3,481 research outputs found

    An Abstract Machine for Unification Grammars

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    This work describes the design and implementation of an abstract machine, Amalia, for the linguistic formalism ALE, which is based on typed feature structures. This formalism is one of the most widely accepted in computational linguistics and has been used for designing grammars in various linguistic theories, most notably HPSG. Amalia is composed of data structures and a set of instructions, augmented by a compiler from the grammatical formalism to the abstract instructions, and a (portable) interpreter of the abstract instructions. The effect of each instruction is defined using a low-level language that can be executed on ordinary hardware. The advantages of the abstract machine approach are twofold. From a theoretical point of view, the abstract machine gives a well-defined operational semantics to the grammatical formalism. This ensures that grammars specified using our system are endowed with well defined meaning. It enables, for example, to formally verify the correctness of a compiler for HPSG, given an independent definition. From a practical point of view, Amalia is the first system that employs a direct compilation scheme for unification grammars that are based on typed feature structures. The use of amalia results in a much improved performance over existing systems. In order to test the machine on a realistic application, we have developed a small-scale, HPSG-based grammar for a fragment of the Hebrew language, using Amalia as the development platform. This is the first application of HPSG to a Semitic language.Comment: Doctoral Thesis, 96 pages, many postscript figures, uses pstricks, pst-node, psfig, fullname and a macros fil

    The Verbmobil semantic database

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    The distributed development of the modules of a large natural language processing system at different sites makes interface definitions a vital issue. It becomes even more urgent when several modules with the same intended functionality are developed in parallel and should be indistinguishable with respect to their input—output—behaviour. Another important issue is the acquisition and maintenance of lexical information which should be stored independently of an application to make it (re)usable for different purposes. This paper describes the design and use of the Verbmobil Semantic Database which we developed in order to deal with these issues in the area of lexical semantics in Verbmobil

    Report of the EAGLES Workshop on Implemented Formalisms at DFKI, SaarbrĂĽcken

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    Report of the EAGLES Workshop on Implemented Formalisms at DFKI, SaarbrĂĽcken

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    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
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