40 research outputs found

    The stylometry of film dialogue : pros and pitfalls

    Get PDF
    We examine film dialogue with quantitative textual analysis (stylometry, sentiment analysis, distant reading). Working with transcribed dialogue in almost 300 productions, we explore the complex way in which most-frequent-words-based stylometry and lexicon-based sentiment analysis produce patterns of similarity and difference between screenwriters and/or a priori IMDB-defined genres. In fact, some of our results show that counting and comparing very frequent word lists reveals further similarities: of theme, implied audience, stylistic patternings. The results are encouraging enough to suggest that such quantitative approach to film dialogue may become a welcome addition to the arsenal of film studies methodology

    A Right to Access Implies A Right to Know: An Open Online Platform for Research on the Readability of Law

    Get PDF
    The widespread availability of legal materials online has opened the law to a new and greatly expanded readership. These new readers need the law to be readable by them when they encounter it. However, the available empirical research supports a conclusion that legislation is difficult to read if not incomprehensible to most citizens. We review approaches that have been used to measure the readability of text including readability metrics, cloze testing and application of machine learning. We report the creation and testing of an open online platform for readability research. This platform is made available to researchers interested in undertaking research on the readability of legal materials. To demonstrate the capabilities ofthe platform, we report its initial application to a corpus of legislation. Linguistic characteristics are extracted using the platform and then used as input features for machine learning using the Weka package. Wide divergences are found between sentences in a corpus of legislation and those in a corpus of graded reading material or in the Brown corpus (a balanced corpus of English written genres). Readability metrics are found to be of little value in classifying sentences by grade reading level (noting that such metrics were not designed to be used with isolated sentences)

    Uncivil Twitter: A sociopragmatic analysis

    Get PDF
    Language Use in Past and Presen

    Early Detection of Online Auction Opportunistic Sellers Through the Use of Negative-Positive Feedback

    Get PDF
    Apparently fraud is a growth industry. The monetary losses from Internet fraud have increased every year since first officially reported by the Internet Crime Complaint Center (IC3) in 2000. Prior research studies and third-party reports of fraud show rates substantially higher than eBay’s reported negative feedback rate of less than 1%. The conclusion is most buyers are withholding reports of negative feedback. Researchers Nikitov and Stone in a forensic case study of a single opportunistic eBay seller found buyers sometimes embedded negative comments in positive feedback as a means of avoiding retaliation from sellers and damage to their reputation. This category of positive feedback was described as “negative-positive” feedback. An example of negative-positive type feedback is “Good product, but slow shipping.” This research study investigated the concept of using negative-positive type feedback as a signature to identify potential opportunistic sellers in an online auction population. As experienced by prior researchers using data extracted from the eBay web site, the magnitude of data to be analyzed in the proposed study was massive. The nature of the analysis required - judgment of seller behavior and contextual analysis of buyer feedback comments – could not be automated. The traditional method of using multiple dedicated human raters would have taken months of labor with a correspondingly high labor cost. Instead, crowdsourcing in the form of Amazon Mechanical Turk was used to reduce the analysis time to a few days and at a fraction of the traditional labor cost. The research’s results found that the presence of subtle buyer behavior in the form of negative-positive type feedback comments are an inter-buyer signal indicating that a seller was behaving fraudulently. Sellers with negative-positive type feedback were 1.82 times more likely to be fraudulent. A correlation exists between an increasing number of negative-positive type feedback comments and an increasing probability that a seller was acting fraudulently. For every one unit increase in the number of negative-positive type feedback comments a seller was 4% more likely to be fraudulent

    The use of coreference resolution for understanding manipulation commands for the PR2 Robot

    Get PDF
    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.Cataloged from PDF version of thesis.Includes bibliographical references (p. 81-84).Natural language interaction can enable us to interface with robots such as the Personal Robot 2 (PR2), without the need for a special training or equipment. Programming such a robot to follow commands is challenging because natural language has a complex structure and semantics, a model for which needs to be based on linguistic knowledge or learned from examples. In this thesis we first enable the PR2 robot to follow manipulation commands expressed in natural language by applying the Generalized Grounding Graph (G3 ). We model the PR2's actions and their trajectories in the physical environment, define the state-action space and learn a grounding model from an annotated corpus of robot actions aligned with commands. We achieved lower overall performance than previous implementations of G3 had reported. After that, we present an approach for using the linguistic technique of coreference resolution to improve the robot's ability to understand commands consisting of multiple clauses. We constrain the groundings for coreferent phrases to be identical by merging their nodes in the grounding graph. We show that using coreference information increases the robot ability to infer the right action sequence. This brings the robotic capabilities of modeling and understanding natural language closer to our theoretical understanding of discourse.by Dimitar N. Simeonov.M.Eng

    Producing Acoustic-Prosodic Entrainment in a Robotic Learning Companion to Build Learner Rapport

