactive Digital Storytelling (IDS) constitutes a research field that emerged from several areas of art, creation and computer science. It inquires technologies and possible artefacts that allow ‘highly-interactive’ experiences of digital worlds with compelling stories. However, the situation for story creators approaching ‘highly-interactive’ storytelling is complex. There is a gap between the available technology, which requires programming and prior knowledge in Artificial Intelligence, and established models of storytelling, which are too linear to have the potential to be highly interactive. This thesis reports on research that lays the ground for bridging this gap, leading to novel creation philosophies in future work. A design research process has been pursued, which centred on the suggestion of conceptual models, explaining a) process structures of interdisciplinary development, b) interactive story structures including the user of the interactive story system, and c) the positioning of human authors within semi-automated creative processes. By means of ‘implicit creation’, storytelling and modelling of simulated worlds are reconciled. The conceptual models are informed by exhaustive literature review in established neighbouring disciplines. These are a) creative principles in different storytelling domains, such as screenwriting, video game writing, role playing and improvisational theatre, b) narratological studies of story grammars and structures, and c) principles of designing interactive systems, in the areas of basic HCI design and models, discourse analysis in conversational systems, as well as game- and simulation design. In a case study of artefact building, the initial models have been put into practice, evaluated and extended. These artefacts are a) a conceived authoring tool (‘Scenejo’) for the creation of digital conversational stories, and b) the development of a serious game (‘The Killer Phrase Game’) as an application development. The study demonstrates how starting out from linear storytelling, iterative steps of ‘implicit creation’ can lead to more variability and interactivity in the designed interactive story. In the concrete case, the steps included abstraction of dialogues into conditional actions, and creating a dynamic world model of the conversation. This process and artefact can be used as a model illustrating non-programmer approaches to ‘implicit creation’ in a learning process. Research demonstrates that the field of Interactive Digital Storytelling still has to be further advanced until general creative principles can be fully established, which is a long-term endeavour, dependent upon environmental factors. It also requires further technological developments. The gap is not yet closed, but it can be better explained. The research results build groundwork for education of prospective authors. Concluding the thesis, IDS-specific creative principles have been proposed for evaluation in future work

    Communicating open systems

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    Just as conventional institutions are organisational structures for coordinating the activities of multiple interacting individuals, electronic institutions provide a computational analogue for coordinating the activities of multiple interacting software agents. In this paper, we argue that open multi-agent systems can be effectively designed and implemented as electronic institutions, for which we provide a comprehensive computational model. More specifically, the paper provides an operational semantics for electronic institutions, specifying the essential data structures, the state representation and the key operations necessary to implement them. We specify the agent workflow structure that is the core component of such electronic institutions and particular instantiations of knowledge representation languages that support the institutional model. In so doing, we provide the first formal account of the electronic institution concept in a rigorous and unambiguous way
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