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A preprocessing system to include imaginative animations according to text in educational applications

by Eric Charton, Michel Gagnon, Benoit Ozell
Mog 2010 (2010)

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Available from Eric Charton's profile on Mendeley.
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A preprocessing system to include imaginative animations according to text in educational applications

A preprocessing system to include imaginative animations
according to text in educational applications 
Eric Charton, Michel Gagnon, Benoit Ozell
Ecole Polytechnique de Montreal
2900 boulevard Edouard-Montpetit, Montreal, QC H3T 1J4, Canada
feric.charton|michel.gagnon|benoit.ozellg@polymtl.ca
Abstract
The GITAN project aims at providing a general engine to produce animations from text. Mak-
ing use of computing technologies to improve the quality and reliability of services provided in
educational context is one of the objective of this project. Many technological challenges must
be solved in order to achieve such a project goal. In this paper, we present an investigation
on limitation of text to graphics engines regarding imaginative sentences. We then comment
preliminary results of an algorithm used to allow preprocessing of animation according to a
text for an application software dedicated to multi-modal interactive language learning.
Keywords: Generation of animations
1 Introduction
In a long term perspective, The GITAN project1 (Grammar for Interpretation of Text and ANi-
mations), which started at the end of 2009, aims to solve the problem of transition from a textual
content to a graphical representation. Discovering those mechanisms implies exploration of in-
termediate steps. As this project is generic and not domain dependent, we speci cally need to
explore the limits of computability of a graphic animation, regarding to a sentence, into a wide
acceptance. In particular, we need to investigate the limits of existing graphic rendering tech-
niques, regarding to the potential complexity of semantic meaning obtained trough a free, on the
y, sentence acquisition.
To illustrate this, we present preliminary results of a system dedicated to build a language
learning software application. This system involves the capacity of a student to produce a seman-
tically and syntactically acceptable sentence using a limited bag of words de ned by a teacher,
while observing a graphical animation of the sentence. The dicult aspect of this work is that the
learning software have to display an animation for any syntactically correct sentence constructed
from the bag of words. The idea is to allow the student to compare the animation that results
from his own words arrangement with the one that conforms to the visual representation of the
target sentence chosen by the teacher (see gure 1). An intuitive advantage of such a tool is the
capacity given to the student to understand instantly, with the help of animations, misinterpreta-
tions and confusions resulting in some sentences constructions. Under a theoretical perspective,
this application is an opportunity to investigate speci c cases appearing in animation generation,
driven by a non constrained natural language.
This paper is organized as follows. First, we describe the proposed application, and investigate
the theoretical challenge arising from its speci cities. Then, we describe the previous attempts
made in the research eld of text to animation systems, and put them into perspective with
the speci c problem encountered with open sentences generated from a bag of words. In the
This work is granted by Unima Inc and Prompt Quebec
1www.groupes.polymtl.ca/gitan/
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fourth section, we present a system and its algorithms whose purpose is to anticipate the types of
sentences that a student can produce from a bag of words and limitate the amount of animations
to be preprocessed. Then we present the results of an experiment where we produce a delimited
set of sentences extrapolated from a bag of words and evaluate how those sets can be used to
pre-process animations. We conclude with future work.
John ride a bicycle in the park
Kite ride a bicycle in the parkJohn, ride, kite, bicycle, the, in, parkStudent proposition
Teacher choice Non visible targeted sentence
Visible animationResulting animation
Bag of available words
Wrong
Figure 1: Synaptic representation of proposed application
2 Application principle and theorical view
Chomsky investigated one aspect of nonsensical meaning in sentence construction with its famous
sentence Colorless green ideas sleep furiously2. This is an example of a sentence with correct
grammar (logical form) but potential nonsensical content. Our application is a typical case of the
need for acceptance and interpretation of potential nonsensical sentences. It has been shown by
Pereira (2000) that such a sentence, with a suitably constrained statistical model, even a simple
one, can meet Chomsky's particular challenge. Under this perspective, this can be view as a
metaphoric problem, but not only: it can also deals with unnatural communication intent, relevant
to pure imagination. This problem investigated by the linguistic theory as the transformation
mecanisms of conceptual-intention into a linear sentence is not solved yet (Hauser et al. (2002);
Jackendo and Pinker (2005)).
