70 research outputs found

    A context based model for sentiment analysis in twitter for the italian language

    Get PDF
    Studi recenti per la Sentiment Analysis in Twitter hanno tentato di creare modelli per caratterizzare la polarit´a di un tweet osservando ciascun messaggio in isolamento. In realt`a, i tweet fanno parte di conversazioni, la cui natura pu`o essere sfruttata per migliorare la qualit`a dell’analisi da parte di sistemi automatici. In (Vanzo et al., 2014) `e stato proposto un modello basato sulla classificazione di sequenze per la caratterizzazione della polarit` a dei tweet, che sfrutta il contesto in cui il messaggio `e immerso. In questo lavoro, si vuole verificare l’applicabilit`a di tale metodologia anche per la lingua Italiana.Recent works on Sentiment Analysis over Twitter leverage the idea that the sentiment depends on a single incoming tweet. However, tweets are plunged into streams of posts, thus making available a wider context. The contribution of this information has been recently investigated for the English language by modeling the polarity detection as a sequential classification task over streams of tweets (Vanzo et al., 2014). Here, we want to verify the applicability of this method even for a morphological richer language, i.e. Italian

    The power of moral words: loaded language generates framing effects in the extreme dictator game

    Get PDF
    Understanding whether preferences are sensitive to the frame has been a major topic of debate in the last decades. For example, several works have explored whether the dictator game in the give frame gives rise to a different rate of pro-sociality than the same game in the take frame, leading to mixed results. Here we contribute to this debate with two experiments. In Study 1 (N = 567) we implement an extreme dictator game in which the dictator either gets 0.50andtherecipientgetsnothing,ortheopposite(i.e.,therecipientgets0.50 and the recipient gets nothing, or the opposite (i.e., the recipient gets 0.50 and the dictator gets nothing). We experimentally manipulate the words describing the available actions using six terms, from very negative (e.g., stealing) to very positive (e.g., donating) connotations. We find that the rate of pro-sociality is affected by the words used to describe the available actions. In Study 2 (N = 221) we ask brand new participants to rate each of the words used in Study 1 from “extremely wrong” to “extremely right” . We find that these moral judgements explain the framing effect in Study 1. In sum, our studies provide evidence that framing effects in an extreme Dictator game can be generated using morally loaded language

    Robust Spoken Language Understanding for House Service Robots

    Get PDF
    Service robotics has been growing significantly in thelast years, leading to several research results and to a numberof consumer products. One of the essential features of theserobotic platforms is represented by the ability of interactingwith users through natural language. Spoken commands canbe processed by a Spoken Language Understanding chain, inorder to obtain the desired behavior of the robot. The entrypoint of such a process is represented by an Automatic SpeechRecognition (ASR) module, that provides a list of transcriptionsfor a given spoken utterance. Although several well-performingASR engines are available off-the-shelf, they operate in a generalpurpose setting. Hence, they may be not well suited in therecognition of utterances given to robots in specific domains. Inthis work, we propose a practical yet robust strategy to re-ranklists of transcriptions. This approach improves the quality of ASRsystems in situated scenarios, i.e., the transcription of roboticcommands. The proposed method relies upon evidences derivedby a semantic grammar with semantic actions, designed tomodel typical commands expressed in scenarios that are specificto human service robotics. The outcomes obtained throughan experimental evaluation show that the approach is able toeffectively outperform the ASR baseline, obtained by selectingthe first transcription suggested by the AS

    A discriminative approach to grounded spoken language understanding in interactive robotics

    Get PDF
    Spoken Language Understanding in Interactive Robotics provides computational models of human-machine communication based on the vocal input. However, robots operate in specific environments and the correct interpretation of the spoken sentences depends on the physical, cognitive and linguistic aspects triggered by the operational environment. Grounded language processing should exploit both the physical constraints of the context as well as knowledge assumptions of the robot. These include the subjective perception of the environment that explicitly affects linguistic reasoning. In this work, a standard linguistic pipeline for semantic parsing is extended toward a form of perceptually informed natural language processing that combines discriminative learning and distributional semantics. Empirical results achieve up to a 40% of relative error reduction

    Playing with words: do people exploit loaded language to affect others' decisions for their own benefit?

    Get PDF
    We report on three pre-registered studies testing whether people in the position of describing a decision problem to decision-makers exploit this opportunity for their benefit, by choosing descriptions that may be potentially beneficial for themselves. In Study 1, recipients of an extreme dictator game (where dictators can either take the whole pie for themselves or give it entirely to the receiver) are asked to choose the instructions used to introduce the game to dictators, from six different instructions known from previous research to affect dictators" decisions. The results demonstrate that some dictator game recipients tend to choose instructions that make them more likely to receive a higher payoff. Study 2 shows that people who choose descriptions that make them more likely to receive a higher payoff indeed believe that they will receive a higher payoff. Study 3 shows that receivers are more likely than dictators to choose these self-serving descriptions. In sum, our work suggests that some people choose descriptions that are beneficial to themselves; we also found some evidence that deliberative thinking and young age are associated with this tendencyFinancial support by Comunidad de Madrid, under grants EPUC3M11 (V PRICIT) and H2019/HUM-589, is gratefully acknowledge

    Imagining Grounded Conceptual Representations from Perceptual Information in Situated Guessing Games

    Get PDF
    In visual guessing games, a Guesser has to identify a target object in a scene by asking questions to an Oracle. An effective strategy for the players is to learn conceptual representations of objects that are both discriminative and expressive enough to ask questions and guess correctly. However, as shown by Suglia et al. (2020), existing models fail to learn truly multi-modal representations, relying instead on gold category labels for objects in the scene both at training and inference time. This provides an unnatural performance advantage when categories at inference time match those at training time, and it causes models to fail in more realistic "zero-shot" scenarios where out-of-domain object categories are involved. To overcome this issue, we introduce a novel "imagination" module based on Regularized Auto-Encoders, that learns context-aware and category-aware latent embeddings without relying on category labels at inference time. Our imagination module outperforms state-of-the-art competitors by 8.26% gameplay accuracy in the CompGuessWhat?! zero-shot scenario (Suglia et al., 2020), and it improves the Oracle and Guesser accuracy by 2.08% and 12.86% in the GuessWhat?! benchmark, when no gold categories are available at inference time. The imagination module also boosts reasoning about object properties and attributes.Comment: Accepted to the International Conference on Computational Linguistics (COLING) 202

    Discrimination of monovarietal Italian red wines using derivative voltammetry

    Get PDF
    Identification of specific analytical fingerprints associated to grape variety, origin, or vintage is of great interest for wine producers, regulatory agencies, and consumers. However, assessing such varietal fingerprint is complex, time consuming, and requires expensive analytical techniques. Voltammetry is a fast, cheap, and user-friendly analytical tool that has been used to investigate and measure wine phenolics
    corecore