6 resultados para Catalan language -- Words, New
Resumo:
The automatic acquisition of lexical associations from corpora is a crucial issue for Natural Language Processing. A lexical association is a recurrent combination of words that co-occur together more often than expected by chance in a given domain. In fact, lexical associations define linguistic phenomena such as idiomes, collocations or compound words. Due to the fact that the sense of a lexical association is not compositionnal, their identification is fundamental for the realization of analysis and synthesis that take into account all the subtilities of the language. In this report, we introduce a new statistically-based architecture that extracts from naturally occurring texts contiguous and non contiguous. For that purpose, three new concepts have been defined : the positional N-gram models, the Mutual Expectation and the GenLocalMaxs algorithm. Thus, the initial text is fisrtly transformed in a set of positionnal N-grams i.e ordered vectors of simple lexical units. Then, an association measure, the Mutual Expectation, evaluates the degree of cohesion of each positional N-grams based on the identification of local maximum values of Mutual Expectation. Great efforts have also been carried out to evaluate our metodology. For that purpose, we have proposed the normalisation of five well-known association measures and shown that both the Mutual Expectation and the GenLocalMaxs algorithm evidence significant improvements comparing to existent metodologies.
Resumo:
Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia Informática.
Resumo:
Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
Resumo:
Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do grau de Mestre em Engenharia Informática
Resumo:
This study investigates the way of learning the English language in Portugal. First-year students of the faculty of Social Sciences and Humanities of New University of Lisbon were selected as participants in the case study. As data collection tools a questionnaire and focus-groups were used. 115 students completed the designed questionnaire and after that 12 students were selected for the more detailed focus-group discussions. Results of the research show that most part of the students´ English knowledge is received from outside the classroom by means of movies, songs, computer games, the Internet, communication with friends and other sources. Also, the results show that motivation is very important in language learning process and motivated students acquire the language faster and easier.
Resumo:
Sign language is the form of communication used by Deaf people, which, in most cases have been learned since childhood. The problem arises when a non-Deaf tries to contact with a Deaf. For example, when non-Deaf parents try to communicate with their Deaf child. In most cases, this situation tends to happen when the parents did not have time to properly learn sign language. This dissertation proposes the teaching of sign language through the usage of serious games. Currently, similar solutions to this proposal do exist, however, those solutions are scarce and limited. For this reason, the proposed solution is composed of a natural user interface that is intended to create a new concept on this field. The validation of this work, consisted on the implementation of a serious game prototype, which can be used as a source for learning (Portuguese) sign language. On this validation, it was first implemented a module responsible for recognizing sign language. This first stage, allowed the increase of interaction and the construction of an algorithm capable of accurately recognizing sign language. On a second stage of the validation, the proposal was studied so that the pros and cons can be determined and considered on future works.