6,371 research outputs found

    Using Fuzzy Sentiment Computing and Inference Method to Study Consumer Online Reviews

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    As a new type of word-of-mouth information, online consumer reviews possess critical information regarding consumer‘s concerns and their experience with the product or service. Such information is considered essential to firms‘ business intelligence which can be utilized for the purpose of production recommendation, personalization, and better customer understanding. This paper considers the problem of online reviews sentiment mining based on the theory of consumer psychology and behavior. Given the fuzzy attribute nature of the online reviews, we have established fuzzy group bases of consumer psychology. Four fuzzy bases, including features, sense, mood and evaluation, are established. The consumer attitude elements are reflected by natural language reviews. A fuzzy sentiment computing algorithm of online reviews for consumer sentiment is developed, and a fuzzy rule base is also presented based on consumer decision-making process. Finally it shows by means of an experiment that the proposed approach is very well suited as an analysis tool for the online reviews sentiment mining problem

    Quality of experience in affective pervasive environments

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    The confluence of miniaturised powerful devices, widespread communication networks and mass remote storage has caused a fundamental shift in the user interaction design paradigm. The distinction between system and user in pervasive environments is evolving into an increasingly integrated loop of interaction, raising a number of opportunities to provide enhanced and personalised experiences. We propose a platform, based on a smart architecture, to address the identified opportunities in pervasive computing. Smart systems aim at acting upon an environment for improving quality of experience: a subjective measure that has been defined as an emotional reaction to products or services. The inclusion of an emotional dimension allows us to measure individual user responses and deliver personalised services with the potential to influence experiences positively. The platform, Cloud2Bubble, leverages pervasive systems to aggregate user and environment data with the goal of addressing personal preferences and supra-functional requirements. This, combined with its societal implications, results in a set of design principles as a concrete fruition of design contractualism. In particular, this thesis describes: - a review of intelligent ubiquitous environments and relevant technologies, including a definition of user experience as a dynamic affective construct; - a specification of main components for personal data aggregation and service personalisation, without compromising privacy, security or usability; - the implementation of a software platform and a methodological procedure for its instantiation; - an evaluation of the developed platform and its benefits for urban mobility and public transport information systems; - a set of design principles for the design of ubiquitous systems, with an impact on individual experience and collective awareness. Cloud2Bubble contributes towards the development of affective intelligent ubiquitous systems with the potential to enhance user experience in pervasive environments. In addition, the platform aims at minimising the risk of user digital exposure while supporting collective action.Open Acces

    And the Robot Asked "What do you say I am?" Can Artificial Intelligence Help Theologians and Scientists Understand Free Moral Agency?

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    Concepts of human beings as free and morally responsible agents are shared culturally by scientists and Christian theologians. Accomiplishments of the "artificial intelligence" (AI) branch of computer science now suggest the possibility of an advanced robot mimicking behaviors associated with free and morally responsible agency. The author analyzes some specific features theology has expected of such agency, inquiring whether appropriate AI resources are available for incorporating the features in robots. Waiving questions of whether such extraordinary robots will be constructed, the analysis indicates that they could be, furnishing useful new scientific resources for understanding moral agency

    Sentiment Analysis of Movie Review using Machine Learning Approach

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    With development of Internet and Natural Language processing, use of regional languages is also grown for communication. Sentiment analysis is natural language processing task that extracts useful information from various data forms such as reviews and categorize them on basis of polarity. One of the sub-domain of opinion mining is sentiment analysis which is basically focused on the extraction of emotions and opinions of the people towards a particular topic from textual data. In this paper, sentiment analysis is performed on IMDB movie review database. We examine the sentiment expression to classify the polarity of the movie review on a scale of negative to positive and perform feature extraction and ranking and use these features to train our multilevel classifier to classify the movie review into its correct label. In this paper classification of movie reviews into positive and negative classes with the help of machine learning. Proposed approach using classification techniques has the best accuracy of about 99%

