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Twitter constitutes a rich resource for investigating language contact phenomena. In this paper, we report findings from the analysis of a large-scale diachronic corpus of over one million tweets, containing loanwords from te reo Māori, the indigenous language spoken in New Zealand, into (primarily, New Zealand) English. Our analysis focuses on hashtags comprising mixed-language resources (which we term hybrid hashtags), bringing together descriptive linguistic tools (investigating length, word class, and semantic domains of the hashtags) and quantitative methods (Random Forests and regression analysis). Our work has implications for language change and the study of loanwords (we argue that hybrid hashtags can be linked to loanword entrenchment), and for the study of language on social media (we challenge proposals of hashtags as "words," and show that hashtags have a dual discourse role a micro-function within the immediate linguistic context in which they occur and a macro-function within the tweet as a whole).Computational Creativity is a multidisciplinary field that tries to obtain creative behaviors from computers. One of its most prolific subfields is that of Music Generation (also called Algorithmic Composition or Musical Metacreation), that uses computational means to compose music. Due to the multidisciplinary nature of this research field, it is sometimes hard to define precise goals and to keep track of what problems can be considered solved by state-of-the-art systems and what instead needs further developments. With this survey, we try to give a complete introduction to those who wish to explore Computational Creativity and Music Generation. To do so, we first give a picture of the research on the definition and the evaluation of creativity, both human and computational, needed to understand how computational means can be used to obtain creative behaviors and its importance within Artificial Intelligence studies. We then review the state of the art of Music Generation Systems, by citing examples for all the main approaches to music generation, and by listing the open challenges that were identified by previous reviews on the subject. For each of these challenges, we cite works that have proposed solutions, describing what still needs to be done and some possible directions for further research.To better support creative software developers and music technologists' needs, and to empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. We review background research on the design and evaluation of application programming interfaces (APIs), with a focus on the domain of machine learning for music technology software development. We present the design rationale for the RAPID-MIX API, an easy-to-use API for rapid prototyping with interactive machine learning, and a usability evaluation study with software developers of music technology. A cognitive dimensions questionnaire was designed and delivered to a group of 12 participants who used the RAPID-MIX API in their software projects, including people who developed systems for personal use and professionals developing software products for music and creative technology companies. The results from questionnaire indicate that participants found the RAPID-MIX API a machine learning API which is easy to learn and use, fun, and good for rapid prototyping with interactive machine learning. Based on these findings, we present an analysis and characterization of the RAPID-MIX API based on the cognitive dimensions framework, and discuss its design trade-offs and usability issues. We use these insights and our design experience to provide design recommendations for ML APIs for rapid prototyping of music technology. We conclude with a summary of the main insights, a discussion of the merits and challenges of the application of the CDs framework to the evaluation of machine learning APIs, and directions to future work which our research deems valuable.This paper investigates how humans adapt next learning activity selection (in particular the knowledge it assumes and the knowledge it teaches) to learner personality and competence to inspire an adaptive learning activity selection algorithm. First, the paper describes the investigation to produce validated materials for the main study, namely the creation and validation of learner competence statements. Next, through an empirical study, we investigate the impact on learning activity selection of learners' emotional stability and competence. Participants considered a fictional learner with a certain competence, emotional stability, recent and prior learning activities engaged in, and selected the next learning activity in terms of the knowledge it used and the knowledge it taught. Three algorithms were created to adapt the selection of learning activities' knowledge complexity to learners' personality and competence. Finally, we evaluated the algorithms through a study with teachers, resulting in an algorithm that selects learning activities with varying assumed and taught knowledge adapted to learner characteristics.This paper discusses how the transcription hurdle in dialect corpus building can be cleared. While corpus analysis has strongly gained in popularity in linguistic research, dialect corpora are still relatively scarce. This scarcity can be attributed to several factors, one of which is the challenging nature of transcribing dialects, given a lack of both orthographic norms for many dialects and speech technological tools trained on dialect data. This paper addresses the questions (i) how dialects can be transcribed efficiently and (ii) whether speech technological tools can lighten the transcription work. These questions are tackled using the Southern Dutch dialects (SDDs) as case study, for which the usefulness of automatic speech recognition (ASR), respeaking, and forced alignment is considered. Tests with these tools indicate that dialects still