5 research outputs found

    HEAL: A Knowledge Graph for Distress Management Conversations

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    The demands of the modern world are increasingly responsible for causing psychological burdens and bringing adverse impacts on our mental health. As a result, neural conversational agents with empathetic responding and distress management capabilities have recently gained popularity. However, existing end-to-end empathetic conversational agents often generate generic and repetitive empathetic statements such as "I am sorry to hear that", which fail to convey specificity to a given situation. Due to the lack of controllability in such models, they also impose the risk of generating toxic responses. Chatbots leveraging reasoning over knowledge graphs is seen as an efficient and fail-safe solution over end-to-end models. However, such resources are limited in the context of emotional distress. To address this, we introduce HEAL, a knowledge graph developed based on 1M distress narratives and their corresponding consoling responses curated from Reddit. It consists of 22K nodes identifying different types of stressors, speaker expectations, responses, and feedback types associated with distress dialogues and forms 104K connections between different types of nodes. Each node is associated with one of 41 affective states. Statistical and visual analysis conducted on HEAL reveals emotional dynamics between speakers and listeners in distress-oriented conversations and identifies useful response patterns leading to emotional relief. Automatic and human evaluation experiments show that HEAL's responses are more diverse, empathetic, and reliable compared to the baselines

    A Crowdsourced Gameplay for Whole-Genome Assembly via Short Reads

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    Next-generation sequencing has revolutionized the field of genomics by producing accurate, rapid and cost-effective genome analysis with the use of high throughput sequencing technologies. This has intensified the need for accurate and performance efficient genome assemblers to assemble a large set of short reads produced by next-generation sequencing technology. Genome assembly is an NP-hard problem that is computationally challenging. Therefore, the current methods that rely on heuristic and approximation algorithms to assemble genomes prevent them from arriving at the most accurate solution. This paper presents a novel approach by gamifying whole-genome shotgun assembly from next-generation sequencing data; we present "Geno", a human-computing game designed with the aim of improving the accuracy of whole-genome shotgun assembly. We evaluate the feasibility of crowdsourcing the problem of whole-genome shotgun assembly by breaking the problem into small subtasks. The evaluation results, for single-cell Escherichia coli K-12 substr. MG1655 with a read length of 25 bp that produced 144,867 game instances of mean 25 sequences per instance at 40x coverage indicate the feasibility of sub-tasking the problem of genome assembly to be solved using crowdsourcing

    A Crowdsourced Gameplay for Whole-Genome Assembly via Short Reads

    No full text
    Next-generation sequencing has revolutionized the field of genomics by producing accurate, rapid and cost-effective genome analysis with the use of high throughput sequencing technologies. This has intensified the need for accurate and performance efficient genome assemblers to assemble a large set of short reads produced by next-generation sequencing technology. Genome assembly is an NP-hard problem that is computationally challenging. Therefore, the current methods that rely on heuristic and approximation algorithms to assemble genomes prevent them from arriving at the most accurate solution. This paper presents a novel approach by gamifying whole-genome shotgun assembly from next-generation sequencing data; we present "Geno", a human-computing game designed with the aim of improving the accuracy of whole-genome shotgun assembly. We evaluate the feasibility of crowdsourcing the problem of whole-genome shotgun assembly by breaking the problem into small subtasks. The evaluation results, for single-cell Escherichia coli K-12 substr. MG1655 with a read length of 25 bp that produced 144,867 game instances of mean 25 sequences per instance at 40x coverage indicate the feasibility of sub-tasking the problem of genome assembly to be solved using crowdsourcing
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