32 research outputs found

    Using Word Embeddings in Twitter Election Classification

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    Word embeddings and convolutional neural networks (CNN) have attracted extensive attention in various classification tasks for Twitter, e.g. sentiment classification. However, the effect of the configuration used to train and generate the word embeddings on the classification performance has not been studied in the existing literature. In this paper, using a Twitter election classification task that aims to detect election-related tweets, we investigate the impact of the background dataset used to train the embedding models, the context window size and the dimensionality of word embeddings on the classification performance. By comparing the classification results of two word embedding models, which are trained using different background corpora (e.g. Wikipedia articles and Twitter microposts), we show that the background data type should align with the Twitter classification dataset to achieve a better performance. Moreover, by evaluating the results of word embeddings models trained using various context window sizes and dimensionalities, we found that large context window and dimension sizes are preferable to improve the performance. Our experimental results also show that using word embeddings and CNN leads to statistically significant improvements over various baselines such as random, SVM with TF-IDF and SVM with word embeddings

    Transfer Learning for Multi-language Twitter Election Classification

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    Both politicians and citizens are increasingly embracing social media as a means to disseminate information and comment on various topics, particularly during significant political events, such as elections. Such commentary during elections is also of interest to social scientists and pollsters. To facilitate the study of social media during elections, there is a need to automatically identify posts that are topically related to those elections. However, current studies have focused on elections within English-speaking regions, and hence the resultant election content classifiers are only applicable for elections in countries where the predominant language is English. On the other hand, as social media is becoming more prevalent worldwide, there is an increasing need for election classifiers that can be generalised across different languages, without building a training dataset for each election. In this paper, based upon transfer learning, we study the development of effective and reusable election classifiers for use on social media across multiple languages. We combine transfer learning with different classifiers such as Support Vector Machines (SVM) and state-of-the-art Convolutional Neural Networks (CNN), which make use of word embedding representations for each social media post. We generalise the learned classifier models for cross-language classification by using a linear translation approach to map the word embedding vectors from one language into another. Experiments conducted over two election datasets in different languages show that without using any training data from the target language, linear translations outperform a classical transfer learning approach, namely Transfer Component Analysis (TCA), by 80% in recall and 25% in F1 measure

    On the Reproducibility and Generalisation of the Linear Transformation of Word Embeddings

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    Linear transformation is a way to learn a linear relationship between two word embeddings, such that words in the two different embedding spaces can be semantically related. In this paper, we examine the reproducibility and generalisation of the linear transformation of word embeddings. Linear transformation is particularly useful when translating word embedding models in different languages, since it can capture the semantic relationships between two models. We first reproduce two linear transformation approaches, a recent one using orthogonal transformation and the original one using simple matrix transformation. Previous findings on a machine translation task are re-examined, validating that linear transformation is indeed an effective way to transform word embedding models in different languages. In particular, we show that the orthogonal transformation can better relate the different embedding models. Following the verification of previous findings, we then study the generalisation of linear transformation in a multi-language Twitter election classification task. We observe that the orthogonal transformation outperforms the matrix transformation. In particular, it significantly outperforms the random classifier by at least 10% under the F1 metric across English and Spanish datasets. In addition, we also provide best practices when using linear transformation for multi-language Twitter election classification

    Proceedings of the Eighth Italian Conference on Computational Linguistics CliC-it 2021

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    The eighth edition of the Italian Conference on Computational Linguistics (CLiC-it 2021) was held at Università degli Studi di Milano-Bicocca from 26th to 28th January 2022. After the edition of 2020, which was held in fully virtual mode due to the health emergency related to Covid-19, CLiC-it 2021 represented the first moment for the Italian research community of Computational Linguistics to meet in person after more than one year of full/partial lockdown

    EVALITA Evaluation of NLP and Speech Tools for Italian - December 17th, 2020

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    Welcome to EVALITA 2020! EVALITA is the evaluation campaign of Natural Language Processing and Speech Tools for Italian. EVALITA is an initiative of the Italian Association for Computational Linguistics (AILC, http://www.ai-lc.it) and it is endorsed by the Italian Association for Artificial Intelligence (AIxIA, http://www.aixia.it) and the Italian Association for Speech Sciences (AISV, http://www.aisv.it)

    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

    The Nexus between Artificial Intelligence and Economics

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    This book is organized as follows. Section 2 introduces the notion of the Singularity, a stage in development in which technological progress and economic growth increase at a near-infinite rate. Section 3 describes what artificial intelligence is and how it has been applied. Section 4 considers artificial happiness and the likelihood that artificial intelligence might increase human happiness. Section 5 discusses some prominent related concepts and issues. Section 6 describes the use of artificial agents in economic modeling, and section 7 considers some ways in which economic analysis can offer some hints about what the advent of artificial intelligence might bring. Chapter 8 presents some thoughts about the current state of AI and its future prospects.

    EVALITA Evaluation of NLP and Speech Tools for Italian - December 17th, 2020

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    Welcome to EVALITA 2020! EVALITA is the evaluation campaign of Natural Language Processing and Speech Tools for Italian. EVALITA is an initiative of the Italian Association for Computational Linguistics (AILC, http://www.ai-lc.it) and it is endorsed by the Italian Association for Artificial Intelligence (AIxIA, http://www.aixia.it) and the Italian Association for Speech Sciences (AISV, http://www.aisv.it)
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