1,772 research outputs found

    General Purpose Textual Sentiment Analysis and Emotion Detection Tools

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    Textual sentiment analysis and emotion detection consists in retrieving the sentiment or emotion carried by a text or document. This task can be useful in many domains: opinion mining, prediction, feedbacks, etc. However, building a general purpose tool for doing sentiment analysis and emotion detection raises a number of issues, theoretical issues like the dependence to the domain or to the language but also pratical issues like the emotion representation for interoperability. In this paper we present our sentiment/emotion analysis tools, the way we propose to circumvent the di culties and the applications they are used for.Comment: Workshop on Emotion and Computing (2013

    ELAN : Una Red Distribuida y poliglota de recursos linguisticos textuales

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    Colloque avec actes et comité de lecture. internationale.International audienceEn este artículo presentamos el proyecto MLIS-ELAN cuyo objetivo principal es la creación de una red distribuida y políglota de bases de datos de recursos lingüísticos textuales. Primero, definimos el término de recurso lingüístico textual y mostramos la importancia de la normalización en el marco de la representación y de la utilización de este tipo de recursos. Después, presentamos los objetivos del proyecto y mostramos la arquitectura de software que ha permitido alcanzar dichos objetivos. Particularidad importante del modelo propuesto: las bases de datos que contienen los recursos lingüísticos textuales son heterogéneas y se encuentran físicamente en sitios diferentes. Los usuarios, sin embargo, tienen la impresión de utilizar una base de datos única además de disponer de herramientas que les permiten consultar, comparar y almacenar los recursos lingüísticos elegidos, independientemente de su formato y de su localización física

    Mundos virtuales: Una infraestructura global para facilitar las interacciones sociales multilingües y el aprendizaje de idiomas

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    International audienceLos mundos virtuales ofrecen nuevas formas de comunicación, de reunión y de socialización entre las personas. Hoy en día los mundos virtuales permiten rebasar los límites de la comunicación multilingüe. Poder contar con un apoyo innovador en el ámbito del multilingüismo se ha convertido en una verdadera necesidad, especialmente en el marco de la Unión Europea

    MLIF: A Metamodel to Represent and Exchange Multilingual Textual Information

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    International audienceThe fast evolution of language technology has produced pressing needs in standardization. The multiplicity of language resources representation levels and the specialization of these representations make difficult the interaction between linguistic resources and components manipulating these resources. In this paper, we describe the MultiLingual Information Framework (MLIF – ISO CD 24616). MLIF is a metamodel which allows the representation and the exchange of multilingual textual information. This generic metamodel is designed to provide a common platform for all the tools developed around the existing multilingual data exchange formats. This is a work in progress within ISO-TC37 in order to define a new ISO standard

    Linguistic and Multilingual Issues in Virtual Worlds and Serious Games: a General Review

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    International audienceWithin a globalized world, the need for linguistic support is increasing every day. Linguistic information, and in particular multilingual textual information, plays a significant role for describing digital content: information describing pictures or video sequences, general information presented to the user graphically or via a text-to-speech processor, menus in interactive multimedia or TV, subtitles, dialogue prompts, or implicit data appearing on an image such as captions, or tags. It is obviously crucial to associate digital content to linguistic information in a non-intrusive way: the user must decide, whether or not, he wants to display the linguistic information related to the digital content he is dealing with in any particular language. In this paper we will present a general review on linguistic and multilingual issues related to virtual worlds and serious games. The expression "linguistic and multilingual issues" will consider not only any kind of linguistic support (such as syntactic and semantic analysis) based on textual information, but also any kind of multilingual and monolingual topics (such as localization or automatic translation), and their association to virtual worlds and serious games. We will focus on our ongoing research activities, particularly in the framework of sentiment analysis and emotion detection. Note that we will also dedicate special attention to standardization issues because they grant interoperability, stability, and durability. The review will essentially be based on our own experience but some interesting international research projects and applications will be also mentioned, in particular, research projects and applications related to sentiment analysis and emotion detection

    Implementing Multilingual Information Framework in Applications using Textual Display

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    This paper presents implementation of MLIF (Multilingual Information Framework), a high level model for describing multilingual data across wide range of possible applications in translation/localization process within several multimedia domains (e.g. broadcasting of interactive multimedia applications), natural language interfaces, geographical information systems for multilingual communities

    Handling Multilingual Content in Digital Media: The Multilingual Information Framework

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    This document presents MLIF (Multi Lingual Information Framework), a high-level model for describing multilingual data across a wide range of possible applications in the translation/localization process within several multimedia domains (e.g. broadcasting interactive programs within a multilingual community). There are at present numerous different standards available for dealing with translation and localization activities. All these formats work well in the specific field they are designed for, but they lack a synergy that would make them interoperable when using one type of information in a slightly different context, giving rise to the fear of competition between them. MLIF defines a generic model for all these formats, from which one can derive precise specifications for each of them

    Immersive 3D Environments and Multilinguality: Some Non-Intrusive and Dynamic e-learning-oriented Scenarios based on Textual Information

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    International audienceVirtual Worlds may become primary tools for learning many aspects of history, for acquiring new skills, for job assessment, and for many of our most cost-effective and productive forms of collaboration (Metaverse Roadmap Report, 2007). We will present some non-intrusive and dynamic e-learning based scenarios related to multilin- gual textual information within an immersive 3D environment. We refer to these scenarios as non-intrusive because they do not interrupt the user's activities within the immersive 3D en- vironment. Rather, they enrich his/her individual experience. Obviously, these scenarios need to be dynamic, because user interaction occurs mostly in real-time. In addition, these non- intrusive and dynamic e-learning-oriented scenarios exemplify how a standardized framework for textual multilingual support associated with an immersive 3D environment, may consid- erably change the way people usually deal with multilingual information and with language learning on the Internet. We would like to illustrate that, in the context of immersive 3D envi- ronments, dealing with multilinguality is more than just localization and real-time automatic translations. Finally, the analysis of these non-intrusive and dynamic e-learning based scenarios lead us to propose a general architecture allowing immersive 3D environments to deal with multilinguality in the most general and dynamic way possible

    Interactive Handling of Multilingual Content within Digital Media

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    Linguistic information plays an essential role in the management of multimedia information as it bears most of the descriptive content associated with more visual information. Depending on the context, it may be seen as the primary content, as documentary content for multimedia information, or as one among several possible information components in specific contexts such as interactive multimedia applications. In this paper we describe a generic framework that could be integrated into multimedia content. Our main objectives are both, to propose a high-level abstract model to represent multilingual content, and to offer a high degree of interactivity allowing final users to handle multilingual content within digital medi
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