1,251 research outputs found

    University of Helsinki Department of Computer Science Annual Report 1998

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    Towards Robotic Manipulator Grammatical Control

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    An overview of computer-based natural language processing

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    Computer based Natural Language Processing (NLP) is the key to enabling humans and their computer based creations to interact with machines in natural language (like English, Japanese, German, etc., in contrast to formal computer languages). The doors that such an achievement can open have made this a major research area in Artificial Intelligence and Computational Linguistics. Commercial natural language interfaces to computers have recently entered the market and future looks bright for other applications as well. This report reviews the basic approaches to such systems, the techniques utilized, applications, the state of the art of the technology, issues and research requirements, the major participants and finally, future trends and expectations. It is anticipated that this report will prove useful to engineering and research managers, potential users, and others who will be affected by this field as it unfolds

    Plan Recognition in Exploratory Domains

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    This paper describes a challenging plan recognition problem that arises in environments in which agents engage widely in exploratory behavior, and presents new algorithms for effective plan recognition in such settings. In exploratory domains, agentsʼ actions map onto logs of behavior that include switching between activities, extraneous actions, and mistakes. Flexible pedagogical software, such as the application considered in this paper for statistics education, is a paradigmatic example of such domains, but many other settings exhibit similar characteristics. The paper establishes the task of plan recognition in exploratory domains to be NP-hard and compares several approaches for recognizing plans in these domains, including new heuristic methods that vary the extent to which they employ backtracking, as well as a reduction to constraint-satisfaction problems. The algorithms were empirically evaluated on peopleʼs interaction with flexible, open-ended statistics education software used in schools. Data was collected from adults using the software in a lab setting as well as middle school students using the software in the classroom. The constraint satisfaction approaches were complete, but were an order of magnitude slower than the heuristic approaches. In addition, the heuristic approaches were able to perform within 4% of the constraint satisfaction approaches on student data from the classroom, which reflects the intended user population of the software. These results demonstrate that the heuristic approaches offer a good balance between performance and computation time when recognizing peopleʼs activities in the pedagogical domain of interest.Engineering and Applied Science

    An intelligent computer- based tutoring approach for the management of negative transfer

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    This research addresses how a prototype of a language tutoring system, the Chinese Tutor, tackles the practical problem of negative transfer (i.e. mother tongue influence) in the learning of Chinese grammar by English-speaking students. The design of the Chinese Tutor has been based on the results of empirical studies carried out as part of this research. The results of the data analysis show that negative transfer can be used to account for almost 80% of the errors observed in the linguistic output of students in their study of Chinese. If the students can be helped to overcome these errors, the standard of their Chinese will be greatly improved. In this research, an approach of Intelligent Language Tutoring Systems (ILTSs) has been adopted for handling negative transfer. This is because there are several advantages of ILTSs, including interactive learning, highly individualised instruction and student-centred instruction [Wyatt 1984 .The Chinese Tutor contains five main components: the Expert Model, which contains all the linguistic knowledge for tutoring and serves as a standard for evaluating the student's performance; the Student Model, which collects information on the student's performance; the Diagnoser, which detects different types of error made by the student; the Tutor Model, which plans student learning, makes didactic decisions and chooses an appropriate tutorial strategy based on the student’s performance; and the Interface Module, which communicates between the student and the system. A general and robust solution to the treatment of negative transfer, i.e. the technique of Mixed Grammar has been devised. The rules in this grammar can be applied to detect arbitrary transfer errors by using a general set of rules. A number of students in the Department of East Asian Studies at the University of Durham have used the Chinese Tutor with positive results

    Artificial Intelligence in Music Education: A Critical Review

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    This paper reviews the principal approaches to using Artificial Intelligence in Music Education. Music is a challenging domain for Artificial Intelligence in Education (AI-ED) because music is, in general, an open-ended domain demanding creativity and problem-seeking on the part of learners and teachers. In addition, Artificial Intelligence theories of music are far from complete, and music education typically emphasises factors other than the communication of ‘knowledge’ to students. This paper reviews critically some of the principal problems and possibilities in a variety of AI-ED approaches to music education. Approaches considered include: Intelligent Tutoring Systems for Music; Music Logo Systems; Cognitive Support Frameworks that employ models of creativity; highly interactive interfaces that employ AI theories; AI-based music tools; and systems to support negotiation and reflection. A wide variety of existing music AI-ED systems are used to illustrate the key issues, techniques and methods associated with these approaches to AI-ED in Music

    Computing order-independent statistical characteristics of stochastic context-free languages

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    Feasibility report: Delivering case-study based learning using artificial intelligence and gaming technologies

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    This document describes an investigation into the technical feasibility of a game to support learning based on case studies. Information systems students using the game will conduct fact-finding interviews with virtual characters. We survey relevant technologies in computational linguistics and games. We assess the applicability of the various approaches and propose an architecture for the game based on existing techniques. We propose a phased development plan for the development of the game
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