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Large-Context Question Answering with Cross-Lingual TransferSagen, Markus January 2021 (has links)
Models based around the transformer architecture have become one of the most prominent for solving a multitude of natural language processing (NLP)tasks since its introduction in 2017. However, much research related to the transformer model has focused primarily on achieving high performance and many problems remain unsolved. Two of the most prominent currently are the lack of high performing non-English pre-trained models, and the limited number of words most trained models can incorporate for their context. Solving these problems would make NLP models more suitable for real-world applications, improving information retrieval, reading comprehension, and more. All previous research has focused on incorporating long-context for English language models. This thesis investigates the cross-lingual transferability between languages when only training for long-context in English. Training long-context models in English only could make long-context in low-resource languages, such as Swedish, more accessible since it is hard to find such data in most languages and costly to train for each language. This could become an efficient method for creating long-context models in other languages without the need for such data in all languages or pre-training from scratch. We extend the models’ context using the training scheme of the Longformer architecture and fine-tune on a question-answering task in several languages. Our evaluation could not satisfactorily confirm nor deny if transferring long-term context is possible for low-resource languages. We believe that using datasets that require long-context reasoning, such as a multilingual TriviaQAdataset, could demonstrate our hypothesis’s validity.
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A Hypnotic Digital ArtefactCederlund, Micaela January 2023 (has links)
This essay investigates what may constitute a hypnotic digital artefact from a design standpoint. This essay is meant to help designers who want to create hypnotic digital artefacts in the shape of a game, or researchers who wants to further this field. With a case study analysing the game Cultist Simulator, this essay observes applications from this essay’s frameworks: NLP, Procedural Rhetorics, Flow, Trance, and Ericksonian Hypnosis. The case study serves to demonstrate how a larger scale reflection of intrinsic cross over points between hypnosis and the video game medium may take place within state-of-the-art discourse. This essay fulfils its design-aid purpose by charting factors that can be put in place to facilitate a trance and a hypnosis in a game, in a design table summarising design methods discussed. The means that may put a player’s mind in abeyance are posited here regarding how this may influence the game experience, including induction techniques, where suggestions are provided in how these might translate to a game format. Through its frameworks and case study, hypnotic content generation is put in focus, where this essay finds that games utilising metaphors and depicting inner spaces carry significance in this pursuit. It also finds that mirroring communication of the unconscious, such as adhering to rules of a dream state, and acknowledging the unconscious’ uses and capacities, has potential in this pursuit. Importantly, the essay includes a discussion on Cultist Simulator’s decadent aesthetics and its role in leading a player towards an alternate state of consciousness.
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