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Using a Serious Game to Collect a Child Learner Speech Corpus

机译:使用严肃的游戏收集儿童学习者语料库

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We present an English-L2 child learner speech corpus, produced by Swiss German-L1 students in their third year of learning English, which is currently in the process of being collected. The collection method uses a web-enabled multimodal language game implemented using the CALL-SLT platform, in which subjects hold prompted conversations with an animated agent. Prompts consist of a short animated Engligh-language video clip together with a German-language piece of text indicating the semantic content of the requested response. Grammar-based speech understanding is used to decide whether responses are accepted or rejected, and dialogue flow is controlled using a simple XML-based scripting language; the scripts are written to allow multiple dialogue paths, the choice being made randomly. The system is gamified using a score-and-badge framework with four levels of badges. We describe the application, the data collection and annotation procedures, and the initial tranche of data. The full corpus, when complete, should contain at least 5 000 annotated utterances.
机译:我们将介绍一个由英语为L2的儿童学习的语言语料库,该语料库是由瑞士德语-L1的学生在学习英语的第三年中制作的,目前正在收集中。收集方法使用通过CALL-SLT平台实现的,启用Web的多模式语言游戏,其中主体与动画代理进行提示性对话。提示由简短的英语动画视频剪辑和德语文本组成,这些文本指示请求的响应的语义内容。基于语法的语音理解用于确定是否接受响应,并使用基于XML的简单脚本语言来控制对话流。编写脚本是为了允许多个对话路径,选择是随机进行的。该系统使用带有四个级别的徽章的记分和徽章框架进行游戏化。我们描述了应用程序,数据收集和注释过程以及数据的初始批次。完整的语料库在完成后应至少包含5000条带注释的话语。

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