567 research outputs found

    Neural Coreference Resolution for Turkish

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    Coreference resolution deals with resolving mentions of the same underlying entity in a given text. This challenging task is an indispensable aspect of text understanding and has important applications in various language processing systems such as question answering and machine translation. Although a significant amount of studies is devoted to coreference resolution, the research on Turkish is scarce and mostly limited to pronoun resolution. To our best knowledge, this article presents the first neural Turkish coreference resolution study where two learning-based models are explored. Both models follow the mention-ranking approach while forming clusters of mentions. The first model uses a set of hand-crafted features whereas the second coreference model relies on embeddings learned from large-scale pre-trained language models for capturing similarities between a mention and its candidate antecedents. Several language models trained specifically for Turkish are used to obtain mention representations and their effectiveness is compared in conducted experiments using automatic metrics. We argue that the results of this study shed light on the possible contributions of neural architectures to Turkish coreference resolution.119683

    A Computational Model For Anaphora Resolution In Turkish Based On The Centering Theory

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    Tez (Yüksek Lisans) -- İstanbul Teknik Üniversitesi, Fen Bilimleri Enstitüsü, 2005Thesis (M.Sc.) -- İstanbul Technical University, Institute of Science and Technology, 2005Bu çalışmada Türkçe cümlelerdeki bazı adılların işaret ettiği varlıkların tespit edilmesini sağlayan bir bilgisayısal model tasarlanmış ve sonuçların gözlemlenmesi amacıyla modeli oluşturan modullerin bir çoğu da gerçeklenmiştir. Bu modelin tasarlanmasında kullanılan temel yaklaşım Merkezleme Teorisidir. Merkezleme teorisi cümleler içerisinde varlık belirten ifadeler arasında bir üstünlük hiyerarşisine ihtiyaç duyduğundan, önceki çalışmalarda ortaya atılan hiyerarşilerin Türkçe Dili için uygunluğu çeşitli deneylerle test edilmiş ancak tam bir uygunluk sağlayan hiyerarşi bulunamamıştır. Bu nedenle çalışma içerisinde bu üstünlüğü belirleyecek bir hiyerarşi önerilmiş ve testler sonucunda önerilen hiyerarşinin tatmin edici sonuçlar ürettiği gözlemlenmiştir. Önerilen bu hiyerarşi tasarlanan modelin gerçeklenen modülleri içerisinde kullanılarak, Türkçe için adıl çözümlemesi yapan bir uygulama geliştirilmiştir.In this study, a computational model which provides defining the pronouns and their antecedents is designed and many of the modules of the model is implemented to observe the results. The basic approach in designing the model is the Centering Theory. Since the Centering Theory needs a hierarchy which defines the salience of the entities in the sentences, the hierarchies suggested in former studies are tested on some experiments but a complete suitability for Turkish could not be found. For this reason a new hierarchy defines the salience is developed and with the help of the tests, satisfactory results are observed for this hierarchy. Using the hierarchy suggested in the scope of the study in the implemented modules of the designed model, an application that completes the anaphora resolution on Turkish texts is developed.Yüksek LisansM.Sc

    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 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. Naturally, this introduction cannot spell out all the connections between these abstracts; we invite you to explore them on your own. In fact, with this issue it’s easier than ever to do so: this document is accessible on the “information superhighway”. Just call up http://www.cis.upenn.edu/~cliff-group/94/cliffnotes.html In addition, you can find many of the papers referenced in the CLiFF Notes on the net. Most can be obtained by following links from the authors’ abstracts in the web version of this report. The abstracts describe the researchers’ many areas of investigation, explain their shared concerns, and present some interesting work in Cognitive Science. We hope its new online format makes the CLiFF Notes a more useful and interesting guide to Computational Linguistics activity at Penn

    A Hybrid Environment for Syntax-Semantic Tagging

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    The thesis describes the application of the relaxation labelling algorithm to NLP disambiguation. Language is modelled through context constraint inspired on Constraint Grammars. The constraints enable the use of a real value statind "compatibility". The technique is applied to POS tagging, Shallow Parsing and Word Sense Disambigation. Experiments and results are reported. The proposed approach enables the use of multi-feature constraint models, the simultaneous resolution of several NL disambiguation tasks, and the collaboration of linguistic and statistical models.Comment: PhD Thesis. 120 page

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

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    CLIFF is the Computational Linguists\u27 Feedback Forum. We are a group of students and faculty who gather once a week to hear a presentation and discuss work currently in progress. The \u27feedback\u27 in the group\u27s name is important: we are interested in sharing ideas, in discussing ongoing research, and in bringing together work done by the students and faculty in Computer Science and other departments. However, there are only so many presentations which we can have in a year. We felt that it would be beneficial to have a report which would have, in one place, short descriptions of the work in Natural Language Processing at the University of Pennsylvania. This report then, is a collection of abstracts from both faculty and graduate students, in Computer Science, Psychology and Linguistics. We want to stress the close ties between these groups, as one of the things that we pride ourselves on here at Penn is the communication among different departments and the inter-departmental work. Rather than try to summarize the varied work currently underway at Penn, we suggest reading the abstracts to see how the students and faculty themselves describe their work. The report illustrates the diversity of interests among the researchers here, as well as explaining the areas of common interest. In addition, since it was our intent to put together a document that would be useful both inside and outside of the university, we hope that this report will explain to everyone some of what we are about

    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
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