Peekaboom: a game for locating objects in images
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Verbosity: a game for collecting common-sense facts
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Expressions of Empathy in ECAs
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Emotions evoked by common words and phrases: using mechanical turk to create an emotion lexicon
CAAGET '10 Proceedings of the NAACL HLT 2010 Workshop on Computational Approaches to Analysis and Generation of Emotion in Text
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The paper considers the results from an investigation of the emotional characteristics of the words from an electronic school-aid dictionary by means of a program system (PS) developed on the purpose. The PS aims at stimulating and facilitating the process of foreign language learning by games adapted for learning purposes, as well as at labeling the words with categories of word tags, including positive and negative semantic orientation, type of word -- spoken, poetic, a term, jargon, an insulting word, an archaic word etc.; creating n-grams; annotating the words with the emotions they evoke. The investigation showed that 65% of the words in the electronic school-aid dictionary have a positive semantic value and 81% could evoke positive emotions.