@inproceedings{rayner-etal-2010-multilingual,
title = "A Multilingual {CALL} Game Based on Speech Translation",
author = "Rayner, Manny and
Bouillon, Pierrette and
Tsourakis, Nikos and
Gerlach, Johanna and
Georgescul, Maria and
Nakao, Yukie and
Baur, Claudia",
editor = "Calzolari, Nicoletta and
Choukri, Khalid and
Maegaard, Bente and
Mariani, Joseph and
Odijk, Jan and
Piperidis, Stelios and
Rosner, Mike and
Tapias, Daniel",
booktitle = "Proceedings of the Seventh International Conference on Language Resources and Evaluation ({LREC}'10)",
month = may,
year = "2010",
address = "Valletta, Malta",
publisher = "European Language Resources Association (ELRA)",
url = "http://www.lrec-conf.org/proceedings/lrec2010/pdf/610_Paper.pdf",
abstract = "We describe a multilingual Open Source CALL game, CALL-SLT, which reuses speech translation technology developed using the Regulus platform to create an automatic conversation partner that allows intermediate-level language students to improve their fluency. We contrast CALL-SLT with Wang's and Seneff's ``translation game'' system, in particular focussing on three issues. First, we argue that the grammar-based recognition architecture offered by Regulus is more suitable for this type of application; second, that it is preferable to prompt the student in a language-neutral form, rather than in the L1; and third, that we can profitably record successful interactions by native speakers and store them to be reused as online help for students. The current system, which will be demoed at the conference, supports four L2s (English, French, Japanese and Swedish) and two L1s (English and French). We conclude by describing an evaluation exercise, where a version of CALL-SLT configured for English L2 and French L1 was used by several hundred high school students. About half of the subjects reported positive impressions of the system.",
}
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<abstract>We describe a multilingual Open Source CALL game, CALL-SLT, which reuses speech translation technology developed using the Regulus platform to create an automatic conversation partner that allows intermediate-level language students to improve their fluency. We contrast CALL-SLT with Wang’s and Seneff’s “translation game” system, in particular focussing on three issues. First, we argue that the grammar-based recognition architecture offered by Regulus is more suitable for this type of application; second, that it is preferable to prompt the student in a language-neutral form, rather than in the L1; and third, that we can profitably record successful interactions by native speakers and store them to be reused as online help for students. The current system, which will be demoed at the conference, supports four L2s (English, French, Japanese and Swedish) and two L1s (English and French). We conclude by describing an evaluation exercise, where a version of CALL-SLT configured for English L2 and French L1 was used by several hundred high school students. About half of the subjects reported positive impressions of the system.</abstract>
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%0 Conference Proceedings
%T A Multilingual CALL Game Based on Speech Translation
%A Rayner, Manny
%A Bouillon, Pierrette
%A Tsourakis, Nikos
%A Gerlach, Johanna
%A Georgescul, Maria
%A Nakao, Yukie
%A Baur, Claudia
%Y Calzolari, Nicoletta
%Y Choukri, Khalid
%Y Maegaard, Bente
%Y Mariani, Joseph
%Y Odijk, Jan
%Y Piperidis, Stelios
%Y Rosner, Mike
%Y Tapias, Daniel
%S Proceedings of the Seventh International Conference on Language Resources and Evaluation (LREC’10)
%D 2010
%8 May
%I European Language Resources Association (ELRA)
%C Valletta, Malta
%F rayner-etal-2010-multilingual
%X We describe a multilingual Open Source CALL game, CALL-SLT, which reuses speech translation technology developed using the Regulus platform to create an automatic conversation partner that allows intermediate-level language students to improve their fluency. We contrast CALL-SLT with Wang’s and Seneff’s “translation game” system, in particular focussing on three issues. First, we argue that the grammar-based recognition architecture offered by Regulus is more suitable for this type of application; second, that it is preferable to prompt the student in a language-neutral form, rather than in the L1; and third, that we can profitably record successful interactions by native speakers and store them to be reused as online help for students. The current system, which will be demoed at the conference, supports four L2s (English, French, Japanese and Swedish) and two L1s (English and French). We conclude by describing an evaluation exercise, where a version of CALL-SLT configured for English L2 and French L1 was used by several hundred high school students. About half of the subjects reported positive impressions of the system.
%U http://www.lrec-conf.org/proceedings/lrec2010/pdf/610_Paper.pdf
Markdown (Informal)
[A Multilingual CALL Game Based on Speech Translation](http://www.lrec-conf.org/proceedings/lrec2010/pdf/610_Paper.pdf) (Rayner et al., LREC 2010)
ACL
- Manny Rayner, Pierrette Bouillon, Nikos Tsourakis, Johanna Gerlach, Maria Georgescul, Yukie Nakao, and Claudia Baur. 2010. A Multilingual CALL Game Based on Speech Translation. In Proceedings of the Seventh International Conference on Language Resources and Evaluation (LREC'10), Valletta, Malta. European Language Resources Association (ELRA).