skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: Using BERT Embeddings to Model Word Importance in Conversational Transcripts for Deaf and Hard of Hearing Users
Deaf and hard of hearing individuals regularly rely on captioning while watching live TV. Live TV captioning is evaluated by regulatory agencies using various caption evaluation metrics. However, caption evaluation metrics are often not informed by preferences of DHH users or how meaningful the captions are. There is a need to construct caption evaluation metrics that take the relative importance of words in transcript into account. We conducted correlation analysis between two types of word embeddings and human-annotated labelled word-importance scores in existing corpus. We found that normalized contextualized word embeddings generated using BERT correlated better with manually annotated importance scores than word2vec-based word embeddings. We make available a pairing of word embeddings and their human-annotated importance scores. We also provide proof-of-concept utility by training word importance models, achieving an F1-score of 0.57 in the 6-class word importance classification task.  more » « less
Award ID(s):
2125362
PAR ID:
10343297
Author(s) / Creator(s):
; ; ;
Date Published:
Journal Name:
Proceedings of the Second Workshop on Language Technology for Equality, Diversity and Inclusion
Page Range / eLocation ID:
35 to 40
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally, little to no guidelines exist on how to implement live captioning on VR headsets and how it may differ from traditional television captioning. To help fill the void of information behind user preferences of different VR captioning styles, we conducted a study with eight DHH participants to test three caption movement behaviors (head-locked, lag, and appear- locked) while watching live-captioned, single-speaker presentations in VR. Participants answered a series of Likert scale and open-ended questions about their experience. Participants’ preferences were split, but most participants reported feeling comfortable with using live captions in VR and enjoyed the experience. When participants ranked the caption behaviors, there was almost an equal divide between the three types tested. IPQ results indicated each behavior had similar immersion ratings, however participants found head-locked and lag captions more user-friendly than appear-locked captions. We suggest that participants may vary in caption preference depending on how they use captions, and that providing opportunities for caption customization is best. 
    more » « less
  2. Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally, little to no guidelines exist on how to implement live captioning on VR headsets and how it may differ from traditional television captioning. To help fill the void of information behind user preferences of different VR captioning styles, we conducted a study with eight DHH participants to test three caption movement behaviors (head-locked, lag, and appearlocked) while watching live-captioned, single-speaker presentations in VR. Participants answered a series of Likert scale and open-ended questions about their experience. Participants’ preferences were split, but most participants reported feeling comfortable with using live captions in VR and enjoyed the experience. When participants ranked the caption behaviors, there was almost an equal divide between the three types tested. IPQ results indicated each behavior had similar immersion ratings, however participants found head-locked and lag captions more user-friendly than appear-locked captions. We suggest that participants may vary in caption preference depending on how they use captions, and that providing opportunities for caption customization is best 
    more » « less
  3. Object proposal generation serves as a standard pre-processing step in Vision-Language (VL) tasks (image captioning, visual question answering, etc.). The performance of object proposals generated for VL tasks is currently evaluated across all available annotations, a protocol that we show is misaligned - higher scores do not necessarily correspond to improved performance on downstream VL tasks. Our work serves as a study of this phenomenon and explores the effectiveness of semantic grounding to mitigate its effects. To this end, we propose evaluating object proposals against only a subset of available annotations, selected by thresholding an annotation importance score. Importance of object annotations to VL tasks is quantified by extracting relevant semantic information from text describing the image. We show that our method is consistent and demonstrates greatly improved alignment with annotations selected by image captioning metrics and human annotation when compared against existing techniques. Lastly, we compare current detectors used in the Scene Graph Generation (SGG) benchmark as a use case, which serves as an example of when traditional object proposal evaluation techniques are misaligned. 
    more » « less
  4. Evaluating the quality of accessible image captions with human raters is difficult, as it may be difficult for a visually impaired user to know how comprehensive a caption is, whereas a sighted assistant may not know what information a user will need from a caption. To explore how image captioners and caption consumers assess caption content, we conducted a series of collaborative captioning sessions in which six pairs, consisting of a blind person and their sighted partner, worked together to discuss, create, and evaluate image captions. By making captioning a collaborative task, we were able to observe captioning strategies, to elicit questions and answers about image captions, and to explore blind users’ caption preferences. Our findings provide insight about the process of creating good captions and serve as a case study for cross-ability collaboration between blind and sighted people. 
    more » « less
  5. Abstract In recent years, large language models (LLMs) and vision language models (VLMs) have excelled at tasks requiring human-like reasoning, inspiring researchers in engineering design to use language models (LMs) as surrogate evaluators of design concepts. But do these models actually evaluate designs like humans? While recent work has shown that LM evaluations sometimes fall within human variance on Likert-scale grading tasks, those tasks often obscure the reasoning and biases behind the scores. To address this limitation, we compare LM word embeddings (trained to capture semantic similarity) with human-rated similarity embeddings derived from triplet comparisons (“is A closer to B than C?”) on a dataset of design sketches and descriptions. We assess alignment via local tripletwise similarity and embedding distances, allowing for deeper insights than raw Likert-scale scores provide. We also explore whether describing the designs to LMs through text or images improves alignment with human judgments. Our findings suggest that text alone may not fully capture the nuances humans key into, yet text-based embeddings outperform their multimodal counterparts on satisfying local triplets. On the basis of these insights, we offer recommendations for effectively integrating LMs into design evaluation tasks. 
    more » « less