    Get PDF
    abstract: With advances in automatic speech recognition, spoken dialogue systems are assuming increasingly social roles. There is a growing need for these systems to be socially responsive, capable of building rapport with users. In human-human interactions, rapport is critical to patient-doctor communication, conflict resolution, educational interactions, and social engagement. Rapport between people promotes successful collaboration, motivation, and task success. Dialogue systems which can build rapport with their user may produce similar effects, personalizing interactions to create better outcomes. This dissertation focuses on how dialogue systems can build rapport utilizing acoustic-prosodic entrainment. Acoustic-prosodic entrainment occurs when individuals adapt their acoustic-prosodic features of speech, such as tone of voice or loudness, to one another over the course of a conversation. Correlated with liking and task success, a dialogue system which entrains may enhance rapport. Entrainment, however, is very challenging to model. People entrain on different features in many ways and how to design entrainment to build rapport is unclear. The first goal of this dissertation is to explore how acoustic-prosodic entrainment can be modeled to build rapport. Towards this goal, this work presents a series of studies comparing, evaluating, and iterating on the design of entrainment, motivated and informed by human-human dialogue. These models of entrainment are implemented in the dialogue system of a robotic learning companion. Learning companions are educational agents that engage students socially to increase motivation and facilitate learning. As a learning companion’s ability to be socially responsive increases, so do vital learning outcomes. A second goal of this dissertation is to explore the effects of entrainment on concrete outcomes such as learning in interactions with robotic learning companions. This dissertation results in contributions both technical and theoretical. Technical contributions include a robust and modular dialogue system capable of producing prosodic entrainment and other socially-responsive behavior. One of the first systems of its kind, the results demonstrate that an entraining, social learning companion can positively build rapport and increase learning. This dissertation provides support for exploring phenomena like entrainment to enhance factors such as rapport and learning and provides a platform with which to explore these phenomena in future work.Dissertation/ThesisDoctoral Dissertation Computer Science 201

    Machines at play: The attraction of automation

    Get PDF
    Taking as its starting point the ubiquitous nature of automated technology, this research asks how play may be used in an antagonistic form against the regimentation of machines but, conversely, may also be employed to instrumentalise them. The work undertaken specifically focuses on how play (a quality considered here as intrinsic to human culture and nature following Johan Huizinga’s Homo Ludens) can expose issues of control, agency and authority within a technological context. While automated machines have become increasingly complex over time (synchronous to the trickle-down availability of computing devices to the everyday consumer), the understanding of their function and the means through which they produce, represent or declare forms of ‘knowledge’ are today even more opaque. An automated machine—thought of here as being any set of infinitely repeatable, programmed procedures—raises anxiety as to the human condition. Machina ludens, the figure of the playing machine that I propose, takes this model a step further and uses ‘attractive’ effects to produce (what Huizinga terms) “false play” so as to hide the ramification of any social or political design by its engineer. Following Vilém Flusser and Bruno Latour’s notion of the “black box”, how then can an artist open up an automated machine and its script in order to declare this? The research is undertaken through an interlinked practical and written component. These components use a methodology that undertakes an analysis of the play-element, alongside a technological/engineering analysis of the machine-element in culture. In practice, following a lineage of artists who have similarly made use of technology in the production of machines in their artwork, from Jean Tinguely and the E.A.T. group to Harold Cohen’s AARON, the research examines various forms of the ‘art machine’. Both the written and practical works use the tension (or contention) between disciplines, the researcher overtly taking the position of being simultaneously engineer and artist. As such, this research is a re-reading of Huizinga’s understanding of the play-element of culture through a contemporary, technological lens that bridges the gap between a humanities/philosophical approach and an engineering approach, applying this to contemporary issues surrounding automated ‘art machines’

    3rd International Conference on Advanced Research Methods and Analytics (CARMA 2020)

    Full text link
    Research methods in economics and social sciences are evolving with the increasing availability of Internet and Big Data sources of information.As these sources, methods, and applications become more interdisciplinary, the 3rd International Conference on Advanced Research Methods and Analytics (CARMA) is an excellent forum for researchers and practitioners to exchange ideas and advances on how emerging research methods and sources are applied to different fields of social sciences as well as to discuss current and future challenges.DomÊnech I De Soria, J.; Vicente Cuervo, MR. (2020). 3rd International Conference on Advanced Research Methods and Analytics (CARMA 2020). Editorial Universitat Politècnica de València. http://hdl.handle.net/10251/149510EDITORIA

    AI as a Material for Design

    Get PDF
    From Netflix recommendations to Amazon Echos sitting proudly on kitchen countertops, artificial intelligence (AI) has been inserted into the mundane settings of our everyday lives. These ‘smart’ devices and services have given rise to the collection of data and processing within everyday objects, accumulating new challenges, particularly in legibility, agency, and negotiability of interactions. The emerging field of Human Data Interaction (HDI) recognises that these challenges go on to influence security, privacy, and accessibility protocols, while also encompassing socio-technical implications. Furthermore, these objects challenge designers’ traditional conventions of neutral interactions, which only work as instructed. However, these smart objects go beyond typical human-object relationships functioning in new and unexpected ways, creeping in function, and existing within independent and interdependent assemblages of human and non-human actants—demanding alternative considerations and design practice. This thesis aims to question the traditional practice of considering and designing for AI technology by arguing for a post-anthropocentric perspective of things with agency, by adopting the philosophical approach of Object Orientated Ontology with design research. This research ultimately presents and builds (a currently) unorthodox design approach of Human-AI Kinship that contests the design orthodoxies of human-centred design. Conclusively, this research seeks to bring into being AI as a material for design and justify through the case study of AI legibility. A More than Human Centered Design approach is established through a transdisciplinary and iterative Research through Design methodology, resulting in the design of AI iconography that attempts to communicate and signify AI’s ontology to human users. This thesis is concluded by testing the legibility of the icons themselves and discussing philosophy as an asset for design research
    corecore