79 research outputs found

    Using NLG and sensors to support personal narrative for children with complex communication needs

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    We would like to express our thanks to the children, their parents and staff and the special school where this project had its base. Without their valuable contributions and feedback this research would not have been possible. We would also like to thank DynaVox Systems Ltd for supplying the communication devices to run our system on. This research was supported by the UK Engineering and Physical Sciences Research Council under grants EP/F067151/1, EP/F066880/1, EP/E011764/1, EP/H022376/1, and EP/H022570/1Publisher PD

    Proceedings of the 12th European Workshop on Natural Language Generation (ENLG 2009)

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    Um mapeamento sistemático sobre o uso da comunicação aumentativa alternativa apoiada por recursos tecnológicos

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    O estabelecimento da comunicação frequentemente é um problema para pessoas com deficiência intelectual. Neste sentido, a Comunicação Aumentativa e Alternativa (CAA) pode ser utilizada para apoiar a realização de um diálogo entre essas pessoas. A CAA se caracteriza por utilizar simultaneamente mais de um canal para realizar a comunicação, sendo os canais sem tecnologia, com baixa ou alta tecnologia. Neste trabalho é realizado um mapeamento sistemático, conduzido nas bases acadêmicas Science Direct, ACM e IEEE, para identificar como a CAA está sendo utilizada em conjunto com dispositivos eletrônicos. O processo de busca retornou 185 trabalhos, no entanto, apenas 39 atenderam aos critérios de inclusão e exclusão aplicados no mapeamento. Nos trabalhos analisados foi identificado maior frequência do uso do tablet como dispositivo, do alto-falante como recurso de hardware, e da imagem como forma de comunicação. Embora os trabalhos objetivavam a comunicação e educação, apenas um deles utilizou a colaboração, os demais optaram por desenvolver suas atividades individualmente. Embora os trabalhos objetivavam a comunicação e educação, apenas um deles utilizou a colaboração, os demais optavam por desenvolver suas atividades individualmente

    Perceptual fail: Female power, mobile technologies and images of self

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    Like a biological species, images of self have descended and modified throughout their journey down the ages, interweaving and recharging their viability with the necessary interjections from culture, tools and technology. Part of this journey has seen images of self also become an intrinsic function within the narratives about female power; consider Helen of Troy “a face that launched a thousand ships” (Marlowe, 1604) or Kim Kardashian (KUWTK) who heralded in the mass mediated ‘selfie’ as a social practice. The interweaving process itself sees the image oscillate between naturalized ‘icon’ and idealized ‘symbol’ of what the person looked like and/or aspired to become. These public images can confirm or constitute beauty ideals as well as influence (via imitation) behaviour and mannerisms, and as such the viewers belief in the veracity of the representative image also becomes intrinsically political manipulating the associated narratives and fostering prejudice (Dobson 2015, Korsmeyer 2004, Pollock 2003). The selfie is arguably ‘a sui generis,’ whilst it is a mediated photographic image of self, it contains its own codes of communication and decorum that fostered the formation of numerous new digital communities and influenced new media aesthetics . For example the selfie is both of nature (it is still a time based piece of documentation) and known to be perceptually untrue (filtered, modified and full of artifice). The paper will seek to demonstrate how selfie culture is infused both by considerable levels of perceptual failings that are now central to contemporary celebrity culture and its’ notion of glamour which in turn is intrinsically linked (but not solely defined) by the province of feminine desire for reinvention, transformation or “self-sexualisation” (Hall, West and McIntyre, 2012). The subject, like the Kardashians or selfies, is divisive. In conclusion this paper will explore the paradox of the perceptual failings at play within selfie culture more broadly, like ‘Reality TV’ selfies are infamously fake yet seem to provide Debord’s (1967) illusory cultural opiate whilst fulfilling a cultural longing. Questions then emerge when considering the narrative impact of these trends on engendered power structures and the traditional status of illusion and narrative fiction

    Automatic Generation of Sports News

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    Nesta dissertação foi desenvolvido um sistema de geração de linguagem natural, que a partir de dados de um determinado jogo de futebol, é capaz de criar uma notícia com o rescaldo desse jogo, automaticamente

    Designing Embodied Interactive Software Agents for E-Learning: Principles, Components, and Roles