In the generic eld of graphical representation, Tversky et al. (2002) claim that correspon-
dences between mental and graphical representations suggest cognitive correspondences between
mental spaces and real ones. In the perspective of transforming a conceptual-intention into visual
representation, Johnson-Laird (1998) consider that visual representation of mental models can-
not be reduced to prepositional representations3 [as] both are high-level representations necessary
to explain thinking4. Johnson Laird consider also that mental models themselves may contain
elements that cannot be visualized. According to this, it appears in the perspective of a text to an-
imation computer application, that the correspondences between semantic abstractions extracted
from free text and visual representations are not always relevant to a simple sentence parse and
rendering in a graphic engine. In pictural arts, the correspondences for mental representations
permitted by imagination, are obtained by a cognitive transformation of physical law, natural
spaces and transgression of common sense to adapt an animation or a static image to the mental
representation. Finally we can consider that animated results of those speci c transformations are
equivalent to the creative ones observed in artistic and entertainment applications like computer
games, movies, cartoons. This particular aspect of natural language driven image generation and
the role of physic limitations has been investigated by Adorni et al. (1984) who consider that such
a cognitive transformation should be relevant to a computer IA problem.
2In Syntactic Structures, Mouton & Co, 1957.
3De ned by Johnson-Laird (1998), page 442 as representations of propositions in a mental language
4Johnson-Laird (1998) page 460
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2.1 Three cases of syntactically correct nonsensical sentences
To illustrate this, let us consider a bag of words, including the 10 following terms: fJack, rides,
with, bicycle, park, the, kite, runs, in, hisg. According to the rules of our application, the
learner is allowed to build any sentence including a subset of those words. Those sentences can be
for example Jack rides his bicycle in the park. The kite runs in the park. But they can also be The
bicycle rides Jack. The kite rides the bicycle. If we mentally imagine the scenes expressed by these
four sentences, we intuitively know that each one can be animated. Some of them violate common
sense or physical laws, but can still be animated. For example, we can produce an animation
representing a bicycle riding it's owner, and thus revealing to the student a misinterpretation of
relations between dependencies in a sentence. This is a position case. We will see that such
semantic case can be represented by a graphic engine.
An other case could be a sentence based on action verbs. If we consider a bag of words
containing fcat, eats, on, the, chair, in, hisg, a teacher will be able to de ne a target sentence
like The cat eats on the chair. But the eating verb can have various possibles representations,
according to the order of words, and can be organized in sentences like The chair eats the cat.
The chair eats on the cat. Only a mental work can solve the problem posed by the visualization of
these sentences, and this work imply attribution of an imaginative animation sequence describing
a chair eating. We can imagine a metaphoric application using a classical graphic engine, where
a cat disappears when it is touching the chair. But this is clearly a lack of realistic, dicult to
accept with our education application.
A third case will involve transformations: if we consider now a bag of words containing
fprince, transforms, into, the, castle, in, his, toad, himself, ag. The targeted sentence
could be The prince transforms himself into a toad. But it becomes dicult to integrate in a
graphic engine a transformation function compatible with constructions like The toad transforms
him in into a Prince. The toad transforms the castle into a Prince. If we consider all the possible
action verbs and all the objects which can receive the faculty to do the concerned action, we
obtain a very dicult problem to compute, relevant to an I.A system, like predicted by Adorni
et al. (1984).
From previous examples, we can divide this representation problem in three family of cases:
a position case (The kite rides the bicycle), an action case (The chair eats the cat) and a
transformation case (The toad transforms the castle into a Prince).
3 Existing systems and previous work
Many experiments have been previously done in the eld of text to animation processing. In
this section we examine some of the previously described existing systems and investigate their
capacities regarding our three text to animation semantic cases.
3.1 Capacities of existing animation engine
In Dupuy et al. (2001), a prototype of a system dedicated to visualization and animation of 3D
scenes from car accident written reports written is described. The semantic analysis of the CarSim
processing chain is an information extraction task that consists in lling a template corresponding
to the formal accident description: the template constrained choices limitate the system to a very
speci c domain, with no possible implication in our application context.
Another system, WordsEye, is presented in Coyne and Sproat (2001). The goal of WordsEye
is to provide a blank slate where the user can paint a picture with words: the description may
consist not only of spatial relations, but also actions performed by objects in the scene. The
graphic engine principle of WordsEye, like most of graphic engines, is able to treat the position
case like A chair is on the cat 5 but because of its static nature, o ers no possibilities to treat
neither the action cases nor the transformation cases. Authors of WordsEye considers that it
is infeasible to fully capture the semantic content of language in graphics6.
