Luz Rello

HC
4papers
257citations
Novelty44%
AI Score28

4 Papers

CLSep 17, 2024
Small Language Models can Outperform Humans in Short Creative Writing: A Study Comparing SLMs with Humans and LLMs

Guillermo Marco, Luz Rello, Julio Gonzalo

In this paper, we evaluate the creative fiction writing abilities of a fine-tuned small language model (SLM), BART-large, and compare its performance to human writers and two large language models (LLMs): GPT-3.5 and GPT-4o. Our evaluation consists of two experiments: (i) a human study in which 68 participants rated short stories from humans and the SLM on grammaticality, relevance, creativity, and attractiveness, and (ii) a qualitative linguistic analysis examining the textual characteristics of stories produced by each model. In the first experiment, BART-large outscored average human writers overall (2.11 vs. 1.85), a 14% relative improvement, though the slight human advantage in creativity was not statistically significant. In the second experiment, qualitative analysis showed that while GPT-4o demonstrated near-perfect coherence and used less cliche phrases, it tended to produce more predictable language, with only 3% of its synopses featuring surprising associations (compared to 15% for BART). These findings highlight how model size and fine-tuning influence the balance between creativity, fluency, and coherence in creative writing tasks, and demonstrate that smaller models can, in certain contexts, rival both humans and larger models.

HCJun 7, 2019
Predicting risk of dyslexia with an online gamified test

Luz Rello, Ricardo Baeza-Yates, Abdullah Ali et al.

Dyslexia is a specific learning disorder related to school failure. Detection is both crucial and challenging, especially in languages with transparent orthographies, such as Spanish. To make detecting dyslexia easier, we designed an online gamified test and a predictive machine learning model. In a study with more than 3,600 participants, our model correctly detected over 80% of the participants with dyslexia. To check the robustness of the method we tested our method using a new data set with over 1,300 participants with age customized tests in a different environment -- a tablet instead of a desktop computer -- reaching a recall of over 72% for the class with dyslexia for children 9 years old or older. Our work shows that dyslexia can be screened using a machine learning approach. An online screening tool based on our methods has already been used by more than 200,000 people.

HCDec 7, 2016
Productive, Anxious, Lonely - 24 Hours Without Push Notifications

Martin Pielot, Luz Rello

We report from the Do Not Disturb Challenge where 30 volunteers disabled notification alerts for 24 hours across all devices. The effect of the absence of notifications on the participants was isolated through an experimental study design: we compared self-reported feedback from the day without notifications against a baseline day. The evidence indicates that notifications have locked us in a dilemma: without notifications, participants felt less distracted and more productive. But, they also felt no longer able to be as responsive as expected, which made some participants anxious. And, they felt less connected with one's social group. In contrast to previous reports, about two third of the participants expressed the intention to change how they manage notifications. Two years later, half of the participants are still following through with their plans.

HCAug 19, 2015
A Computer-Based Method to Improve the Spelling of Children with Dyslexia

Luz Rello, Clara Bayarri, Yolanda Otal et al.

In this paper we present a method which aims to improve the spelling of children with dyslexia through playful and targeted exercises. In contrast to previous approaches, our method does not use correct words or positive examples to follow, but presents the child a misspelled word as an exercise to solve. We created these training exercises on the basis of the linguistic knowledge extracted from the errors found in texts written by children with dyslexia. To test the effectiveness of this method in Spanish, we integrated the exercises in a game for iPad, DysEggxia (Piruletras in Spanish), and carried out a within-subject experiment. During eight weeks, 48 children played either DysEggxia or Word Search, which is another word game. We conducted tests and questionnaires at the beginning of the study, after four weeks when the games were switched, and at the end of the study. The children who played DysEggxia for four weeks in a row had significantly less writing errors in the tests that after playing Word Search for the same time. This provides evidence that error-based exercises presented in a tablet help children with dyslexia improve their spelling skills.