    An Improved Approach of Intention Discovery with Machine Learning for POMDP-based Dialogue Management

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    An Embodied Conversational Agent (ECA) is an intelligent agent that works as the front end of software applications to interact with users through verbal/nonverbal expressions and to provide online assistance without the limits of time, location, and language. To help to improve the experience of human-computer interaction, there is an increasing need to empower ECA with not only the realistic look of its human counterparts but also a higher level of intelligence. This thesis first highlights the main topics related to the construction of ECA, including different approaches of dialogue management, and then discusses existing techniques of trend analysis for its application in user classification. As a further refinement and enhancement to our prior work on ECA, this thesis research proposes a cohesive framework to integrate emotion-based facial animation with improved intention discovery. In addition, a machine learning technique modelled from Q-learning (Quality-Learning) technique is introduced to support sentiment analysis for the adjustment of policy design in POMDP-based dialogue management. It is anticipated that the proposed research work is going to improve the accuracy of intention discovery while reducing the length of dialogues. Un agent de conversation incorporé (ECA) est un agent intelligent fonctionnant en amont des applications logicielles pour interagir avec les utilisateurs par le biais d\u27expressions verbales / non verbales et pour fournir une assistance en ligne sans limite de temps, de lieu et de langage. Pour aider à améliorer l\u27expérience de l\u27interaction homme-machine, il est de plus en plus nécessaire de doter la CEA de droits non seulement vis-à-vis de ses homologues humains, mais également d\u27un niveau de renseignement supérieur. Cette thèse aborde d’abord les principaux sujets liés à la construction de la CEA, y compris différentes approches de la gestion du dialogue, puis aborde les techniques existantes d’analyse des tendances pour son application à la classification des utilisateurs. Pour affiner et améliorer nos travaux antérieurs sur ECA, cette thèse de recherche propose un cadre cohérent pour intégrer une animation faciale basée sur les émotions avec une découverte de l’intention améliorée. En outre, une technique d\u27apprentissage automatique modélisée à partir de la technique Q-learning (Quality-Learning) est introduite pour prendre en charge l\u27analyse des sentiments afin d\u27ajuster la conception des stratégies dans la gestion du dialogue basée sur POMDP. On s’attend à ce que les travaux de recherche proposés améliorent la précision de la découverte de l’intention tout en réduisant la durée des dialogues

    Optimal set of EEG features for emotional state classification and trajectory visualization in Parkinson's disease

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    In addition to classic motor signs and symptoms, individuals with Parkinson's disease (PD) are characterized by emotional deficits. Ongoing brain activity can be recorded by electroencephalograph (EEG) to discover the links between emotional states and brain activity. This study utilized machine-learning algorithms to categorize emotional states in PD patients compared with healthy controls (HC) using EEG. Twenty non-demented PD patients and 20 healthy age-, gender-, and education level-matched controls viewed happiness, sadness, fear, anger, surprise, and disgust emotional stimuli while fourteen-channel EEG was being recorded. Multimodal stimulus (combination of audio and visual) was used to evoke the emotions. To classify the EEG-based emotional states and visualize the changes of emotional states over time, this paper compares four kinds of EEG features for emotional state classification and proposes an approach to track the trajectory of emotion changes with manifold learning. From the experimental results using our EEG data set, we found that (a) bispectrum feature is superior to other three kinds of features, namely power spectrum, wavelet packet and nonlinear dynamical analysis; (b) higher frequency bands (alpha, beta and gamma) play a more important role in emotion activities than lower frequency bands (delta and theta) in both groups and; (c) the trajectory of emotion changes can be visualized by reducing subject-independent features with manifold learning. This provides a promising way of implementing visualization of patient's emotional state in real time and leads to a practical system for noninvasive assessment of the emotional impairments associated with neurological disorders