5Numerous examples are available on the website at www.wordseye.com
6in Coyne and Sproat (2001) page 496
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In academic context, the system e-Hon, presented by Sumi and Nagata (2006), uses animations
to help children to understand a content. It provides storytelling in the form of animation and
dialogue translated from original text. The text can be a free on-the-
y input from a user. This
system operates in a closed semantic eld7 but uses an IA engine to try to solve most of the
semantic cases. Authors indicate that some limitations have been applied: rstly, articulations of
animations are used only for verbs with clear actions; secondly, this system constrains sentences
using commonsense knowledge in real time (using ontological knowledge described in Liu and
Singh (2004)). It is interesting, regarding our targeted application, to observe that a system
dealing with potentially highly imaginative interactions from children needs to restrict its display
with a commonsense resource.
Some applications like Confucius Ma (2006) are more ambitious. The animation engine of
Confucius accepts a semantic representation and uses visual knowledge to generate 3D animations.
This work includes an important study of visual semantics and ontology of eventive verbs. But
this ontology is used to constrain the representation8 to commonsense9 trough a concept called
visual valency. According to this, Confucius technics cannot t with the studied cases of our
application.
Finally, the main characteristics of most of those existing systems are that they operate in
a closed semantic eld, according to common sense and respecting physical laws. One of them
(WordsEyes) can represent any spatial position for any object in a scene. But none of those existing
systems has the capacity to produce realistic representation for usage of action verbs non conform
to common sense included in a syntacticly correct sentence and none of them can manipulate a
transformation of any concept to another. This establish a clear limitation of actual technologies
available for the text to animation task when they are used in an open semantic eld.
3.2 Semantic parsing and generation from bags
Besides, as discussed earlier, our application may meet situations where the animation does not
respect physical laws and common sense. We have shown that there is many cases where it is
not possible to simply parse an input sentence from the user and produce on the
y a semantic
speci cation and give it to an animation engine. If grammar does not contain commonsense or
physical laws, the semantic content of a syntacticly correct sentence can correspond to a mental
representation that does not respect common sense and that is not compatible with any actual
existing animation engine. According to this, in our application context, one possible way is to
try enumerating all the possible sentences that a bag of words can generate and to see if there is
a way to cluster those sentences of similar meaning into sets small enough to be compatible with
a pre-processing animation task. This is a typical sentence realization task, actively investigated
in Natural Language Generation (NLG) (see Reiter and Dale (2000)). Text generators using
statistical models without consideration to semantics exists. Langkilde and Knight (1998) present
a text generator would take on the responsibility of nding an appropriate linguistic realization for
an underspeci ed semantic input. In Belz (2005), an alternative method for sentence realization
very close to our needs uses language models to control formation of sentences. However, our
problem is speci c and dicult to solve with a NLG module as we need to produce all possibles
sentences from a bag of word to preprocess animations, and not only a unique well formed sentence,
corresponding to a conceptual-intention. This speci c aspect of exhaustive generation from bag
of words has been rst investigated by Yngve (1961). In this work, a generative grammar is
combined to a combinatorial random sentence generator applied to a bag of words. Most of the
output sentences were quite grammatical, though nonsensical. Recently, Gali and Venkatapathy
(2009) explored a derived work where models consider a bag of words with unlabeled dependency
relations as input and apply simple n-gram language modeling techniques to get a well-formed
sentence.
718 characters, 67 behaviors, and 31 backgrounds
8Ma (2006) page 109
9Language visualization requires lexicalcommon sense knowledge such as default instruments (or themes) of
action verbs, functional information and usage of nouns. Ma (2006) page 116
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Bag of word{John;ride;rides;the;bicycle;kite;in;park;run;runs;on} Sentence generatorJohn rides the bicycleKite rides the bicyclekite runs in the parkJohn runs the kiteA kite runsKite ride John in the park Language model filterJohn rides the bicycleKite rides the bicyclekite runs in the parkJohn runs the kiteA kite runsKite ride John in the park Sentence clustering...John rides the bicycleJohn rides in the parkKite rides the bicyclekite runs in the parkA kite runsPreprocessed animations
Figure 2: Architecture of the system and its successive algorithms
4 Proposed system
The given problem could be solved through enumeration of all the syntacticly valid sentences
that may potentially be produced for a given bag of words, without consideration to semantics,
common sense or physical laws, followed by a clustering of those sentences into groups according
to their meaning similarity. First, our system takes as input a bag of words and produces all
syntacticly valid sentences by means of a simple English rule-based sentence generator. Then, it
uses a language model (as described in Song and Croft (1999)) to select, among the group of word
combinations, only sentences that are valid according to a modeled language. Finally, a clustering
algorithm groups these sentences by using a meaning similarity measure. At the end, we obtain
for a given bag of words a restricted list of sentences, clustered by senses. We can produce for
each cluster of sentences an unique animation. This unique animation will be displayed when the
student makes an attempt of sentence construction.
