33 resultados para Machine Learning,Natural Language Processing,Descriptive Text Mining,POIROT,Transformer


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This research investigates the phenomenon of translationese in two monolingual comparable corpora of original and translated Catalan texts. Translationese has been defined as the dialect, sub-language or code of translated language. This study aims at giving empirical evidence of translation universals regardless the source language.Traditionally, research conducted on translation strategies has been mainly intuition-based. Computational Linguistics and Natural Language Processing techniques provide reliable information of lexical frequencies, morphological and syntactical distribution in corpora. Therefore, they have been applied to observe which translation strategies occur in these corpora.Results seem to prove the simplification, interference and explicitation hypotheses, whereas no sign of normalization has been detected with the methodology used.The data collected and the resources created for identifying lexical, morphological and syntactic patterns of translations can be useful for Translation Studies teachers, scholars and students: teachers will have more tools to help students avoid the reproduction of translationese patterns. Resources developed will help in detecting non-genuine or inadequate structures in the target language. This fact may imply an improvement in stylistic quality in translations. Translation professionals can also take advantage of these resources to improve their translation quality.

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By providing a better understanding of paraphrase and coreference in terms of similarities and differences in their linguistic nature, this article delimits what the focus of paraphrase extraction and coreference resolution tasks should be, and to what extent they can help each other. We argue for the relevance of this discussion to Natural Language Processing.

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Finding an adequate paraphrase representation formalism is a challenging issue in Natural Language Processing. In this paper, we analyse the performance of Tree Edit Distance as a paraphrase representation baseline. Our experiments using Edit Distance Textual Entailment Suite show that, as Tree Edit Distance consists of a purely syntactic approach, paraphrase alternations not based on structural reorganizations do not find an adequate representation. They also show that there is much scope for better modelling of the way trees are aligned.

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In this paper, we present a critical analysis of the state of the art in the definition and typologies of paraphrasing. This analysis shows that there exists no characterization of paraphrasing that is comprehensive, linguistically based and computationally tractable at the same time. The following sets out to define and delimit the concept on the basis of the propositional content. We present a general, inclusive and computationally oriented typology of the linguistic mechanisms that give rise to form variations between paraphrase pairs.

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In this paper we present ClInt (Clinical Interview), a bilingual Spanish-Catalan spoken corpus that contains 15 hours of clinical interviews. It consists of audio files aligned with multiple-level transcriptions comprising orthographic, phonetic and morphological information, as well as linguistic and extralinguistic encoding. This is a previously non-existent resource for these languages and it offers a wide-ranging exploitation potential in a broad variety of disciplines such as Linguistics, Natural Language Processing and related fields.

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CoCo is a collaborative web interface for the compilation of linguistic resources. In this demo we are presenting one of its possible applications: paraphrase acquisition.

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This paper analyzes and evaluates, in the context of Ontology learning, some techniques to identify and extract candidate terms to classes of a taxonomy. Besides, this work points out some inconsistencies that may be occurring in the preprocessing of text corpus, and proposes techniques to obtain good terms candidate to classes of a taxonomy.

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Neural signal processing is a discipline within neuroengineering. This interdisciplinary approach combines principles from machine learning, signal processing theory, and computational neuroscience applied to problems in basic and clinical neuroscience. The ultimate goal of neuroengineering is a technological revolution, where machines would interact in real time with the brain. Machines and brains could interface, enabling normal function in cases of injury or disease, brain monitoring, and/or medical rehabilitation of brain disorders. Much current research in neuroengineering is focused on understanding the coding and processing of information in the sensory and motor systems, quantifying how this processing is altered in the pathological state, and how it can be manipulated through interactions with artificial devices including brain–computer interfaces and neuroprosthetics.

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Informe de investigación realizado a partir de una estancia en el Équipe de Recherche en Syntaxe et Sémantique de la Université de Toulouse-Le Mirail, Francia, entre julio y setiembre de 2006. En la actualidad existen diversos diccionarios de siglas en línea. Entre ellos sobresalen Acronym Finder, Abbreviations.com y Acronyma; todos ellos dedicados mayoritariamente a las siglas inglesas. Al igual que los diccionarios en papel, este tipo de diccionarios presenta problemas de desactualización por la gran cantidad de siglas que se crean a diario. Por ejemplo, en 2001, un estudio de Pustejovsky et al. mostraba que en los abstracts de Medline aparecían mensualmente cerca de 12.000 nuevas siglas. El mecanismo de actualización empleado por estos recursos es la remisión de nuevas siglas por parte de los usuarios. Sin embargo, esta técnica tiene la desventaja de que la edición de la información es muy lenta y costosa. Un ejemplo de ello es el caso de Abbreviations.com que en octubre de 2006 tenía alrededor de 100.000 siglas pendientes de edición e incorporación definitiva. Como solución a este tipo de problema, se plantea el diseño de sistemas de detección y extracción automática de siglas a partir de corpus. El proceso de detección comporta dos pasos; el primero, consiste en la identificación de las siglas dentro de un corpus y, el segundo, la desambiguación, es decir, la selección de la forma desarrollada apropiada de una sigla en un contexto dado. En la actualidad, los sistemas de detección de siglas emplean métodos basados en patrones, estadística, aprendizaje máquina, o combinaciones de ellos. En este estudio se analizan los principales sistemas de detección y desambiguación de siglas y los métodos que emplean. Cada uno se evalúa desde el punto de vista del rendimiento, medido en términos de precisión (porcentaje de siglas correctas con respecto al número total de siglas extraídas por el sistema) y exhaustividad (porcentaje de siglas correctas identificadas por el sistema con respecto al número total de siglas existente en el corpus). Como resultado, se presentan los criterios para el diseño de un futuro sistema de detección de siglas en español.

