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Typing Race Games as a Method to Create Spelling Error Corpora

机译:输入种族游戏作为创建拼写错误语料库的一种方法

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This paper presents a method to elicit spelling error corpora using an online typing race game. After being tested for their native language, English-native participants were instructed to retype stimuli as quickly and as accurately as they could. The participants were informed that the system was keeping a score based on accuracy and speed, and that a high score would result in a position on a public Scoreboard. Words were presented on the screen one at a time from a queue, and the queue was advanced by pressing the ENTER key following the stimulus. Responses were recorded and compared to the original stimuli. Responses that differed from the stimuli were considered a typographical or spelling error, and added to an error corpus. Collecting a corpus using a game offers several unique benefits. 1) A game attracts engaged participants, quickly. 2) The web-based delivery reduces the cost and decreases the time and effort of collecting the corpus. 3) Participants have fun. Spelling error corpora have been difficult and expensive to obtain for many languages and this research was performed to fill this gap. In order to evaluate the methodology, we compare our game data against three existing spelling error corpora for English.
机译:本文提出了一种使用在线打字竞赛游戏引起拼写错误语料库的方法。在测试他们的母语后,英语为母语的参与者被指示尽快并尽可能准确地重新输入刺激。参与者被告知,该系统正在基于准确性和速度来保持得分,并且高得分将导致在公共记分板上的排名。队列中的单词一次显示在屏幕上,并在刺激后按ENTER键使队列前进。记录反应并将其与原始刺激进行比较。与刺激不同的反应被认为是印刷错误或拼写错误,并添加到错误语料库中。使用游戏收集语料库有许多独特的好处。 1)游戏会很快吸引参与的参与者。 2)基于Web的交付降低了成本,减少了收集语料库的时间和精力。 3)参与者玩得开心。对于许多语言而言,拼写错误语料库一直很难而且昂贵,因此进行了此项研究以弥补这一空白。为了评估方法,我们将我们的游戏数据与三个现有的英语拼写错误语料库进行了比较。

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