9 research outputs found
REAL-TIME AUDIENCE ANALYTICS SYSTEM FOR MEASURING ENGAGEMENT AND SENTIMENT DURING LIVE PRESENTATIONS
A presenter’s ultimate goal is the effective communication of their message to their audience. However, it can be difficult ensuring that such a message resonates with and is understood by everyone in an audience, considering an audience’s size, language makeup, and (e.g., possibly remote) location. Techniques are presented herein that leverage wearable technologies, which can provide valuable insights into the engagement, confusion, and amusement of an audience as a whole. Using biometric data (such as heart rate activity and gyroscope and accelerometer readings) that may be collected from such technologies, a deeper real-time understanding of how an audience is feeling may be developed. Aspects of the presented techniques may offer personalized suggestions based on collected data, allowing a presenter to make real-time adjustments to their presentation style to better facilitate an audience\u27s understanding and engagement and thus connect with their audience like never before
WikiGoldSK: Annotated Dataset, Baselines and Few-Shot Learning Experiments for Slovak Named Entity Recognition
Named Entity Recognition (NER) is a fundamental NLP tasks with a wide range
of practical applications. The performance of state-of-the-art NER methods
depends on high quality manually anotated datasets which still do not exist for
some languages. In this work we aim to remedy this situation in Slovak by
introducing WikiGoldSK, the first sizable human labelled Slovak NER dataset. We
benchmark it by evaluating state-of-the-art multilingual Pretrained Language
Models and comparing it to the existing silver-standard Slovak NER dataset. We
also conduct few-shot experiments and show that training on a sliver-standard
dataset yields better results. To enable future work that can be based on
Slovak NER, we release the dataset, code, as well as the trained models
publicly under permissible licensing terms at
https://github.com/NaiveNeuron/WikiGoldSK.Comment: BSNLP 2023 Workshop at EACL 202
Universal NER:A Gold-Standard Multilingual Named Entity Recognition Benchmark
We introduce Universal NER (UNER), an open, community-driven project to develop gold-standard NER benchmarks in many languages. The overarching goal of UNER is to provide high-quality, cross-lingually consistent annotations to facilitate and standardize multilingual NER research. UNER v1 contains 18 datasets annotated with named entities in a cross-lingual consistent schema across 12 diverse languages. In this paper, we detail the dataset creation and composition of UNER; we also provide initial modeling baselines on both in-language and cross-lingual learning settings. We release the data, code, and fitted models to the public
Universal NER: A Gold-Standard Multilingual Named Entity Recognition Benchmark
We introduce Universal NER (UNER), an open, community-driven project to
develop gold-standard NER benchmarks in many languages. The overarching goal of
UNER is to provide high-quality, cross-lingually consistent annotations to
facilitate and standardize multilingual NER research. UNER v1 contains 18
datasets annotated with named entities in a cross-lingual consistent schema
across 12 diverse languages. In this paper, we detail the dataset creation and
composition of UNER; we also provide initial modeling baselines on both
in-language and cross-lingual learning settings. We release the data, code, and
fitted models to the public
Moving robotics competitions virtual:: The case study of RoboCupJunior Soccer Simulation (SoccerSim)
For almost 25 years, the goal of the RoboCup has been to build soccer robots capable of winning against the FIFA World Champion of 2050. To foster the participation of the next generation of roboticists, the RoboCupJunior competition takes place in parallel and provides a similar challenge of appropriate difficulty for high school students. RoboCupJunior has three main categories: Soccer, Rescue and OnStage. For the Soccer category, participants need to design, build and program a team of autonomous robots to play soccer against an opponent team of robots. The competition is physical in nature, since it assumes physical robots playing against one another. In 2020 and 2021, the COVID-19 pandemic has made it difficult for a competition of this type to take place, due to obvious restrictions on physical gatherings. To allow for some sort of participation, and inspired by positive experience of the larger RoboCup community, the Organizing Committee of RoboCupJunior Soccer has explored porting a portion of the challenge to a simulated environment. Many of the existing environments, however, are built for higher education/research teams competitions or research, making them complex to deploy and generally unsuitable for high school students. In this paper we present the development of SoccerSim, a simulated environment for RoboCupJunior Soccer, based on the Webots open-source robotics simulator. We also discuss how the participation of students was key for its development and present a summary of the competition rules. We further describe the case study of utilizing SoccerSim first as a testbed for a Demo competition, and later as part of RoboCup Worldwide 2021. The participation of more than 60 teams from over 20 countries suggests that SoccerSim provides an affordable alternative to physical robotics platforms, while being stable enough to support a diverse userbase. The experience of using SoccerSim at RoboCupJunior Worldwide 2021 suggests that a simulated environment significantly lowers the barrier to entry, as evidenced by the participation of many teams that have not participated before. To make it easy for similar competitions to take place in the future, we made the code of SoccerSim available as open-source, as well as the associated tooling required for using it in a tournament
Moving robotics competitions virtual::The case study of RoboCupJunior Soccer Simulation (SoccerSim)
For almost 25 years, the goal of the RoboCup has been to build soccer robots capable of winning against the FIFA World Champion of 2050. To foster the participation of the next generation of roboticists, the RoboCupJunior competition takes place in parallel and provides a similar challenge of appropriate difficulty for high school students. RoboCupJunior has three main categories: Soccer, Rescue and OnStage. For the Soccer category, participants need to design, build and program a team of autonomous robots to play soccer against an opponent team of robots. The competition is physical in nature, since it assumes physical robots playing against one another. In 2020 and 2021, the COVID-19 pandemic has made it difficult for a competition of this type to take place, due to obvious restrictions on physical gatherings. To allow for some sort of participation, and inspired by positive experience of the larger RoboCup community, the Organizing Committee of RoboCupJunior Soccer has explored porting a portion of the challenge to a simulated environment. Many of the existing environments, however, are built for higher education/research teams competitions or research, making them complex to deploy and generally unsuitable for high school students. In this paper we present the development of SoccerSim, a simulated environment for RoboCupJunior Soccer, based on the Webots open-source robotics simulator. We also discuss how the participation of students was key for its development and present a summary of the competition rules. We further describe the case study of utilizing SoccerSim first as a testbed for a Demo competition, and later as part of RoboCup Worldwide 2021. The participation of more than 60 teams from over 20 countries suggests that SoccerSim provides an affordable alternative to physical robotics platforms, while being stable enough to support a diverse userbase. The experience of using SoccerSim at RoboCupJunior Worldwide 2021 suggests that a simulated environment significantly lowers the barrier to entry, as evidenced by the participation of many teams that have not participated before. To make it easy for similar competitions to take place in the future, we made the code of SoccerSim available as open-source, as well as the associated tooling required for using it in a tournament
FMPH Parking dataset v1
<p>The first version of the FMPH Parking dataset, created at the Faculty of Mathematics, Physics and Informatics of Comenius University in Bratislava</p
Universal NER:A Gold-Standard Multilingual Named Entity Recognition Benchmark
We introduce Universal NER (UNER), an open, community-driven project to develop gold-standard NER benchmarks in many languages. The overarching goal of UNER is to provide high-quality, cross-lingually consistent annotations to facilitate and standardize multilingual NER research. UNER v1 contains 18 datasets annotated with named entities in a cross-lingual consistent schema across 12 diverse languages. In this paper, we detail the dataset creation and composition of UNER; we also provide initial modeling baselines on both in-language and cross-lingual learning settings. We release the data, code, and fitted models to the public