4.1 Sentence generator (SG)
The sentence generator (SG) is built with a limited set of
exible generative grammar rules im-
plemented in Prolog. Those rules, which cover verbal phrases, noun phrases and prepositional
phrases, allow the generation of sentences from a bag of words. The category of the words con-
tained in the bag is also considered and added as a label to each word contained in the generated
sentence. For example, the rules for verb phrases are the following ones:
vp(Features,BagIn,BagOut)-->
lex(v,Features,BagIn,BagOut).
vp(Features,BagIn,BagOut,)-->
lex(v,Features,BagIn,Bag1),
np(_,Bag1,BagOut,).
vp(Features,BagIn,BagOut,)-->
lex(v,Features,BagIn,Bag1),
pp(Bag1,BagOut).
vp(Features,BagIn,BagOut)-->
lex(v,Features,BagIn,Bag1),
np(_,Bag1,Bag2),
pp(Bag2,BagOutt).
Note that the lex predicate refers to the lexical entry that speci es whereas np and pp refer
respectively to noun phrase and preposition phrase rules that will be recursively applied. We can
see that the verb phrase rules cover about all verb arities without constraints. As we will see later,
it is the language model that will constrain the generative expressivity. The rules also take as
parameters the bag of words and the sequence of words forming the sentence currently generated.
At each step in the execution of a rule, words are extracted from the bag of words and appended
at the end of the sequence.
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The used word categories are described by a standard morphosyntactic tag from Penn-Tree
bank tag-set10 like noun (NN), proper name (NP), verb (VBZ), conjunction (IN), article (DT),
personal pronoun (PP). SG generates a sentence by combining phrases. For example, a sentence
can be produced by combining a verb phrase with a noun phrase at subject position, as expressed
by the following grammar rule (note that there are agreement constraints for person and number,
and another constraint specifying that the verb phrase must be in declarative mode):
s(BagIn,BagOut,SeqIn,SeqOut)-->
np(pers~P..number~N,BagIn,Bag1,SeqIn,Seq1),
vp(mode~dec..pers~P..number~N,Bag1,BagOut,Seq1,SeqOut).
Taking as input the bag of words fthe,is,a,Jack,bicycle,kite,park,in,rides,runsg, the system
generates the following sentences:
Jack/NP rides/VBZ the/DT bicycle/NN
Jack/NP runs/VB the/DT bicycle/NN
Jack/NP runs/VB the/DT kite/NN
the/DT bicycle/NN rides/VBZ Jack/NP
the/DT bicycle/NN rides/VBZ a/DT kite/NN
the/DT bicycle/NN runs/VB Jack/NP
...
The
exibility of this very simple generative grammar is a deliberate choice to avoid the risk of
non-generation of a valid sentence. In case of a non-valid sentence, the next module of our system
is a language model lter that has been trained with a big corpus and achieves a nal ltering
that will remove all non-valid sentences.
4.2 Language model Filter (LMF)
The language model (LM) is trained from a corpus which domain is related to the targeted
application. For the sample application presented in this paper (teaching English language), we
used the Simple Wikipedia corpus11. This corpus uses simple English lexicon and grammar and is
well-suited for our application needs. The language model is trained with the SRILM toolkit. Each
sentence proposed by the Sentence Generator is ltered by using an estimation of its probability,
regarding LM. In our application, SRILM produces N-Gram language models of words12. With
such a model, the probability P (w1; : : : ; wn) to observe a sentence composed of words w1::::wn in
the modeled corpus is estimated by the product of probabilities of the individual appearance of
words contained in sequence P (w1;n)  P (w1)P (w2):::P (wn). To obtain a more robust system,
bi-Gram or tri-Gram models applied to a sequence of n words are adopted: P (w1; : : : ; wn) 
P (w1)P (w2jw1)P (w3jw1;2):::P (wnjwn2;n1). In our application, we use a bi-Gram model, which
can be represented by the following example:
P (Jack; rides; the; bicycle)  P (Jackj < s >)P (ridesjJack)P (thejrides)P (bicyclejthe)
For each sentence generated by SG, we estimate its probability of appearance. The non-
existence of a bi-Gram sequence means a null probability for the complete observation sequence
and rejection of generated sentence. It is also possible to de ne a threshold constant to reject
sentences with low probability estimation.
