347 research outputs found

    An investigation into deviant morphology : issues in the implementation of a deep grammar for Indonesian

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    This thesis investigates deviant morphology in Indonesian for the implementation of a deep grammar. In particular we focus on the implementation of the verbal suffix -kan. This suffix has been described as having many functions, which alter the kinds of arguments and the number of arguments the verb takes (Dardjowidjojo 1971; Chung 1976; Arka 1993; Vamarasi 1999; Kroeger 2007; Son and Cole 2008). Deep grammars or precision grammars (Butt et al. 1999a; Butt et al. 2003; Bender et al. 2011) have been shown to be useful for natural language processing (NLP) tasks, such as machine translation and generation (Oepen et al. 2004; Cahill and Riester 2009; Graham 2011), and information extraction (MacKinlay et al. 2012), demonstrating the need for linguistically rich information to aid NLP tasks. Although these linguistically-motivated grammars are invaluable resources to the NLP community, the biggest drawback is the time required for the manual creation and curation of the lexicon. Our work aims to expedite this process by applying methods to assign syntactic information to kan-affixed verbs automatically. The method we employ exploits the hypothesis that semantic similarity is tightly connected with syntactic behaviour (Levin 1993). Our endeavour in automatically acquiring verbal information for an Indonesian deep grammar poses a number of lingustic challenges. First of all Indonesian verbs exhibit voice marking that is characteristic of the subgrouping of its language family. In order to be able to characterise verbal behaviour in Indonesian, we first need to devise a detailed analysis of voice for implementation. Another challenge we face is the claim that all open class words in Indonesian, at least as it is spoken in some varieties (Gil 1994; Gil 2010), cannot linguistically be analysed as being distinct from each other. That is, there is no distiction between nouns, verbs or adjectives in Indonesian, and all word from the open class categories should be analysed uniformly. This poses difficulties in implementing a grammar in a linguistically motivated way, as well discovering syntactic behaviour of verbs, if verbs cannot be distinguished from nouns. As part of our investigation we conduct experiments to verify the need to employ word class categories, and we find that indeed these are linguistically motivated labels in Indonesian. Through our investigation into deviant morphological behaviour, we gain a better characterisation of the morphosyntactic effects of -kan, and we discover that, although Indonesian has been labelled as a language with no open word class distinctions, word classes can be established as being linguistically-motivated

    Dialogue Act Modeling for Automatic Tagging and Recognition of Conversational Speech

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    We describe a statistical approach for modeling dialogue acts in conversational speech, i.e., speech-act-like units such as Statement, Question, Backchannel, Agreement, Disagreement, and Apology. Our model detects and predicts dialogue acts based on lexical, collocational, and prosodic cues, as well as on the discourse coherence of the dialogue act sequence. The dialogue model is based on treating the discourse structure of a conversation as a hidden Markov model and the individual dialogue acts as observations emanating from the model states. Constraints on the likely sequence of dialogue acts are modeled via a dialogue act n-gram. The statistical dialogue grammar is combined with word n-grams, decision trees, and neural networks modeling the idiosyncratic lexical and prosodic manifestations of each dialogue act. We develop a probabilistic integration of speech recognition with dialogue modeling, to improve both speech recognition and dialogue act classification accuracy. Models are trained and evaluated using a large hand-labeled database of 1,155 conversations from the Switchboard corpus of spontaneous human-to-human telephone speech. We achieved good dialogue act labeling accuracy (65% based on errorful, automatically recognized words and prosody, and 71% based on word transcripts, compared to a chance baseline accuracy of 35% and human accuracy of 84%) and a small reduction in word recognition error.Comment: 35 pages, 5 figures. Changes in copy editing (note title spelling changed

    Natural Language Processing Resources for Finnish. Corpus Development in the General and Clinical Domains

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    Siirretty Doriast

    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

    Extracting Temporal and Causal Relations between Events

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    Structured information resulting from temporal information processing is crucial for a variety of natural language processing tasks, for instance to generate timeline summarization of events from news documents, or to answer temporal/causal-related questions about some events. In this thesis we present a framework for an integrated temporal and causal relation extraction system. We first develop a robust extraction component for each type of relations, i.e. temporal order and causality. We then combine the two extraction components into an integrated relation extraction system, CATENA---CAusal and Temporal relation Extraction from NAtural language texts---, by utilizing the presumption about event precedence in causality, that causing events must happened BEFORE resulting events. Several resources and techniques to improve our relation extraction systems are also discussed, including word embeddings and training data expansion. Finally, we report our adaptation efforts of temporal information processing for languages other than English, namely Italian and Indonesian.Comment: PhD Thesi

    Essential Speech and Language Technology for Dutch: Results by the STEVIN-programme

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    Computational Linguistics; Germanic Languages; Artificial Intelligence (incl. Robotics); Computing Methodologie
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