A problem for RST: the need for multi-level discourse analysis
Computational Linguistics
interactions - The digital muse: HCI in support of creativity
Dialogue act modeling for automatic tagging and recognition of conversational speech
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GROUP '05 Proceedings of the 2005 international ACM SIGGROUP conference on Supporting group work
Innovation Game as Workplace for Sensing Values in Design and Market
ICDMW '08 Proceedings of the 2008 IEEE International Conference on Data Mining Workshops
Relationship between utterances and "enthusiasm" in non-task-oriented conversational dialogue
SigDIAL '06 Proceedings of the 7th SIGdial Workshop on Discourse and Dialogue
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We have developed a table game named Innovation Game that supports users for thinking up ideas with social creativity. There are two types of players in the Innovation Game, innovators and consumers. While the innovators think up ideas and propose them to the consumers, the consumers criticize the ideas and make decisions whether they buy the ideas or not. In the Innovation Games, the innovators do not only propose their ideas to the consumers, but also improve the ideas using consumer's comments that represent negative impression to the ideas. Therefore, it is considered that ideas with social creativity are related to the negative comments from the consumers. However, the relation between them has not been cleared. In this paper, we analyze discourse texts of communication generating social creativity. The analysis method focuses on the negative comments obtained from the consumers. We analyzed discourse texts of the Innovation Game using the method, and it was verified that the more negative comments the innovators accept, the more ideas with social creativity are obtained.