Abstract. This paper proposes a method for detecting errors concerning article usage and singular/plural usage based on the mass count distinction. Although the mass count distinction is particularly important in detecting these errors, it has been pointed out that it is hard to make heuristic rules for distinguishing mass and count nouns. To solve the problem, first, instances of mass and count nouns are automatically collected from a corpus exploiting surface information in the proposed method. Then, words surrounding the mass (count) instances are weighted based on their frequencies. Finally, the weighted words are used for distinguishing mass and count nouns. After distinguishing mass and count nouns, the above errors can be detected by some heuristic rules. Experiments show that the proposed method distinguishes mass and count nouns in the writing of Japanese learners of English with an accuracy of 93% and that 65% of article errors are detected with a precision of 70%.
This paper presents game information analysis by utilizing a digital scorebook system, as the first tool for curling informatics, which supports coaches and players in realizing smart tactics and strategies in the sport of curling. Our research project, called “Curling Informatics,” aims to develop an environment to support curling strategies and tactics by realizing methods to record game information, perform analysis, and provide visualization and sharing of the information.We found a significant correlation between the differences in shot accuracies and scores from game information collected by our digital scorebook system for more than 200 games played by the Japanese national class. The results suggest that the difference in shot accuracies is related to the difference in game scores. This is valuable new knowledge to support strategic/tactical planning in curling games. However, the correlation for games involving world-class teams becomes weaker than for the Japanese national class because there is scarcely any difference in shot accuracies.
QACIAD (Question Answering Challenge for Information Access Dialogue) is an evaluation framework for measuring interactive question answering (QA) technologies. It assumes that users interactively collect information using a QA system for writing a report on a given topic and evaluates, among other things, the capabilities needed under such circumstances. This paper reports an experiment for examining the assumptions made by QACIAD. In this experiment, dialogues under the situation that QACIAD assumes are collected using WoZ (Wizard of Oz) simulating, which is frequently used for collecting dialogue data for designing speech dialogue systems, and then analyzed. The results indicate that the setting of QACIAD is real and appropriate and that one of the important capabilities for future interactive QA systems is providing cooperative and helpful responses.
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