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Aquest projecte tracta la implementació d’una eina gràfica multiplataforma de creació i edició de gramàtiques electròniques per representar el Llenguatge Natural. És una eina per lingüistes i projectes com Spanish FrameNet Project amb la quan poden representar fàcilment transductors en un format més visual, les transicions es representen en forma de “caixes”, i guardar els resultats. S’han implementat varies opcions per crear una eina còmode i personalitzable per l’usuari amb funcionalitats enfocades a les seves necessitats com importar/exportar autòmats des d’una Expressió Regular. Es tracta l’implementació de tots els components que s’han necessitat per crear la GUI així com la seva funcionalitat.

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Customer Experience Management (CEM) se ha convertido en un factor clave para el éxito de las empresas. CEM gestiona todas las experiencias que un cliente tiene con un proveedor de servicios o productos. Es muy importante saber como se siente un cliente en cada contacto y entonces poder sugerir automáticamente la próxima tarea a realizar, simplificando tareas realizadas por personas. En este proyecto se desarrolla una solución para evaluar experiencias. Primero se crean servicios web que clasifican experiencias en estados emocionales dependiendo del nivel de satisfacción, interés, … Esto es realizado a través de minería de textos. Se procesa y clasifica información no estructurada (documentos de texto) que representan o describen las experiencias. Se utilizan métodos de aprendizaje supervisado. Esta parte es desarrollada con una arquitectura orientada a servicios (SOA) para asegurar el uso de estándares y que los servicios sean accesibles por cualquier aplicación. Estos servicios son desplegados en un servidor de aplicaciones. En la segunda parte se desarrolla dos aplicaciones basadas en casos reales. En esta fase Cloud computing es clave. Se utiliza una plataforma de desarrollo en línea para crear toda la aplicación incluyendo tablas, objetos, lógica de negocio e interfaces de usuario. Finalmente los servicios de clasificación son integrados a la plataforma asegurando que las experiencias son evaluadas y que las tareas de seguimiento son automáticamente creadas.

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Reinforcement learning (RL) is a very suitable technique for robot learning, as it can learn in unknown environments and in real-time computation. The main difficulties in adapting classic RL algorithms to robotic systems are the generalization problem and the correct observation of the Markovian state. This paper attempts to solve the generalization problem by proposing the semi-online neural-Q_learning algorithm (SONQL). The algorithm uses the classic Q_learning technique with two modifications. First, a neural network (NN) approximates the Q_function allowing the use of continuous states and actions. Second, a database of the most representative learning samples accelerates and stabilizes the convergence. The term semi-online is referred to the fact that the algorithm uses the current but also past learning samples. However, the algorithm is able to learn in real-time while the robot is interacting with the environment. The paper shows simulated results with the "mountain-car" benchmark and, also, real results with an underwater robot in a target following behavior

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Evaluating other individuals with respect to personality characteristics plays a crucial role in human relations and it is the focus of attention for research in diverse fields such as psychology and interactive computer systems. In psychology, face perception has been recognized as a key component of this evaluation system. Multiple studies suggest that observers use face information to infer personality characteristics. Interactive computer systems are trying to take advantage of these findings and apply them to increase the natural aspect of interaction and to improve the performance of interactive computer systems. Here, we experimentally test whether the automatic prediction of facial trait judgments (e.g. dominance) can be made by using the full appearance information of the face and whether a reduced representation of its structure is sufficient. We evaluate two separate approaches: a holistic representation model using the facial appearance information and a structural model constructed from the relations among facial salient points. State of the art machine learning methods are applied to a) derive a facial trait judgment model from training data and b) predict a facial trait value for any face. Furthermore, we address the issue of whether there are specific structural relations among facial points that predict perception of facial traits. Experimental results over a set of labeled data (9 different trait evaluations) and classification rules (4 rules) suggest that a) prediction of perception of facial traits is learnable by both holistic and structural approaches; b) the most reliable prediction of facial trait judgments is obtained by certain type of holistic descriptions of the face appearance; and c) for some traits such as attractiveness and extroversion, there are relationships between specific structural features and social perceptions.

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Our work is focused on alleviating the workload for designers of adaptive courses on the complexity task of authoring adaptive learning designs adjusted to specific user characteristics and the user context. We propose an adaptation platform that consists in a set of intelligent agents where each agent carries out an independent adaptation task. The agents apply machine learning techniques to support the user modelling for the adaptation process

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A crucial step for understanding how lexical knowledge is represented is to describe the relative similarity of lexical items, and how it influences language processing. Previous studies of the effects of form similarity on word production have reported conflicting results, notably within and across languages. The aim of the present study was to clarify this empirical issue to provide specific constraints for theoretical models of language production. We investigated the role of phonological neighborhood density in a large-scale picture naming experiment using fine-grained statistical models. The results showed that increasing phonological neighborhood density has a detrimental effect on naming latencies, and re-analyses of independently obtained data sets provide supplementary evidence for this effect. Finally, we reviewed a large body of evidence concerning phonological neighborhood density effects in word production, and discussed the occurrence of facilitatory and inhibitory effects in accuracy measures. The overall pattern shows that phonological neighborhood generates two opposite forces, one facilitatory and one inhibitory. In cases where speech production is disrupted (e.g. certain aphasic symptoms), the facilitatory component may emerge, but inhibitory processes dominate in efficient naming by healthy speakers. These findings are difficult to accommodate in terms of monitoring processes, but can be explained within interactive activation accounts combining phonological facilitation and lexical competition.