@inproceedings{tachibana-komachi-2016-analysis,
title = "Analysis of {E}nglish Spelling Errors in a Word-Typing Game",
author = "Tachibana, Ryuichi and
Komachi, Mamoru",
editor = "Calzolari, Nicoletta and
Choukri, Khalid and
Declerck, Thierry and
Goggi, Sara and
Grobelnik, Marko and
Maegaard, Bente and
Mariani, Joseph and
Mazo, Helene and
Moreno, Asuncion and
Odijk, Jan and
Piperidis, Stelios",
booktitle = "Proceedings of the Tenth International Conference on Language Resources and Evaluation ({LREC}'16)",
month = may,
year = "2016",
address = "Portoro{\v{z}}, Slovenia",
publisher = "European Language Resources Association (ELRA)",
url = "https://aclanthology.org/L16-1060",
pages = "385--390",
abstract = "The emergence of the web has necessitated the need to detect and correct noisy consumer-generated texts. Most of the previous studies on English spelling-error extraction collected English spelling errors from web services such as Twitter by using the edit distance or from input logs utilizing crowdsourcing. However, in the former approach, it is not clear which word corresponds to the spelling error, and the latter approach requires an annotation cost for the crowdsourcing. One notable exception is Rodrigues and Rytting (2012), who proposed to extract English spelling errors by using a word-typing game. Their approach saves the cost of crowdsourcing, and guarantees an exact alignment between the word and the spelling error. However, they did not assert whether the extracted spelling error corpora reflect the usual writing process such as writing a document. Therefore, we propose a new correctable word-typing game that is more similar to the actual writing process. Experimental results showed that we can regard typing-game logs as a source of spelling errors.",
}
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<abstract>The emergence of the web has necessitated the need to detect and correct noisy consumer-generated texts. Most of the previous studies on English spelling-error extraction collected English spelling errors from web services such as Twitter by using the edit distance or from input logs utilizing crowdsourcing. However, in the former approach, it is not clear which word corresponds to the spelling error, and the latter approach requires an annotation cost for the crowdsourcing. One notable exception is Rodrigues and Rytting (2012), who proposed to extract English spelling errors by using a word-typing game. Their approach saves the cost of crowdsourcing, and guarantees an exact alignment between the word and the spelling error. However, they did not assert whether the extracted spelling error corpora reflect the usual writing process such as writing a document. Therefore, we propose a new correctable word-typing game that is more similar to the actual writing process. Experimental results showed that we can regard typing-game logs as a source of spelling errors.</abstract>
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%0 Conference Proceedings
%T Analysis of English Spelling Errors in a Word-Typing Game
%A Tachibana, Ryuichi
%A Komachi, Mamoru
%Y Calzolari, Nicoletta
%Y Choukri, Khalid
%Y Declerck, Thierry
%Y Goggi, Sara
%Y Grobelnik, Marko
%Y Maegaard, Bente
%Y Mariani, Joseph
%Y Mazo, Helene
%Y Moreno, Asuncion
%Y Odijk, Jan
%Y Piperidis, Stelios
%S Proceedings of the Tenth International Conference on Language Resources and Evaluation (LREC’16)
%D 2016
%8 May
%I European Language Resources Association (ELRA)
%C Portorož, Slovenia
%F tachibana-komachi-2016-analysis
%X The emergence of the web has necessitated the need to detect and correct noisy consumer-generated texts. Most of the previous studies on English spelling-error extraction collected English spelling errors from web services such as Twitter by using the edit distance or from input logs utilizing crowdsourcing. However, in the former approach, it is not clear which word corresponds to the spelling error, and the latter approach requires an annotation cost for the crowdsourcing. One notable exception is Rodrigues and Rytting (2012), who proposed to extract English spelling errors by using a word-typing game. Their approach saves the cost of crowdsourcing, and guarantees an exact alignment between the word and the spelling error. However, they did not assert whether the extracted spelling error corpora reflect the usual writing process such as writing a document. Therefore, we propose a new correctable word-typing game that is more similar to the actual writing process. Experimental results showed that we can regard typing-game logs as a source of spelling errors.
%U https://aclanthology.org/L16-1060
%P 385-390
Markdown (Informal)
[Analysis of English Spelling Errors in a Word-Typing Game](https://aclanthology.org/L16-1060) (Tachibana & Komachi, LREC 2016)
ACL
- Ryuichi Tachibana and Mamoru Komachi. 2016. Analysis of English Spelling Errors in a Word-Typing Game. In Proceedings of the Tenth International Conference on Language Resources and Evaluation (LREC'16), pages 385–390, Portorož, Slovenia. European Language Resources Association (ELRA).