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Igea: a Decoder-Only Language Model for Biomedical Text Generation in Italian

Buonocore, Tommaso Mario, Rancati, Simone, Parimbelli, Enea

arXiv.org Artificial Intelligence

The advent of probabilistic language models has revolutionized various domains, with biomedical natural language processing (NLP) standing out due to its significant impact on healthcare provision and medical research. The ability of these models to understand, process, and generate text from vast biomedical corpora has led to improvements in tasks such as entity recognition, relation extraction, and question answering. However, the majority of this progress has been focused on English-language texts, creating a notable disparity for other languages with fewer resources, such as Italian. In the Italian context, the scarcity of large and diverse training datasets presents a substantial challenge. General language models like Minerva and Maestrale have made strides in Italian NLP, but they lack the specialization required to handle the nuances of biomedical terminology effectively. Addressing this gap is crucial, as the precision and clarity needed in medical communications are paramount for clinical and research applications in such a high-stakes domain. In this paper we introduce Igea, a biomedical language model (BLM) built from the ground-up on the Italian language, and that is effective in handling Italian native biomedical text while maintaining its efficiency in terms of computational resources. We built upon the foundation model Minerva, which we then continually trained on Italian native biomedical text, while employing proper provisions to avoid disruption of what was learned during pre-training.


How Australia's gaming industry is leading the way in fighting sexism

The Guardian

At 23, Ally McLean already has what many would consider an enviable career. Currently the project lead at Sydney independent game development studio Robot House, McLean got her start as a professional cosplayer – designing and wearing elaborate gaming and pop-culture character costumes at comic book and gaming conventions. She spent years working directly with companies like Microsoft and Hi-Rez, before moving to community and marketing roles on video games The Witcher 3 and Warhammer 40,000: Regicide. But as for so many other young women trying to break into a male-dominated industry, it took her a long time to stop feeling like an outsider. "I lost count of the number of male executives or established developers who behaved excruciatingly sexist either towards me or in my presence," she says.