A Corpus of Turkish Offensive Language on Social Media

14082

Authors

nan

Abstract

AbstractThis paper introduces a corpus of Turkish offensive language. To our knowledge, this is the first corpus of offensive language for Turkish. The corpus consists of randomly sampled micro-blog posts from Twitter. The annotation guidelines are based on a careful review of the annotation practices of recent efforts for other languages. The corpus contains 36 232 tweets sampled randomly from the Twitter stream during a period of 18 months between Apr 2018 to Sept 2019. We found approximately 19 % of the tweets in the data contain some type of offensive language, which is further subcategorized based on the target of the offense. We describe the annotation process, discuss some interesting aspects of the data, and present results of automatically classifying the corpus using state-of-the-art text classification methods. The classifiers achieve 77.3 % F1 score on identifying offensive tweets, 77.9 % F1 score on determining whether a given offensive document is targeted or not, and 53.0 % F1 score on classifying the targeted offensive documents into three subcategories.

Keywords

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Full Content

Proceedings of the 12th Conference on Language Resources and Evaluation (LREC 2020), pages 600–609 Marseille, 11–16 May 2020 c⃝ European Language Resources Association (ELRA), licensed under CC-BY-NC 600 RDG-Map: A Multimodal Corpus of Pedagogical Human-Agent Spoken Interactions Maike Paetzel1, Deepthi Karkada2, Ramesh Manuvinakurike3 1Uppsala University Social Robotics Lab, Sweden 2Intel Corp, 3Intel Labs, Hillsboro, Oregon, United States maike.paetzel@it.uu.se, deepthi.karkada@intel.com, ramesh.manuvinakurike@intel.com Abstract This paper presents a multimodal corpus of 209 spoken game dialogues between a human and a remote-controlled artificial agent. The interactions involve people collaborating with the agent to identify countries on the world map as quickly as possible, which allows studying rapid and spontaneous dialogue with complex anaphoras, disfluent utterances and incorrect descriptions. The corpus consists of two parts: 8 hours of game interactions have been collected with a virtual unembodied agent online and 26.8 hours have been recorded with a physically embodied robot in a research lab. In addition to spoken audio recordings available for both parts, camera recordings and skeleton-, facial expression- and eye-gaze tracking data have been collected for the lab-based part of the corpus. In this paper, we introduce the pedagogical reference resolution game (RDG-Map) and the characteristics of the corpus collected. We also present an annotation scheme we developed in order to study the dialogue strategies utilized by the players. Based on a subset of 330 minutes of interactions annotated so far, we discuss initial insights into these strategies as well as the potential of the corpus for future research. Keywords: Multimodal Corpus, Conversational Games, Serious Dialogue Games, Rapid Spoken Dialogue, Human-Robot Inter- action, Crowd-sourcing 1. Introduction In this paper, we present the RDG-Map corpus, an exten- sion of the previously developed Rapid Dialogue Game (RDG) series (Paetzel et al., 2014; Zarrieß et al., 2016). The core dynamic of the RDG domain is to score as high as possible in a spoken dialogue game under time pressure, which leads to spontaneous rapid responses from the play- ers. Due to its importance in daily conversations, the goal of rapid dialogue games is to capture related phenomena of spontaneous natural speech in numerous tasks of vary- ing complexity. Such corpora can then be used for building state-of-the-art dialogue processing models that can make dialogue systems more efficient and human-like (Paetzel et al., 2015; Manuvinakurike et al., 2017). In comparison to the other games developed as part of the RDG series, RDG-Image, RDG-Phrase, and RDG-Pento, finding countries on the world map requires a more com- plex description strategy than it is required for identifying images, phrases and Pentomino pieces. In these simpler do- mains, players followed straightforward dialogue strategies only involving the current target. In RDG-Map, on the con- trary, we observe more complex dialogue interactions mak- ing use of other countries and past context. Such strategies result in rich conversations that can be an ideal platform for research on a variety of dialogue-related topics, such as language understanding, generation, and dialogue manage- ment. Figure 1 shows a sample dialogue in this domain. The RDG-Map game contributes …

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Labeled Text

AbstractThis paper introduces a corpus of Turkish offensive language. To our knowledge, this is the first corpus of offensive language for Turkish. The corpus consists of randomly sampled micro-blog posts from Twitter. The annotation guidelines are based on a careful review of the annotation practices of recent efforts for other languages. The corpus contains 36 232 tweets sampled randomly from the Twitter stream during a period of 18 months between Apr 2018 to Sept 2019. We found approximately 19 % of the tweets in the data contain some type of offensive language, which is further subcategorized based on the target of the offense. We describe the annotation process, discuss some interesting aspects of the data, and present results of automatically classifying the corpus using state-of-the-art text classification methods. The classifiers achieve 77.3 % F1 score on identifying offensive tweets, 77.9 % F1 score on determining whether a given offensive document is targeted or not, and 53.0 % F1 score on classifying the targeted offensive documents into three subcategories.

Publication Details

Paper ID:
14082
Year:
2020
Publication:
TIPSTER
Publication Type:
conf
DOI:
nan