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2023-05-12
Albornoz-De Luise, Romina Soledad, Arnau-González, Pablo, Arevalillo-Herráez, Miguel.  2022.  Conversational Agent Design for Algebra Tutoring. 2022 IEEE International Conference on Systems, Man, and Cybernetics (SMC). :604–609.
Conversational Intelligent Tutoring Systems (CITS) in learning environments are capable of providing personalized instruction to students in different domains, to improve the learning process. This interaction between the Intelligent Tutoring System (ITS) and the user is carried out through dialogues in natural language. In this study, we use an open source framework called Rasa to adapt the original button-based user interface of an algebraic/arithmetic word problem-solving ITS to one based primarily on the use of natural language. We conducted an empirical study showing that once properly trained, our conversational agent was able to recognize the intent related to the content of the student’s message with an average accuracy above 0.95.
ISSN: 2577-1655
2022-06-06
Yeruva, Vijaya Kumari, Chandrashekar, Mayanka, Lee, Yugyung, Rydberg-Cox, Jeff, Blanton, Virginia, Oyler, Nathan A.  2020.  Interpretation of Sentiment Analysis with Human-in-the-Loop. 2020 IEEE International Conference on Big Data (Big Data). :3099–3108.
Human-in-the-Loop has been receiving special attention from the data science and machine learning community. It is essential to realize the advantages of human feedback and the pressing need for manual annotation to improve machine learning performance. Recent advancements in natural language processing (NLP) and machine learning have created unique challenges and opportunities for digital humanities research. In particular, there are ample opportunities for NLP and machine learning researchers to analyze data from literary texts and use these complex source texts to broaden our understanding of human sentiment using the human-in-the-loop approach. This paper presents our understanding of how human annotators differ from machine annotators in sentiment analysis tasks and how these differences can contribute to designing systems for the "human in the loop" sentiment analysis in complex, unstructured texts. We further explore the challenges and benefits of the human-machine collaboration for sentiment analysis using a case study in Greek tragedy and address some open questions about collaborative annotation for sentiments in literary texts. We focus primarily on (i) an analysis of the challenges in sentiment analysis tasks for humans and machines, and (ii) whether consistent annotation results are generated from multiple human annotators and multiple machine annotators. For human annotators, we have used a survey-based approach with about 60 college students. We have selected six popular sentiment analysis tools for machine annotators, including VADER, CoreNLP's sentiment annotator, TextBlob, LIME, Glove+LSTM, and RoBERTa. We have conducted a qualitative and quantitative evaluation with the human-in-the-loop approach and confirmed our observations on sentiment tasks using the Greek tragedy case study.
2022-05-19
Anusha, M, Leelavathi, R.  2021.  Analysis on Sentiment Analytics Using Deep Learning Techniques. 2021 Fifth International Conference on I-SMAC (IoT in Social, Mobile, Analytics and Cloud) (I-SMAC). :542–547.
Sentiment analytics is the process of applying natural language processing and methods for text-based information to define and extract subjective knowledge of the text. Natural language processing and text classifications can deal with limited corpus data and more attention has been gained by semantic texts and word embedding methods. Deep learning is a powerful method that learns different layers of representations or qualities of information and produces state-of-the-art prediction results. In different applications of sentiment analytics, deep learning methods are used at the sentence, document, and aspect levels. This review paper is based on the main difficulties in the sentiment assessment stage that significantly affect sentiment score, pooling, and polarity detection. The most popular deep learning methods are a Convolution Neural Network and Recurrent Neural Network. Finally, a comparative study is made with a vast literature survey using deep learning models.
2015-05-05
Baughman, A.K., Chuang, W., Dixon, K.R., Benz, Z., Basilico, J..  2014.  DeepQA Jeopardy! Gamification: A Machine-Learning Perspective. Computational Intelligence and AI in Games, IEEE Transactions on. 6:55-66.

DeepQA is a large-scale natural language processing (NLP) question-and-answer system that responds across a breadth of structured and unstructured data, from hundreds of analytics that are combined with over 50 models, trained through machine learning. After the 2011 historic milestone of defeating the two best human players in the Jeopardy! game show, the technology behind IBM Watson, DeepQA, is undergoing gamification into real-world business problems. Gamifying a business domain for Watson is a composite of functional, content, and training adaptation for nongame play. During domain gamification for medical, financial, government, or any other business, each system change affects the machine-learning process. As opposed to the original Watson Jeopardy!, whose class distribution of positive-to-negative labels is 1:100, in adaptation the computed training instances, question-and-answer pairs transformed into true-false labels, result in a very low positive-to-negative ratio of 1:100 000. Such initial extreme class imbalance during domain gamification poses a big challenge for the Watson machine-learning pipelines. The combination of ingested corpus sets, question-and-answer pairs, configuration settings, and NLP algorithms contribute toward the challenging data state. We propose several data engineering techniques, such as answer key vetting and expansion, source ingestion, oversampling classes, and question set modifications to increase the computed true labels. In addition, algorithm engineering, such as an implementation of the Newton-Raphson logistic regression with a regularization term, relaxes the constraints of class imbalance during training adaptation. We conclude by empirically demonstrating that data and algorithm engineering are complementary and indispensable to overcome the challenges in this first Watson gamification for real-world business problems.