Deep neural networks (DNNs) for automatic speech recognition (ASR) require large amounts of labelled data, which can be difficult and expensive to collect. However, recent research has shown that some features learned by DNNs are highly transferable to other tasks and datasets. Here we propose to design a multi-lingual training procedure to leverage large amounts of off-task data based on the transferability of acoustic features learned by DNNs. Our primary goal is to improve ASR for low-resource languages.
Proper brain development is required for normal cognitive functions in mammals. Recent studies have shown that both protein-coding genes and noncoding RNAs, especially microRNAs (miRNAs), play crucial roles in brain development. We have identified several miRNAs that are expressed in specific regions in the embryonic and adult mouse cerebral cortex, and demonstrated their important roles in cortical development and functions.
The overall objective of this work is to gain a better understanding of the experience of patients living with acne and how to support their decision making process in terms of acne treatment options. This research will investigate issues surrounding how patients understand how to accurately determine the severity of their acne and the treatment options available to them. From this, an effective patient aid will be developed to inform and support patients decision-making process when seeking treatment.
The cleanliness of restroom drives peoples preferences. In places such as hotels, restaurants and hospitals, a dirty bathroom will drive away potential customers as it lead them to question the cleanliness of the whole facility. Visionstate Inc. developed WANDA (Washroom Attendant Notification Digital Aid), a LCD touch screen that display the time of most recent restroom service and a interactive interface to request restroom maintenance. The proposed study is to investigate whether features of WANDA enhance peoples perception of bathroom cleanliness.
Schools and educators are often asked to implement programs shown to be effective in reducing a number of mental health, and societal ills like bullying and peer victimization. While they often seen as the ideal contexts for reaching many children at the same time, the capacity of schools and educators to respond to the increasing demand for their expanded role in advancing the mental health and well-being of students is poorly understood and supported. Schools are often overburdened with growing curriculum demands, increasing class sizes, and special needs children.
The goal of the project is to develop a series of standardized, performance-based computerized assessment tools for use in the examination of social cognition deficits in ASD. Drawing on the available experimental literature a number of potential assessment tasks will be identified, reviewed and configured for computer-based administration to children / youth with ASD. Programming of assessments will be followed by pilot testing, evaluation and validation in ASD and control children/youth.
Past research has examined whether game mechanics can be used to motivate people to change their behaviour in the short-term. However, it is currently unclear how game mechanics can be used to motivate behaviour that persists long after people have stopped playing a game. This research project will explore how game mechanics, such as narrative and avatar creation, can be hamessed by a game-based health intervention to create meaningful experiences and memories in order to promote long-tenn healthy lifestyle choices.
The objective of this project is to review the program structure, program delivery and client satisfaction for 10 Head Start early childhood education centres operating in Ottawa, ON. Through a mixed-methods approach that combines interviews, surveys, and drawing activities with children we will gain insights on the strengths and challenges experienced by families, children and operators of the Head Start programs.
CA Technology wants to design the right software products well. Their user interaction designers recently began interviewing end users in their workplace and developing archetypal descriptions of typical users called personas. The good thing about personas is that they encourage designers to take a people-first perspective, which is great most of the time. But, sometimes when the software being designed is for complex IT environments personas are not enough. This is often the case for CAs business software. This research will expand on the popular persona approach.
A three-wave longitudinal study will be conducted to examined the social, emotional, and academic implications of shyness and unsociability in Chinese children as well as the potential protective role that authoritative parenting plays. Participants in the initial sample consisted of 1500 grade 3 to 6 students, randomly selected from four primary and junior high schools in Shanghai. Assessment of shyness, unsociability, parenting practices, and adjustment are obtained from multiple sources, including peer nominations, self-reports, parent-reports, teacher-reports, and school records.