Title: Timothy Mwangi
1Timothy Mwangi Andrew Averhart
2Motivation
- Aging
- It is well known that as we age our abilities to
carry out activities of daily living begin to
diminish. - If you dont use it, you lose it!
- The main goal is to develop a tool to help impede
the loss of function that is adaptable to the
user.
3Cognition
- What is Cognition?
- The American Heritage Dictionary defines it as,
The mental process of knowing, including aspects
such as awareness, perception, reasoning, and
judgment. - 6 Main Functions
46 Cognitive Functions
- Spatial Orientation - the ability to visualize
and mentally rotate abstract figures in two and
three dimensional space. - Verbal Ability active and passive vocabulary
- Inductive Reasoning the ability to determine a
rule or principle from individual instances
probably involved in most human problem solving - Number Fluency the ability to engage rapidly
and correctly in a variety of computational
operations - Memory the ability to be able to freely recall
information, usually measured by list learning
with words or numbers. - Processing Speed the ability to rapidly and
accurately identify visual details, similarities - and differences.
5Cognitive Training
- Last summer
- Mental Aerobics
- Only had 3 functioning games
- Games only targeted 2 of the 6 cognitive
functions -
6Personal Cognitive Trainer
7Ubiquity
- The Cognitive Cross Trainer game is fully
integrated with the operating system - Most games of this nature are not used in a
consistent manner - Various games, activities and hints are
introduced at different - time intervals within the system
8Training
- The Cognitive Cross Trainer introduces personal
coaching within the game to help the player
improve specific areas of cognitive function - For example, in the Number Memory mini game, as
the numbers continue to grow larger and larger,
chunking is introduced. This is a tip that helps
the player memorize larger numbers
9Training
- Try to memorize the following number
- 741852963
Now try to memorize the same number in
chunks 744 852 963
10Personalization
- Positive thinking improves cognition
- Can be triggered by pictures, interests,
memories, etc. - Research shows by incorporating such items,
cognitive performance can be greatly improved. - Therefore the purpose of personalization is to
determine what can be learned about the user.
11Personalization Requirements
- Minimal disruption
- Simple and efficient
- We dont need to know everything
- Privacy and security
- The program only look at the directory
- The information will not be accessible by any
other program - Run Offline
12Personalization Strategy
- Word Frequency
- The program scans through the directory and
identifies the frequency at which words appear - A list of the 20 most frequently used words are
collected for the game - These words are then compared in WordNet for
meaning and relatedness
13WordNet
- Is a lexical database of the English language
- Nouns, verbs, and adjectives are grouped into
synonyms or synsets that represent an individual
or distinct idea - The networking of these synsets into a
hierarchical structure allows this tool to be
used for computing linguistics and language
processing. - Internet accessible and freely downloadable
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15WordNet
16WordNet
- The structure of WordNet allows us to measure the
similarity and relatedness of different words and
senses. This is known as semantic relatedness. - This is useful in determining the relationships
between words found in the directories. - Semantic distance is a measurement of the
dissimilarity between two words - If we had a method to accurately assess this
measurement, then we will be able to determine
which words are related.
17Semantic Distance
- Three Approaches of Measurement
- Path length
- Distance up a path from one word and down the
path to another word - Characterized by the distance and number of
direction changes - Direction changes occur when we change from the
is a hierarchy to a part of hierarchy - For example, cat is feline is a mammal is an
animal which has a reptile which has a snake and
fangs are part of snake. - Ex. Six Degrees of Separation
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19Semantic Distance
- Three Approaches of Measurement
- Information Content
- Lowest Common Super Class
- Shared knowledge
- The relatedness of the two words is dependent on
the information content super class. - Also based on the probability of finding the
super class word in a corpus - For example, appliance carries more information
than entity.
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21Semantic Distance
- Three Approaches of Measurement
- Combined Approach
- Incorporates characteristics of Path length
- Incorporates characteristics of Information
Content - Common super class, probability of parent class
as well as child node. - Most implementations are usually a variation of
this method.
22Jiang-Conrath
- According to Budanitsky Hirst, the
Jiang-Conrath implementation was most successful
in evaluating semantic distance. - They found that when compared to human-assessed
relatedness, of the five different
implementations Jiang-Conraths method proved
most successful. - Their implementation is based off the idea of
information content, as well as conditional
probability. This is the probability that the
child synset will appear in a corpus given the
parent synset appears.
23Directory Scan
- After scanning the directory for words and their
frequencies, we then applied the Jiang-Conrath
method to evaluate their relatedness. - The values we got are larger if the words are
very related and closer to 0 if unrelated.
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25What is it that we gain from this?
- We get an idea of the words the user uses
- From these words we develop relationships between
words - Different groups of words imply different
meanings - Ex. knife wood craft carving
- knife spoon fork cutlery
- We can include these interests to the game
- When they are playing a word game, we can have
the game use words that are related to their
different interests to trigger positive feelings
and improve performance.
26Temporary Shortcomings
- File names may not necessarily be real words.
Some names may even be abbreviated, which cannot
be directly interpreted by the computer program. - The amount of usable words vary between different
PCs - Important words that describe the players true
interests may not be frequently used. If such
words a part of the 20 most significant words,
they cannot be used in personalizing the game.
27Present Approach and Future Plans
- Create at least two additional programs, one
that will be able to interpret abbreviations and
acronyms, and the other able to tokenize words
without spaces in between them. - Implement new data mining techniques that not
only determine the frequency of significant
words, but also analyze the data structure for
key words not frequently used.
28References
Budanitsky, Alexander and Graeme Hirst. An
Experimental, Application-Oriented Evaluation of
Five Measures. Department of Computer Science.
University of Toronto Conrath, David and Jay
Jiang. Semantic Similarity Based on Corpus
Statistics and Lexical Taxonomy. Proceeding of
International Conference Research on
Computational Linguistics. 1997. Taiwan.
29Questions and Suggestions