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dc.contributor.advisorStephanie Seneff.en_US
dc.contributor.authorXu, Yushi, Ph. D. Massachusetts Institute of Technologyen_US
dc.contributor.otherMassachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science.en_US
dc.date.accessioned2012-12-13T18:49:25Z
dc.date.available2012-12-13T18:49:25Z
dc.date.copyright2012en_US
dc.date.issued2012en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/75652
dc.descriptionThesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (p. 237-244).en_US
dc.description.abstractSecond language learning has become an important societal need over the past decades. Given that the number of language teachers is far below demand, computer-aided language learning software is becoming a promising supplement to traditional classroom learning, as well as potentially enabling new opportunities for self-learning. The use of speech technologies is especially attractive to offer students unlimited chances for speaking exercises. To create helpful and intelligent speaking exercises on a computer, it is necessary for the computer to not only recognize the acoustics, but also to understand the meaning and give appropriate responses. Nevertheless, most existing speech-enabled language learning software focuses only on speech recognition and pronunciation training. Very few have emphasized exercising the student's composition and comprehension abilities and adopting language technologies to enable free-form conversation emulating a real human tutor. This thesis investigates the critical functionalities of a computer-aided language learning system, and presents a generic framework as well as various language- and domain-independent modules to enable building complex speech-based language learning systems. Four games have been designed and implemented using the framework and the modules to demonstrate their usability and flexibility, where dynamic content creation, automatic assessment, and automatic assistance are emphasized. The four games, reading, translation, question-answering and dialogue, offer different activities with gradually increasing difficulty, and involve a wide range of language processing techniques, such as language understanding, language generation, question generation, context resolution, dialogue management and user simulation. User studies with real subjects show that the systems were well received and judged to be helpful.en_US
dc.description.statementofresponsibilityby Yushi Xu.en_US
dc.format.extent244 p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectElectrical Engineering and Computer Science.en_US
dc.titleLanguage technologies in speech-enabled second language learning games : from reading to dialogueen_US
dc.typeThesisen_US
dc.description.degreePh.D.en_US
dc.contributor.departmentMassachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
dc.identifier.oclc818354293en_US


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