Morgan Wixted


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Few-Shot Cross-lingual Transfer for Coarse-grained De-identification of Code-Mixed Clinical Texts
Saadullah Amin | Noon Pokaratsiri Goldstein | Morgan Wixted | Alejandro Garcia-Rudolph | Catalina Martínez-Costa | Guenter Neumann
Proceedings of the 21st Workshop on Biomedical Language Processing

Despite the advances in digital healthcare systems offering curated structured knowledge, much of the critical information still lies in large volumes of unlabeled and unstructured clinical texts. These texts, which often contain protected health information (PHI), are exposed to information extraction tools for downstream applications, risking patient identification. Existing works in de-identification rely on using large-scale annotated corpora in English, which often are not suitable in real-world multilingual settings. Pre-trained language models (LM) have shown great potential for cross-lingual transfer in low-resource settings. In this work, we empirically show the few-shot cross-lingual transfer property of LMs for named entity recognition (NER) and apply it to solve a low-resource and real-world challenge of code-mixed (Spanish-Catalan) clinical notes de-identification in the stroke domain. We annotate a gold evaluation dataset to assess few-shot setting performance where we only use a few hundred labeled examples for training. Our model improves the zero-shot F1-score from 73.7% to 91.2% on the gold evaluation set when adapting Multilingual BERT (mBERT) (CITATION) from the MEDDOCAN (CITATION) corpus with our few-shot cross-lingual target corpus. When generalized to an out-of-sample test set, the best model achieves a human-evaluation F1-score of 97.2%.


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Apple Core-dination: Linguistic Feedback and Learning in a Speech-to-Action Shared World Game
Susann Boy | AriaRay Brown | Morgan Wixted
Proceedings of the First Workshop on Interactive Learning for Natural Language Processing

We investigate the question of how adaptive feedback from a virtual agent impacts the linguistic input of the user in a shared world game environment. To do so, we carry out an exploratory pilot study to observe how individualized linguistic feedback affects the user’s speech input. We introduce a speech-controlled game, Apple Core-dination, in which an agent learns complex tasks using a base knowledge of simple actions. The agent is equipped with a learning mechanism for mapping new commands to sequences of simple actions, as well as the ability to incorporate user input into written responses. The agent repeatedly shares its internal knowledge state by responding to what it knows and does not know about language meaning and the shared environment. Our paper focuses on the linguistic feedback loop in order to analyze the nature of user input. Feedback from the agent is provided in the form of visual movement and written linguistic responses. Particular attention is given to incorporating user input into agent responses and updating the speech-to-action mappings based on commands provided by the user. Through our pilot study, we analyze task success and compare the lexical features of user input. Results show variation in input length and lexical variety across users, suggesting a correlation between the two that can be studied further.