41 resultados para Textual-interactive grammar


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A system of computer assisted grammar construction (CAGC) is presented in this paper. The CAGC system is designed to generate broad-coverage grammars for large natural language corpora by utilizing both an extended inside-outside algorithm and an automatic phrase bracketing (AUTO) system which is designed to provide the extended algorithm with constituent information during learning. This paper demonstrates the capability of the CAGC system to deal with realistic natural language problems and the usefulness of the AUTO system for constraining the inside-outside based grammar re-estimation. Performance results, including coverage, recall and precision, are presented for a grammar constructed for the Wall Street Journal (WSJ) corpus using the Penn Treebank.

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This paper investigates a method of automatic pronunciation scoring for use in computer-assisted language learning (CALL) systems. The method utilizes a likelihood-based `Goodness of Pronunciation' (GOP) measure which is extended to include individual thresholds for each phone based on both averaged native confidence scores and on rejection statistics provided by human judges. Further improvements are obtained by incorporating models of the subject's native language and by augmenting the recognition networks to include expected pronunciation errors. The various GOP measures are assessed using a specially recorded database of non-native speakers which has been annotated to mark phone-level pronunciation errors. Since pronunciation assessment is highly subjective, a set of four performance measures has been designed, each of them measuring different aspects of how well computer-derived phone-level scores agree with human scores. These performance measures are used to cross-validate the reference annotations and to assess the basic GOP algorithm and its refinements. The experimental results suggest that a likelihood-based pronunciation scoring metric can achieve usable performance, especially after applying the various enhancements.

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Many aerospace companies are currently making the transition to providing fully-integrated product-service offerings in which their products are designed from the outset with life-cycle considerations in mind. Based on a case study at Rolls-Royce, Civil Aerospace, this paper demonstrates how an interactive approach to process simulation can be used to support the redesign of existing design processes in order to incorporate life-cycle engineering (LCE) considerations. The case study provides insights into the problems of redesigning the conceptual stages of a complex, concurrent engineering design process and the practical value of process simulation as a tool to support the specification of process changes in the context of engineering design. The paper also illustrates how development of a simulation model can provide significant benefit to companies through the understanding of process behaviour that is gained through validating the behaviour of the model using different design and iteration scenarios. Keywords: jet engine design; life-cycle engineering; LCE; process change; design process simulation; applied signposting model; ASM. Copyright © 2011 Inderscience Enterprises Ltd.

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This paper is concerned with the modelling of strategic interactions between the human driver and the vehicle active front steering (AFS) controller in a path-following task where the two controllers hold different target paths. The work is aimed at extending the use of mathematical models in representing driver steering behaviour in complicated driving situations. Two game theoretic approaches, namely linear quadratic game and non-cooperative model predictive control (non-cooperative MPC), are used for developing the driver-AFS interactive steering control model. For each approach, the open-loop Nash steering control solution is derived; the influences of the path-following weights, preview and control horizons, driver time delay and arm neuromuscular system (NMS) dynamics are investigated, and the CPU time consumed is recorded. It is found that the two approaches give identical time histories as well as control gains, while the non-cooperative MPC method uses much less CPU time. Specifically, it is observed that the introduction of weight on the integral of vehicle lateral displacement error helps to eliminate the steady-state path-following error; the increase in preview horizon and NMS natural frequency and the decline in time delay and NMS damping ratio improve the path-following accuracy. © 2013 Copyright Taylor and Francis Group, LLC.

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The adoption of inclusive design approach into design practice is compatible to the needs of an ageing society. However, tools and methods that promote inclusivity during new product development are scarcely used in industry. This paper is part of a research project that investigates ways to accommodate inclusive design into the design process in industrial context. The present paper is based on the finds from the observations and interviews with industrial designers and interviews with stakeholders. The outcomes from the study supported a better understanding of the client-designer dynamic as well as the stages in the design process where information related to inclusive design could be introduced. The findings were essential to inspire the development of an inclusive design interactive technique to be used by clients and designers. © 2013 Springer-Verlag Berlin Heidelberg.

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The most common approach to decision making in multi-objective optimisation with metaheuristics is a posteriori preference articulation. Increased model complexity and a gradual increase of optimisation problems with three or more objectives have revived an interest in progressively interactive decision making, where a human decision maker interacts with the algorithm at regular intervals. This paper presents an interactive approach to multi-objective particle swarm optimisation (MOPSO) using a novel technique to preference articulation based on decision space interaction and visual preference articulation. The approach is tested on a 2D aerofoil design case study and comparisons are drawn to non-interactive MOPSO. © 2013 IEEE.