Raquel Hervás


2020

2018

This paper addresses the task of generating descriptions of people for an observer that is moving within a scene. As the observer moves, the descriptions of the people around him also change. A referring expression generation algorithm adapted to this task needs to continuously monitor the changes in the field of view of the observer, his relative position to the people being described, and the relative position of these people to any landmarks around them, and to take these changes into account in the referring expressions generated. This task presents two advantages: many of the mechanisms already available for static contexts may be applied with small adaptations, and it introduces the concept of changing conditions into the task of referring expression generation. In this paper we describe the design of an algorithm that takes these aspects into account in order to create descriptions of people within a 3D virtual environment. The evaluation of this algorithm has shown that, by changing the descriptions in real time according to the observers point of view, they are able to identify the described person quickly and effectively.

2017

Describing people and characters can be very useful in different contexts, such as computational narrative or image description for the visually impaired. However, a review of the existing literature shows that the automatic generation of people descriptions has not received much attention. Our work focuses on the description of people in snapshots from a 3D environment. First, we have conducted a survey to identify the way in which people describe other people under different conditions. We have used the information extracted from this survey to design several Referring Expression Generation algorithms which produce similar results. We have evaluated these algorithms with users in order to identify which ones generate the best description for specific characters in different situations. The evaluation has shown that, in order to generate good descriptions, a combination of different algorithms has to be used depending on the features and situation of the person to be described.

2016

The aim of this paper is to study the effect that the use of Basic English versus common English has on information extraction from online resources. The amount of online information available to the public grows exponentially, and is potentially an excellent resource for information extraction. The problem is that this information often comes in an unstructured format, such as plain text. In order to retrieve knowledge from this type of text, it must first be analysed to find the relevant details, and the nature of the language used can greatly impact the quality of the extracted information. In this paper, we compare triplets that represent definitions or properties of concepts obtained from three online collaborative resources (English Wikipedia, Simple English Wikipedia and Simple English Wiktionary) and study the differences in the results when Basic English is used instead of common English. The results show that resources written in Basic English produce less quantity of triplets, but with higher quality.
In knowledge bases where concepts have associated properties, there is a large amount of comparative information that is implicitly encoded in the values of the properties these concepts share. Although there have been previous approaches to generating riddles, none of them seem to take advantage of structured information stored in knowledge bases such as Thesaurus Rex, which organizes concepts according to the fine grained ad-hoc categories they are placed into by speakers in everyday language, along with associated properties or modifiers. Taking advantage of these shared properties, we have developed a riddle generator that creates riddles about concepts represented as common nouns. The base of these riddles are comparisons between the target concept and other entities that share some of its properties. In this paper, we describe the process we have followed to generate the riddles starting from the target concept and we show the results of the first evaluation we have carried out to test the quality of the resulting riddles.

2013

2011

2010

Propp's influential structural analysis of fairy tales created a powerful schema for representing storylines in terms of character functions, which is directly exploitable for computational semantic analysis, and procedural generation of stories of this genre. We tackle two resources that draw on the Proppian model - one formalizes it as a semantic markup scheme and the other as an ontology -, both lacking linguistic phenomena explicitly represented in them. The need for integrating linguistic information into structured semantic resources is motivated by the emergence of suitable standards that facilitate this, as well as the benefits such joint representation would create for transdisciplinary research across Digital Humanities, Computational Linguistics, and Artificial Intelligence.

2009

2008

2007

2005