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Having found their way onto the computer screens, comics soon branched into webcomics. These kept a lot of the characteristics of print comic books, but gradually adapted new unexplored modes of representation. Three relatively new ‘enhancements’ to the medium of comics are presented in this article: webcomics enhanced through the use of the infinite canvas, as proposed by Scott McCloud, those enhanced with videos and/or sound, and lastly those enhanced with interactive and ludic elements. All of the mentioned push the medium of comics into new waters, and by doing so they add new layers of meaning and modify their structure based on the make-up of the implemented features. Infinite canvas manages to lift some limitations of print comics without changing the overall feel too drastically, while animated and voiced webcomics, as well as interactive or game comics, have a much higher inclination to transgress into domains of other media and transform themselves in order to accommodate and integrate these novel foreign features.
The present paper reports the first results of the compilation and annotation of a blog corpus for German. The main aim of the project is the representation of the blog discourse structure and relations between its elements (blog posts, comments) and participants (bloggers, commentators). The data included in the corpus were manually collected from the scientific blog portal SciLogs. The feature catalogue for the corpus annotation includes three types of information which is directly or indirectly provided in the blog or can be construed by means of statistical analysis or computational tools. At this point, only directly available information (e.g. title of the blog post, name of the blogger etc.) has been annotated. We believe, our blog corpus can be of interest for the general study of blog structure or related research questions as well as for the development of NLP methods and techniques (e.g. for authorship detection).
Many applications in Natural Language Processing require a semantic analysis of sentences in terms of truth-conditional representations, often with specific desiderata in terms of which information needs to be included in the semantic analysis. However, there are only very few tools that allow such an analysis. We investigate the representations of an automatic analysis pipeline of the C&C parser and Boxer to determine whether Boxer’s analyses in form of Discourse Representation Structure can be successfully converted into a more surface oriented event semantic representation, which will serve as input for a fusion algorithm for fusing hard and soft information. We use a data set of synthetic counter intelligence messages for our investigation. We provide a basic pipeline for conversion and subsequently discuss areas in which ambiguities and differences between the semantic representations present challenges in the conversion process.
Brown clustering has been used to help increase parsing performance for morphologically rich languages. However, much of the work has focused on using clustering techniques to replace terminal nodes or as a feature for parsing. Instead, we choose to examine how effectively Brown clustering is for unlexicalized parsing by creating data-driven POS tagsets which are then used with the Berkeley parser. We investigate cluster sizes as well as on what information (e.g. words vs. lemmas) clustering will yield the best parser performance. Our results approach the current state of the art results for the German T¨uBa-D/Z treebank when using parser internal tagging.
We present the IUCL system, based on supervised learning, for the shared task on stance detection. Our official submission, the random forest model, reaches a score of 63.60, and is ranked 6th out of 19 teams. We also use gradient boosting decision trees and SVM and merge all classifiers into an ensemble method. Our analysis shows that random forest is good at retrieving minority classes and gradient boosting majority classes. The strengths of different classifiers wrt. precision and recall complement each other in the ensemble.
Co-development of action, conceptualization and social interaction mutually scaffold and support each other within a virtuous feedback cycle in the development of human language in children. Within this framework, the purpose of this article is to bring together diverse but complementary accounts of research methods that jointly contribute to our understanding of cognitive development and in particular, language acquisition in robots. Thus, we include research pertaining to developmental robotics, cognitive science, psychology, linguistics and neuroscience, as well as practical computer science and engineering. The different studies are not at this stage all connected into a cohesive whole; rather, they are presented to illuminate the need for multiple different approaches that complement each other in the pursuit of understanding cognitive development in robots. Extensive experiments involving the humanoid robot iCub are reported, while human learning relevant to developmental robotics has also contributed useful results.
Disparate approaches are brought together via common underlying design principles. Without claiming to model human language acquisition directly, we are nonetheless inspired by analogous development in humans and consequently, our investigations include the parallel co-development of action, conceptualization and social interaction. Though these different approaches need to ultimately be integrated into a coherent, unified body of knowledge, progress is currently also being made by pursuing individual methods.
This paper is about the workflow for construction and dissemination of FOLK (Forschungs - und Lehrkorpus Gesprochenes Deutsch – Research and Teaching Corpus of Spoken German), a large corpus of authentic spoken interaction data, recorded on audio and video. Section 2 describes in detail the tools used in the individual steps of transcription, anonymization, orthographic normalization, lemmatization and POS tagging of the data, as well as some utilities used for corpus management. Section 3 deals with the DGD (Datenbank für Gesprochenes Deutsch - Database of Spoken German) as a tool for distributing completed data sets and making them available for qualitative and quantitative analysis. In section 4, some plans for further development are sketched.
The IFCASL corpus is a French-German bilingual phonetic learner corpus designed, recorded and annotated in a project on individualized feedback in computer-assisted spoken language learning. The motivation for setting up this corpus was that there is no phonetically annotated and segmented corpus for this language pair of comparable of size and coverage. In contrast to most learner corpora, the IFCASL corpus incorporate data for a language pair in both directions, i.e. in our case French learners of German, and German learners of French. In addition, the corpus is complemented by two sub-corpora of native speech by the same speakers. The corpus provides spoken data by about 100 speakers with comparable productions, annotated and segmented on the word and the phone level, with more than 50% manually corrected data. The paper reports on inter-annotator agreement and the optimization of the acoustic models for forced speech-text alignment in exercises for computer-assisted pronunciation training. Example studies based on the corpus data with a phonetic focus include topics such as the realization of /h/ and glottal stop, final devoicing of obstruents, vowel quantity and quality, pitch range, and tempo.
The aim of this study is to select and formulate criteria for the assessment of tools and exercises that are using computer-assisted pronunciation training (CAPT). We examined ten different CAPT tools selected on the basis of an informal questionnaire among 10 colleagues working in a German-French CAPT project. Although the applied assessment must still be regarded as informal, and although the selected CAPT tools might not be an optimal sample for representing the state of the art, the results clearly show that there is a lot to improve regarding the clarity of instruction, the quality of exercises, the robustness of the diagnosis, the clarity and appropriateness of scoring, the diversity of feedback methods, the assumed benefit for various types of users as well as the usage of ASR. Despite various good approaches regarding graphics and game-like exercises there are obviously missing links between the pedagogical expertise in phonetic training on the one hand, and software development including usability engineering on the other.