510,047 research outputs found

    The Language of Dialogue Is Complex

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    Integrative Complexity (IC) is a psychometric that measures the ability of a person to recognize multiple perspectives and connect them, thus identifying paths for conflict resolution. IC has been linked to a wide variety of political, social and personal outcomes but evaluating it is a time-consuming process requiring skilled professionals to manually score texts, a fact which accounts for the limited exploration of IC at scale on social media.We combine natural language processing and machine learning to train an IC classification model that achieves state-of-the-art performance on unseen data and more closely adheres to the established structure of the IC coding process than previous automated approaches. When applied to the content of 400k+ comments from online fora about depression and knowledge exchange, our model was capable of replicating key findings of prior work, thus providing the first example of using IC tools for large-scale social media analytics.Comment: 12 pages, 9 figures, 10 table

    Conjunctive Visual and Auditory Development via Real-Time Dialogue

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    Human developmental learning is capable of dealing with the dynamic visual world, speech-based dialogue, and their complex real-time association. However, the architecture that realizes this for robotic cognitive development has not been reported in the past. This paper takes up this challenge. The proposed architecture does not require a strict coupling between visual and auditory stimuli. Two major operations contribute to the “abstraction” process: multiscale temporal priming and high-dimensional numeric abstraction through internal responses with reduced variance. As a basic principle of developmental learning, the programmer does not know the nature of the world events at the time of programming and, thus, hand-designed task-specific representation is not possible. We successfully tested the architecture on the SAIL robot under an unprecedented challenging multimodal interaction mode: use real-time speech dialogue as a teaching source for simultaneous and incremental visual learning and language acquisition, while the robot is viewing a dynamic world that contains a rotating object to which the dialogue is referring

    Learning About Meetings

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    Most people participate in meetings almost every day, multiple times a day. The study of meetings is important, but also challenging, as it requires an understanding of social signals and complex interpersonal dynamics. Our aim this work is to use a data-driven approach to the science of meetings. We provide tentative evidence that: i) it is possible to automatically detect when during the meeting a key decision is taking place, from analyzing only the local dialogue acts, ii) there are common patterns in the way social dialogue acts are interspersed throughout a meeting, iii) at the time key decisions are made, the amount of time left in the meeting can be predicted from the amount of time that has passed, iv) it is often possible to predict whether a proposal during a meeting will be accepted or rejected based entirely on the language (the set of persuasive words) used by the speaker

    Individual and Domain Adaptation in Sentence Planning for Dialogue

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    One of the biggest challenges in the development and deployment of spoken dialogue systems is the design of the spoken language generation module. This challenge arises from the need for the generator to adapt to many features of the dialogue domain, user population, and dialogue context. A promising approach is trainable generation, which uses general-purpose linguistic knowledge that is automatically adapted to the features of interest, such as the application domain, individual user, or user group. In this paper we present and evaluate a trainable sentence planner for providing restaurant information in the MATCH dialogue system. We show that trainable sentence planning can produce complex information presentations whose quality is comparable to the output of a template-based generator tuned to this domain. We also show that our method easily supports adapting the sentence planner to individuals, and that the individualized sentence planners generally perform better than models trained and tested on a population of individuals. Previous work has documented and utilized individual preferences for content selection, but to our knowledge, these results provide the first demonstration of individual preferences for sentence planning operations, affecting the content order, discourse structure and sentence structure of system responses. Finally, we evaluate the contribution of different feature sets, and show that, in our application, n-gram features often do as well as features based on higher-level linguistic representations

    Fostering pre-service EFL teachers’ communicative competence through role-playing games

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    The quality of foreign language teaching (FLT) is inextricably linked with developing students’ communicative competence (CC), a complex formation that is being comprehended by methodologists. The term “communicative competence” (CC) implies the speaker's production of grammatically correct language appropriate to various social settings while observing the linguistic and social rules of native speakers. Despite the complex structure of developing English as a foreign language (EFL) learners' CC, one of the conditions for its successful course is a systemic and technological approach to role-playing games (RPG) in teaching dialogue speech. The study aims to examine the development of EFL students' CC and the effects of RPG in teaching dialogue speech. To test the hypothesis that a systemic and technological approach to using RPG in teaching dialogue speech fosters the pre-service EFL teachers’ CC, the research methodology employed a semi-experimental pretest-posttest control group design with pre-service EFL teachers. Participants (n=36) were divided into experimental (n=18) and control (n=18) groups. The results of the posttest experiment confirmed the effectiveness of systemic and technological approaches to the use of RPG in significantly increasing the pre-service EFL teachers’ CC

    Transfer Learning for Context-Aware Spoken Language Understanding

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    Spoken language understanding (SLU) is a key component of task-oriented dialogue systems. SLU parses natural language user utterances into semantic frames. Previous work has shown that incorporating context information significantly improves SLU performance for multi-turn dialogues. However, collecting a large-scale human-labeled multi-turn dialogue corpus for the target domains is complex and costly. To reduce dependency on the collection and annotation effort, we propose a Context Encoding Language Transformer (CELT) model facilitating exploiting various context information for SLU. We explore different transfer learning approaches to reduce dependency on data collection and annotation. In addition to unsupervised pre-training using large-scale general purpose unlabeled corpora, such as Wikipedia, we explore unsupervised and supervised adaptive training approaches for transfer learning to benefit from other in-domain and out-of-domain dialogue corpora. Experimental results demonstrate that the proposed model with the proposed transfer learning approaches achieves significant improvement on the SLU performance over state-of-the-art models on two large-scale single-turn dialogue benchmarks and one large-scale multi-turn dialogue benchmark.Comment: 6 pages, 3 figures, ASRU201
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