382 research outputs found

    Prosodic transcription of Glasgow English: an evaluation study of GlaToBI

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    GlaToBI, a version of the ToBI prosodic transcription system which can be used to transcribe the intonation patterns of western Scottish (Glasgow) English, is currently under development. An assessment of GlaToBI, similar to the evaluation studies that were undertaken for the original ToBI system [7], and for GToBI, a version developed for German [4], has been carried out to test the new system 's reliability, learnability and comprehensiveness. The results of this study show that this adaptation of the ToBI system can be applied with the expected level of reliability to the transcription of Glasgow English. 1. INTRODUCTION Very little corpus based work has been done on the prosodic features of English dialects other than Standard American and southern British (Received Pronunciation). However, with the creation of databases such as the University of Edinburgh's HCRC Map Task corpus [1], the predominant dialect of which is western Scottish (Glasgow) English, the opportunity has arisen..

    On-board timeline validation and repair : a feasibility study

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    We report on the progress and outcome of a recent ESAfunded project (MMOPS) designed to explore the feasibility of on-board reasoning about payload timelines. The project sought to examine the role of on-board timeline reasoning and the operational context into which it would fit. We framed a specification for an on-board service that fits with existing practices and represents a plausible advance within sensible constraints on the progress of operations planning. We have implemented a prototype to demonstrate the feasibility of such a system and have used it to show how science gathering operations might be improved by its deployment

    Interactive Radio: A New Platform for Calm Computing

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    Interactive radio is proposed as a platform for Weiser's calm computing vision. An evaluation of CereProc's MyMyRadio is presented as a case study to highlight the potential and challenges of an interactive radio approach: the difficulty of transitioning between passive and active modes of interaction, and the challenge of designing such services. The evaluation showed: 1) A higher workload for MyMyRadio for active tasks compared to default applications (e.g. Facebook app); 2) No significant difference in workload for passive tasks (e.g. listening to audio rendered RSS updates vs Browser app); 3) A higher workload when listening to music within MyMyRadio vs iTunes; and 4) A preference for RSS feed content compared to content from social media. We conclude by discussing the potential of interactive radio as a platform for pervasive eyes-free services

    Inter-cultural differences in response to a computer-based anti-bullying intervention

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    Background and purpose: Many holistic anti-bullying interventions have been attempted, with mixed success, while little work has been done to promote a 'self-help' approach to victimisation. The rise of the ICT curriculum and computer support in schools now allows for approaches that benefit from technology to be implemented. This study evaluates the cross-cultural effects of a computer-based anti-bullying intervention on primary school-aged children's knowledge about bullying and relevant coping strategies. Programme description: FearNot! is an interactive computer-based virtual learning environment designed for use as an anti-bullying intervention. It includes interactive virtual agents who assume the most common participant roles found in episodes of bullying. FearNot! was used by children over three consecutive weeks to allow its effectiveness to be evaluated in a longitudinal in situ programme. Sample: Two comparable samples were drawn from the UK and Germany. In the UK, 651 participants (aged 8-11) were recruited from primary schools in Hertfordshire, Coventry and Warwickshire, whereas the 535 German participants (aged 7-10) were sourced from Grundschulen in the Bayern and Hessen regions. Because of lack of parental consent, late joiners and absences/missing responses, data from 908 participants (UK 493; Germany 415) were analysed. Design and methods: A quasi-experimental, pre/post-tests control group design employed pre-published and bespoke questionnaires to collect data. Descriptive and inferential analyses were conducted. Results: UK students possessed higher coping strategy knowledge scores than German participants, but German children's scores improved over time and as a result of the FearNot! intervention. Conclusions: Overall, while not effective at increasing children's coping strategy knowledge in this study, the FearNot! intervention could prove a useful classroom tool to approach the issue of bullying as part of a wider initiative. Cultural differences at baseline and reactions to the intervention are discussed

    Mediating Performance Through Virtual Agents

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    This paper presents the process of creation of virtual agents used in a virtual reality performance. The performance aimed to investigate how drama and performance could inform the creation of virtual agents and also how virtual reality could raise questions for drama and performance. The virtual agents were based on the performance of 2 actors. This paper describes the process of preparing the actors, capturing their performances and transferring them to the virtual agents. A second set of agents was created using non-professional 'naive performers' rather than actors

    Interactive narration with a child: impact of prosody and facial expressions

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    International audienceIntelligent Virtual Agents are suitable means for interactive sto-rytelling for children. The engagement level of child interaction with virtual agents is a challenging issue in this area. However, the characteristics of child-agent interaction received moderate to little attention in scientific studies whereas such knowledge may be crucial to design specific applications. This article proposes a Wizard of Oz platform for interactive narration. An experimental study in the context of interactive story-telling exploiting this platform is presented to evaluate the impact of agent prosody and facial expressions on child participation during storytelling. The results show that the use of the virtual agent with prosody and facial expression modalities improves the engagement of children in interaction during the narrative sessions

    Structure of the bacteriophage PhiKZ non-virion RNA polymerase

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    Bacteriophage ΊKZ (PhiKZ) is the archetype of a family of massive bacterial viruses. It is considered to have therapeutic potential as its host, Pseudomonas aeruginosa, is an opportunistic, intrinsically antibiotic resistant, pathogen that kills tens of thousands worldwide each year. ΊKZ is an incredibly interesting virus, expressing many systems that the host already possesses. On infection, it forms a ‘nucleus’, erecting a barrier around its genome to exclude host endonucleases and CRISPR-Cas systems. ΊKZ infection is independent of the host transcriptional apparatus. It expresses two different multi-subunit RNA polymerases (RNAPs): the virion RNAP (vRNAP) is injected with the viral DNA during infection to transcribe early genes, including those encoding the non-virion RNAP (nvRNAP), which transcribes all further genes. ΊKZ nvRNAP is formed by four polypeptides thought to represent homologues of the eubacterial ÎČ/ÎČâ€Č subunits, and a fifth with unclear homology, but essential for transcription. We have resolved the structure of ΊKZ nvRNAP to better than 3.0 Å, shedding light on its assembly, homology, and the biological role of the fifth subunit: it is an embedded, integral member of the complex, the position, structural homology and biochemical role of which imply that it has evolved from an ancestral homologue to σ-factor

    A new approach to social behavior simulation: the mask model

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    This paper proposes a new perspective, based on the concept of social masks, for the simulation of a realistic NPC (Non-Player Character) behavior. The Mask Model goal is to support AI techniques for autonomous agents by encouraging or discouraging behaviors according to the social environment and by providing knowledge about possible reactions to the agent actions. In this approach, the NPC tendencies are controlled by the interactions of three overlapping mask layers: self- perception layer, social layer and interpersonal layer. The masks mould the tendencies, the feelings and the ethics of a NPC. By changing the links between characters and masks, a wide variety of different behaviors and story-lines may arise. The paper present an algorithm for the selection of the actions and an example implementation
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