使用人机交互测量和机器学习筛选英语阅读障碍

Luz Rello, E. Romero, M. Rauschenberger, Abdullah Ali, Kristin Williams, Jeffrey P. Bigham, N. C. White
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引用次数: 32

摘要

超过10%的人患有阅读障碍,大多数人是在学业失败后才被诊断出来的。这项工作试图通过机器学习模型的早期检测来改变这一点,该模型通过观察人们如何与基于语言的计算机游戏互动来预测阅读障碍。我们在设计游戏项目时考虑了(1)对阅读障碍患者所犯错误的实证语言学分析,以及(2)与阅读障碍相关的特定认知技能:语言技能、工作记忆、执行功能和感知过程。我们使用从游戏中获得的测量方法,对267名儿童和成人进行了实验,以训练一个统计模型,该模型可以使用从游戏中获得的测量方法来预测有或没有阅读障碍的读者。该模型在10倍交叉实验中进行训练和评估,使用最具信息量的特征达到84.62%的准确率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Screening Dyslexia for English Using HCI Measures and Machine Learning
More than 10% of the population has dyslexia, and most are diagnosed only after they fail in school. This work seeks to change this through early detection via machine learning models that predict dyslexia by observing how people interact with a linguistic computer-based game. We designed items of the game taking into account (i) the empirical linguistic analysis of the errors that people with dyslexia make, and (ii) specific cognitive skills related to dyslexia: Language Skills, Working Memory, Executive Functions, and Perceptual Processes. . Using measures derived from the game, we conducted an experiment with 267 children and adults in order to train a statistical model that predicts readers with and without dyslexia using measures derived from the game. The model was trained and evaluated in a 10-fold cross experiment, reaching 84.62% accuracy using the most informative features.
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