4.3 Clustering algorithm (CA)
The clustering algorithm uses the chunking faculty of the Tree-tagger morphosyntactic shallow
parser13. Chunking is an analysis of a sentence that identi es the constituents (noun phrases,
verb phrases, etc.), but does not specify neither their internal structure, nor their role in the main
sentence.
10http://www.ims.uni-stuttgart.de/projekte/corplex/TreeTagger/Penn-Treebank-Tagset.pdf
11See simple.wikipedia.org, and downloadable version on http://download.wikipedia.org/simplewiki/
11Available on http://www.speech.sri.com/projects/srilm/
12An n-gram is a subsequence of n items from a given sequence. The items can be phonemes, syllables, letters,
words or base pairs, according to the application.
13The Tree-tagger is a tool for annotating text with part-of-speech and lemma information. It can also be used
as a chunker. http://www.ims.uni-stuttgart.de/projekte/corplex/TreeTagger/
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Considering the list l of n sentences 1:::n kept by LMF, we generate a function f similarity for
the rst sentence s1 of l. This function contains a description of the nature of each phrase chunk
and its position in s1. Each phrase chunk is associated with its lexical content, with consideration
to similarities (i.e. two similar verbs will be considered as unique). Next, we submit sentences
2:::n to f similarity, and group those which function has returned a 1 value. Finally we remove
all the clustered sentences from l and iterate CA until l is empty. For the example [Jack/NC]
[rides/VC] [the bicycle/NC] the similarity clustering function will be:
f_similarity(sentence) = {
if (sentence={1:NC{Jack};2:VC{rides;run};3:NC{bicycle}})) return(1)
else return(0) }
And clustering will be :
[Jack/NC] [rides/VC] [a bicycle/NC]
[Jack/NC] [runs/VC] [the bicycle/NC]
[Jack/NC] [rides/VC] [the bicycle/NC]
5 Experiments and preliminary results
In the preliminary experiments of our system, we used 10 bags of 10 words. Bags of words come
from exercises included in an learning English student's book14. Those exercises include,for a
given topic, (i.e. Talking about abilities) a set of target sentences, and a suggested vocabulary
(i.e.play,guitar,dance,swim,etc).
Words Generated sentences (SG) Correct sentences (LMF) Sentences clusters (CA)
6 25 23 7
10 460 280 20
Table 1: Evaluation of group of sentences generated from a bag of words
We use 6 and 10 words from the bag and apply SG, LMF and CA. We count sentences generated
in SG, kept in LMF, and how many clusters remain in CA. Table 1 gives the arithmetic mean value
of results for each step of the test. This preliminary experiment con rms that for a given bag of
words, it is possible to generate a limited set of semantics groups, compatible with a not expensive
video preprocessing task. With a bag of 10 words, only 20 clusters are obtained, meaning only 20
animations have to be produced based on the limited set of objects delimited by the bag of words.
Those preliminary results are sucient to build an application prototype. With such results,
our system can be used to preprocess and help to evaluate amount and speci city of potential
animations according to a bag of words used to produce sentences. Our method allows to select,
for a given bag of words, a limited set of semantic groups of sentences. The system can be used as
a production tool to preprocess video in a text-to-animation multimodal application. It can also
be used as a component of text-to-animation application software to evaluate its semantic eld
and produces automatically test sentences for evaluation purposes.
6 Conclusion
We presented an original component to support text to animation applications. The originality of
this system is that it is not restricted to valid semantic productions that do not violate common
sense and physical laws. This proposition investigates the speci c situation of imaginative text
to image applications. We showed that a generative grammar combined with statistical methods
can extract a limited amount of potential sentences from a given bag of words. The advantage
of such a structure is its ability to preprocess text to animation sequences in an open context
application, with a low amount of miss-representations of animated sequences regarding to text
sense. The next step of our work is to try to introduce in our architecture a real-time text to
image generator that accepts, in restricted semantic domains, scenes that do not respect common
sense. This will be an attempt to evaluate the capacities of a system to elaborate imaginative-like
text to animation system.
14Go For It! English for Chinese students, serie published by Thomson Learning.
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