    About the nature of Kansei information

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    Kansei studies refer to the more and more holistic consideration of the cognitive and affective processes which occur during user experience. In addition, few studies deal with the experience of the designers during the design process, and its influence on the final design outputs. Historically kansei engineering has been firstly focused on the semantic differential approach. Afterwards emotions were integrated into kansei approaches. The semantic differential approach enabled to evaluate products and then to generate automatically design solutions with semantic input data. Thereafter, evaluations have been completed by physiological measurements in order to reduce the subjectivity involved in those evaluations and also to capture some unconscious reactions. This implementation is still in process. Today kansei studies have been much enriched from the three disciplines of design science, psychology and artificial intelligence. The cross influence between these disciplines brought new dimensions into kansei approaches (multisensory design information, personality, values, and culture, new formalisms and algorithms) which lead progressively towards the consideration of a whole enriched kansei experience. We propose in this paper a description of the nature of kansei information. Then we present some major orientations for kansei evaluation. Finally we propose an overall table gathering information about kansei dimensions and formats.AN

    Meta-KANSEI modeling with Valence-Arousal fMRI dataset of brain

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    Background: Traditional KANSEI methodology is an important tool in the field of psychology to comprehend the concepts and meanings; it mainly focusses on semantic differential methods. Valence-Arousal is regarded as a reflection of the KANSEI adjectives, which is the core concept in the theory of effective dimensions for brain recognition. From previous studies, it has been found that brain fMRI datasets can contain significant information related to Valence and Arousal. Methods: In this current work, a Valence-Arousal based meta-KANSEI modeling method is proposed to improve the traditional KANSEI presentation. Functional Magnetic Resonance Imaging (fMRI) was used to acquire the response dataset of Valence-Arousal of the brain in the amygdala and orbital frontal cortex respectively. In order to validate the feasibility of the proposed modeling method, the dataset was processed under dimension reduction by using Kernel Density Estimation (KDE) based segmentation and Mean Shift (MS) clustering. Furthermore, Affective Norm English Words (ANEW) by IAPS (International Affective Picture System) were used for comparison and analysis. The data sets from fMRI and ANEW under four KANSEI adjectives of angry, happy, sad and pleasant were processed by the Fuzzy C-Means (FCM) algorithm. Finally, a defined distance based on similarity computing was adopted for these two data sets. Results: The results illustrate that the proposed model is feasible and has better stability per the normal distribution plotting of the distance. The effectiveness of the experimental methods proposed in the current work was higher than in the literature. Conclusions: mean shift can be used to cluster and central points based meta-KANSEI model combining with the advantages of a variety of existing intelligent processing methods are expected to shift the KANSEI Engineering (KE) research into the medical imaging field

    Socio-Cognitive and Affective Computing

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    Social cognition focuses on how people process, store, and apply information about other people and social situations. It focuses on the role that cognitive processes play in social interactions. On the other hand, the term cognitive computing is generally used to refer to new hardware and/or software that mimics the functioning of the human brain and helps to improve human decision-making. In this sense, it is a type of computing with the goal of discovering more accurate models of how the human brain/mind senses, reasons, and responds to stimuli. Socio-Cognitive Computing should be understood as a set of theoretical interdisciplinary frameworks, methodologies, methods and hardware/software tools to model how the human brain mediates social interactions. In addition, Affective Computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects, a fundamental aspect of socio-cognitive neuroscience. It is an interdisciplinary field spanning computer science, electrical engineering, psychology, and cognitive science. Physiological Computing is a category of technology in which electrophysiological data recorded directly from human activity are used to interface with a computing device. This technology becomes even more relevant when computing can be integrated pervasively in everyday life environments. Thus, Socio-Cognitive and Affective Computing systems should be able to adapt their behavior according to the Physiological Computing paradigm. This book integrates proposals from researchers who use signals from the brain and/or body to infer people's intentions and psychological state in smart computing systems. The design of this kind of systems combines knowledge and methods of ubiquitous and pervasive computing, as well as physiological data measurement and processing, with those of socio-cognitive and affective computing
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