374 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

    Serious Game Evaluation as a Meta-game

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    Purpose – This paper aims to briefly outline the seamless evaluation approach and its application during an evaluation of ORIENT, a serious game aimed at young adults. Design/methodology/approach – In this paper, the authors detail a unobtrusive, embedded evaluation approach that occurs within the game context, adding value and entertainment to the player experience whilst accumulating useful data for the development team. Findings – The key result from this study was that during the “seamless evaluation” approach, users were unaware that they had been participating in an evaluation, with instruments enhancing rather than detracting from the in-role game experience. Practical implications – This approach, seamless evaluation, was devised in response to player expectations, perspectives and requirements, recognising that in the evaluation of games the whole process of interaction including its evaluation must be enjoyable and fun for the user. Originality/value – Through using seamless evaluation, the authors created an evaluation completely embedded within the “magic circle” of an in-game experience that added value to the user experience whilst also yielding relevant results for the development team

    Contextual Drama Facilitation for Digital Games

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    In this position article, we discuss the representation of narrative tra-jectories in digital games and investigate the possibility for Non-Player-Characters (NPCs) AI controllers to react contextually to narrative situations. We propose to define the foundations of a context-based model for NPCs and the remit of intervention of such an approach

    From Non-human to Human: Adult's and Children's Perceptions of Agents Varying in Humanness

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    While most interface agents have been designed from an adult perspective, the present paper compares adults’ and children’s views of agents that vary in their degree of humanness. Four synthetic characters ranging in appearance from non-human to very human (blob, cat, cartoon, human) were presented to adult and children perceivers and were evaluated with respect to their cognitive and emotional abilities. The visual appearance significantly influenced participants’ ratings in both age groups. However, the pattern of results was more differentiated for adult perceivers as a function of the human-likeness of the character. The findings suggest that children may rely less on human-like features in inferring agents’ capabilities which are judged along simpler cognitive and social dimensions. Implications for the design of artificial agents are discussed

    New vascular classification of port-wine stains: improving prediction of Sturge-Weber risk

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    Background Facial port-wine stains (PWSs) are usually isolated findings; however, when associated with cerebral and ocular vascular malformations they form part of the classical triad of Sturge–Weber syndrome (SWS). Objectives To evaluate the associations between the phenotype of facial PWS and the diagnosis of SWS in a cohort with a high rate of SWS. Methods Records were reviewed of all 192 children with a facial PWS seen in 2011–13. Adverse outcome measures were clinical (seizures, abnormal neurodevelopment, glaucoma) and radiological [abnormal magnetic resonance imaging (MRI)], modelled by multivariate logistic regression. Results The best predictor of adverse outcomes was a PWS involving any part of the forehead, delineated at its inferior border by a line joining the outer canthus of the eye to the top of the ear, and including the upper eyelid. This involves all three divisions of the trigeminal nerve, but corresponds well to the embryonic vascular development of the face. Bilateral distribution was not an independently significant phenotypic feature. Abnormal MRI was a better predictor of all clinical adverse outcome measures than PWS distribution; however, for practical reasons guidelines based on clinical phenotype are proposed. Conclusions Facial PWS distribution appears to follow the embryonic vasculature of the face, rather than the trigeminal nerve. We propose that children with a PWS on any part of the ‘forehead’ should have an urgent ophthalmology review and a brain MRI. A prospective study has been established to test the validity of these guidelines

    Classification of neurological abnormalities in children with congenital melanocytic naevus syndrome identifies magnetic resonance imaging as the best predictor of clinical outcome

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    Background: The spectrum of central nervous system (CNS) abnormalities described in association with congenital melanocytic naevi (CMN) includes congenital, acquired, melanotic and nonmelanotic pathology. Historically, symptomatic CNS abnormalities were considered to carry a poor prognosis, although studies from large centres have suggested a much wider variation in outcome. Objectives: To establish whether routine MRI of the CNS is a clinically relevant investigation in children with multiple CMN (more than one at birth), and to subclassify radiological abnormalities. Methods: Of 376 patients seen between 1991 and 2013, 289 fulfilled our criterion for a single screening CNS MRI, which since 2008 has been more than one CMN at birth, independent of size and site of the largest naevus. Cutaneous phenotyping and radiological variables were combined in a multiple regression model of long-term outcome measures (abnormal neurodevelopment, seizures, requirement for neurosurgery). Results: Twenty-one per cent of children with multiple CMN had an abnormal MRI. Abnormal MRI was the most significant predictor of all outcome measures. Abnormalities were subclassified into group 1 ‘intraparenchymal melanosis alone’ (n = 28) and group 2 ‘all other pathology’ (n = 18). Group 1 was not associated with malignancy or death during the study period, even when symptomatic with seizures or developmental delay, whereas group 2 showed a much more complex picture, requiring individual assessment. Conclusions: For screening for congenital neurological lesions a single MRI in multiple CMN is a clinically relevant strategy. Any child with a stepwise change in neurological/developmental symptoms or signs should have an MRI with contrast of the brain and spine to look for new CNS melanoma

    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
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