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Timothy Mwangi

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The American Heritage Dictionary defines it as, 'The mental process of knowing, ... Research shows by incorporating such items, cognitive performance can be greatly ... – PowerPoint PPT presentation

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Title: Timothy Mwangi


1
Timothy Mwangi Andrew Averhart
2
Motivation
  • 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.

3
Cognition
  • 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

4
6 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.

5
Cognitive Training
  • Last summer
  • Mental Aerobics
  • Only had 3 functioning games
  • Games only targeted 2 of the 6 cognitive
    functions

6
Personal Cognitive Trainer
7
Ubiquity
  • 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

8
Training
  • 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

9
Training
  • Try to memorize the following number
  • 741852963

Now try to memorize the same number in
chunks 744 852 963
10
Personalization
  • 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.

11
Personalization 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

12
Personalization 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

13
WordNet
  • 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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15
WordNet
16
WordNet
  • 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.

17
Semantic 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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Semantic 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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Semantic 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.

22
Jiang-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.

23
Directory 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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25
What 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.

26
Temporary 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.

27
Present 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.

28
References
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.
29
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