This paper presents the results of our participation in the BEA 2023 shared task, which focuses on generating AI teacher responses in educational dialogues. We conducted experiments using several Open-Source Large Language Models (LLMs) and explored fine-tuning techniques along with prompting strategies, including Few-Shot and Chain-of-Thought approaches. Our best model was ranked 4.5 in the competition with a BertScore F1 of 0.71 and a DialogRPT final (avg) of 0.35. Nevertheless, our internal results did not exactly correlate with those obtained in the competition, which showed the difficulty in evaluating this task. Other challenges we faced were data leakage on the train set and the irregular format of the conversations.
We present a web application for creating games and exercises for teaching English as a foreign language with the help of NLP tools. The application contains different kinds of games such as crosswords, word searches, a memory game, and a multiplayer game based on the classic battleship pen and paper game. This application was built with the aim of supporting teachers in rural schools that are teaching English lessons, so they can easily create interactive and engaging activities for their students. We present the context and history of the project, the current state of the web application, and some ideas on how we will expand it in the future.
This paper presents the development of a corpus of 30,000 Spanish tweets that were crowd-annotated with humor value and funniness score. The corpus contains approximately 38.6% of humorous tweets with an average score of 2.04 in a scale from 1 to 5 for the humorous tweets. The corpus has been used in an automatic humor recognition and analysis competition, obtaining encouraging results from the participants.
Computational Humor involves several tasks, such as humor recognition, humor generation, and humor scoring, for which it is useful to have human-curated data. In this work we present a corpus of 27,000 tweets written in Spanish and crowd-annotated by their humor value and funniness score, with about four annotations per tweet, tagged by 1,300 people over the Internet. It is equally divided between tweets coming from humorous and non-humorous accounts. The inter-annotator agreement Krippendorff’s alpha value is 0.5710. The dataset is available for general usage and can serve as a basis for humor detection and as a first step to tackle subjectivity.
False friends are words in two languages that look or sound similar, but have different meanings. They are a common source of confusion among language learners. Methods to detect them automatically do exist, however they make use of large aligned bilingual corpora, which are hard to find and expensive to build, or encounter problems dealing with infrequent words. In this work we propose a high coverage method that uses word vector representations to build a false friends classifier for any pair of languages, which we apply to the particular case of Spanish and Portuguese. The required resources are a large corpus for each language and a small bilingual lexicon for the pair.
We present a proposal for the annotation of factuality of event mentions in Spanish texts and a free available annotated corpus. Our factuality model aims to capture a pragmatic notion of factuality, trying to reflect a casual reader judgements about the realis / irrealis status of mentioned events. Also, some learning experiments (SVM and CRF) have been held, showing encouraging results.
Nous présentons un modèle conceptuel pour la représentation d’opinions, en analysant les éléments qui les composent et quelques propriétés. Ce modèle conceptuel est implémenté et nous en décrivons le jeu d’annotations. Le processus automatique d’annotation de textes en espagnol est effectué par application de règles contextuelles. Un premier sous-ensemble de règles a été écrit pour l’identification de quelques éléments du modèle. Nous analysons les premiers résultats de leur application.