Affective Computing and Intelligent Interaction: Fourth by Abe Kazemzadeh, Sungbok Lee, Panayiotis G. Georgiou,

By Abe Kazemzadeh, Sungbok Lee, Panayiotis G. Georgiou, Shrikanth S. Narayanan (auth.), Sidney D’Mello, Arthur Graesser, Björn Schuller, Jean-Claude Martin (eds.)

The two-volume set LNCS 6974 and LNCS 6975 constitutes the refereed court cases of the Fourth foreign convention on Affective Computing and clever interplay, ACII 2011, held in Memphis,TN, united states, in October 2011.
The a hundred thirty five papers during this quantity set provided including three invited talks have been conscientiously reviewed and chosen from 196 submissions. The papers are geared up in topical sections on popularity and synthesis of human have an effect on, affect-sensitive purposes, methodological matters in affective computing, affective and social robotics, affective and behavioral interfaces, appropriate insights from psychology, affective databases, overview and annotation tools.

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Extra info for Affective Computing and Intelligent Interaction: Fourth International Conference, ACII 2011, Memphis, TN, USA, October 9–12, 2011, Proceedings, Part II

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Representing real-life emotions in audiovisual data with non basic emotional patterns and context features. W. ) ACII 2005. LNCS, vol. 3784, pp. 519–526. Springer, Heidelberg (2005) 4. : Interpreting ambiguous emotional expressions. , Amsterdam, Netherlands (2009) 5. : The rise of crowdsourcing. 06 (June 2006) 6. : Labeling images with a computer game. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2004) 7. : Web intelligence. In: Computer Software and Applications Conference (2000) 8.

References 1. : Automatic generation of narrative content for digital games. In: IEEE NLP-KE 2009, Dalian, China (2009) 2. : Visual development process for automatic generation of digital games narrative content. In: 47th ACL-IJCNLP Workshop, WS4, Singapore, August 2-7 (2009) A Pattern-Based Model for Generating Text to Express Emotion 21 3. : Using Argumentation to Control Lexicon Choice. D. thesis, Columbia University, New York, USA (1994) 4. : Simplenlg: A realisation engine for practical applications.

In conclusion, this paper examined how one can experimentally derive a theory of emotions from relatively unconstrained natural language interaction that is focused to the domain of emotions using the EMO20Q game. Our pilot data led to descriptive results that can inform practitioners of affective computing about how people understand emotions and communicate about them with natural language. Our future work will aim to collect more data to expand coverage of emotions, broaden the population of players, and to continue development of automated agents that play EMO20Q.

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