constitute a major speech technological challenge. In the case of the SDDs, the decision was made to use speech technology only for the word-level segmentation of the audio files, as the transcription itself could not be sped up by ASR tools. The discussion does however indicate that the usefulness of ASR and other related tools for a dialect corpus project is strongly determined by the sound quality of the dialect recordings, the availability of statistical dialect-specific models, the degree of linguistic differentiation between the dialects and the standard language, and the goals the transcripts have to serve.Data analytics as a field is currently at a crucial point in its development, as a commoditization takes place in the context of increasing amounts of data, more user diversity, and automated analysis solutions, the latter potentially eliminating the need for expert analysts. A central hypothesis of the present paper is that data visualizations should be adapted to both the user and the context. This idea was initially addressed in Study 1, which demonstrated substantial interindividual variability among a group of experts when freely choosing an option to visualize data sets. To lay the theoretical groundwork for a systematic, taxonomic approach, a user model combining user traits, states, strategies, and actions was proposed and further evaluated empirically in Studies 2 and 3. The results implied that for adapting to user traits, statistical expertise is a relevant dimension that should be considered. Additionally, for adapting to user states different user intentions such as monitoring and analysis should be accounted for. These results were used to develop a taxonomy which adapts visualization recommendations to these (and other) factors. A preliminary attempt to validate the taxonomy in Study 4 tested its visualization recommendations with a group of experts. While the corresponding results were somewhat ambiguous overall, some aspects nevertheless supported the claim that a user-adaptive data visualization approach based on the principles outlined in the taxonomy can indeed be useful. While the present approach to user adaptivity is still in its infancy and should be extended (e.g., by testing more participants), the general approach appears to be very promising.The digitalization of financial services opened a window for new players in the financial industry. These start-ups take on tasks and functions previously reserved for banks, such as financing, asset management, and payments. In this article, we trace the transformation of the industry after digitalization. Selleck Doramapimod By using data on FinTech formations in Germany, we provide first evidence that entrepreneurial dynamics in the FinTech sector are not so much driven by technology as by the educational and business background of the founders. Furthermore, we investigate the reactions of traditional banks to the emergence of these start-ups. In contrast with other emerging industries such as biotechnology, a network analysis shows that FinTechs have mostly engaged in strategic partnerships and only a few banks have acquired or obtained a financial interest in a FinTech. We explain the restraint of traditional banks to fully endorse the new possibilities of digitalized financial services with the characteristics of the technology itself and with the postponed fundamental decisions of banks to modernize their IT infrastructure.Persuasive technology (PT) is increasingly being used in the health and wellness domain to motivate and assist users with different lifestyles and behavioral health issues to change their attitudes and/or behaviors. There is growing evidence that PT can be effective at promoting behaviors in many health and wellness domains, including promoting physical activity (PA), healthy eating, and reducing sedentary behavior (SB). SB has been shown to pose a risk to overall health. Thus, reducing SB and increasing PA have been the focus of much PT work. This paper aims to provide a systematic review of PTs for promoting PA and reducing SB. Specifically, we answer some fundamental questions regarding its design and effectiveness based on an empirical review of the literature on PTs for promoting PA and discouraging SB, from 2003 to 2019 (170 papers). There are three main objectives (1) to evaluate the effectiveness of PT in promoting PA and reducing SB; (2) to summarize and highlight trends in the outcomes such as system design, research methods, persuasive strategies employed and their implementaions, behavioral theories, and employed technological platforms; (3) to reveal the pitfalls and gaps in the present literature that can be leveraged and used to inform future research on designing PT for PA and SB.Machine-learning models of music often exist outside the worlds of musical performance practice and abstracted from the physical gestures of musicians. In this work, we consider how a recurrent neural network (RNN) model of simple music gestures may be integrated into a physical instrument so that predictions are sonically and physically entwined with the performer's actions. We introduce EMPI, an embodied musical prediction interface that simplifies musical interaction and prediction to just one dimension of continuous input and output. The predictive model is a mixture density RNN trained to estimate the performer's next physical input action and the time at which this will occur. Predictions are represented sonically through synthesized audio, and physically with a motorized output indicator. We use EMPI to investigate how performers understand and exploit different predictive models to make music through a controlled study of performances with different models and levels of physical feedback. We show that while performers often favor a model trained on human-sourced data, they find different musical affordances in models trained on synthetic, and even random, data.

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