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    Embodied interactive software agents are complex autonomous, adaptive, and social software systems with a digital embodiment that enables them to act on and react to other entities (users, objects, and other agents) in their environment through bodily actions, which include the use of verbal and non-verbal communicative behaviors in face-to-face interactions with the user. These agents have been developed for various roles in different application domains, in which they perform tasks that have been assigned to them by their developers or delegated to them by their users or by other agents. In computer-assisted learning, embodied interactive pedagogical software agents have the general task to promote human learning by working with students (and other agents) in computer-based learning environments, among them e-learning platforms based on Internet technologies, such as the Virtual Linguistics Campus (www.linguistics-online.com). In these environments, pedagogical agents provide contextualized, qualified, personalized, and timely assistance, cooperation, instruction, motivation, and services for both individual learners and groups of learners. This thesis develops a comprehensive, multidisciplinary, and user-oriented view of the design of embodied interactive pedagogical software agents, which integrates theoretical and practical insights from various academic and other fields. The research intends to contribute to the scientific understanding of issues, methods, theories, and technologies that are involved in the design, implementation, and evaluation of embodied interactive software agents for different roles in e-learning and other areas. For developers, the thesis provides sixteen basic principles (Added Value, Perceptible Qualities, Balanced Design, Coherence, Consistency, Completeness, Comprehensibility, Individuality, Variability, Communicative Ability, Modularity, Teamwork, Participatory Design, Role Awareness, Cultural Awareness, and Relationship Building) plus a large number of specific guidelines for the design of embodied interactive software agents and their components. Furthermore, it offers critical reviews of theories, concepts, approaches, and technologies from different areas and disciplines that are relevant to agent design. Finally, it discusses three pedagogical agent roles (virtual native speaker, coach, and peer) in the scenario of the linguistic fieldwork classes on the Virtual Linguistics Campus and presents detailed considerations for the design of an agent for one of these roles (the virtual native speaker)

    Modellierung natü̈rlicher Dialoge im Kontext sprachbasierter Informations- und Steuersysteme

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    Current spoken dialogue systems are often criticised because they lack natural behaviour. In this thesis, a model to facilitate the development of user-friendly dialogues for information and control systems (e.g. travel-booking or smart room control systems) is created in order to address this problem. This also includes a study about the users' preferences, the classification of utterances according to intention and answer type and the development of a dialogue engine that can process dialogues based on this model. The developed model describes the dialogue flow and the combination of questions, answers and the resulting actions. Features like mixed initiative, open-ended questions, subdialogues and adaptable phrasings of system utterances lead to more natural dialogues and increase the usability of dialogue systems while linguistic datatypes, abstract question descriptions in connection with answer types and language generation methods enormously facilitate the definition of such dialogues for the developer. The separation of dialogue model and dialogue engine makes possible the reuse of base functionalities und prevents the mixing of execution logic and dialogue knowledge. The engine contains dialogue acts to classify user utterances and to prevent ambiguities as well as language understanding modules to identify the user's goal. In addition, it infers the next dialogue step under consideration of the specified dialogue behaviour. By implementing the Natural Dialogue System (NADIA), that runs the XML-based model, the functionality is proven.Aktuelle Sprachdialogsysteme haben oftmals den Ruf unnatürlich und nutzerunfreundlich zu sein. In dieser Dissertation wird diese Kritik adressiert und ein Modell zur einfacheren Entwicklung von nutzerfreundlichen Dialogen realisiert. Der Fokus liegt hierbei auf Informations- und Steuersystemen (z.B. Reisebuchungs- oder Raumsteuerungssysteme). Das entwickelte Dialogmodell beschreibt den Dialogablauf und somit das Zusammenwirken von Fragen, Antworten sowie den resultierenden Aktionen. Es trägt durch Fähigkeiten wie gemischter Initiative, offenen Fragen, Subdialogen sowie adaptierbaren Formulierungen von Systemäußerungen zu natürlicheren Dialogen bei und erhöht so die Nutzbarkeit von Dialogsystemen. Linguistische Datentypen, abstrakte Fragebeschreibungen in Verbindung mit Antworttypen sowie Sprachgenerierungsverfahren vereinfachen die Definition solcher Dialoge dabei enorm. Die Trennung zwischen Dialogmodell und Dialogengine ermöglicht die Wiederverwendbarkeit von Basisfunktionalitäten und verhindert die Vermischung von Ausführungslogik und Dialogwissen. Die Engine beinhaltet Dialogakte zur Klassifizierung von Nutzeraussagen und zur Vermeidung von Ambiguitäten, Module zum Sprachverstehen und leitet außerdem den nächsten Dialogschritt anhand der Definition des Dialogverhaltens ab. Durch die Implementierung des Natural Dialogue System (NADIA), welches als Dialogengine das XML-basierte Modell ausführt, wird abschließend die Funktionsfähigkeit nachgewiesen

    ELO2019 Programme & Books of Abstracts

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    ELO2019 Programme & Books of Abstracts, University College Cork, July 15-17, 201
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