11 research outputs found

    Evaluation of Support Vector Machine and Decision Tree for Emotion Recognition of Malay Folklores

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    In this paper, the performance of Support Vector Machine (SVM) and Decision Tree (DT) in classifying emotions from Malay folklores is presented. This work is the continuation of our storytelling speech synthesis work to add emotions for a more natural storytelling. A total of 100 documents from children short stories are collected and used as the datasets of the text-based emotion recognition experiment. Term Frequency-Inverse Document Frequency (TF-IDF) is extracted from the text documents and classified using SVM and DT. Four types of common emotions, which are happy, angry, fearful and sad are classified using the two classifiers. Results showed that DT outperformed SVM by more than 22.2% accuracy rate. However, the overall emotion recognition is only at moderate rate suggesting an improvement is needed in future work. The accuracy of the emotion recognition should be improved in future studies by using semantic feature extractors or by incorporating deep learning for classification

    Assessment of students’ cognitive–affective states in learning within a computer-based environment: Effects on performance

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    Students’ cognitive-affective states are human elements that are crucial in the design of computer-based learning (CBL) systems.This paper presents an investigation of students’ cognitiveaffective states (i.e., engaged concentration, anxiety, and boredom) when they learn a particular course within CBL systems.The results of past studies by other researchers suggested that certain cognitive-affective states; particularly boredom and anxiety could negatively influence learning in a computer-based environment.This paper investigates the types of cognitive-affective state that students experience when they learn through a specifi c instance of CBL (i.e., a content sequencing system). Further, research was carried to understand whether the cognitive-affective states would infl uence students’ performance within the environment.A one-way between-subject-design experiment was conducted utilizing four instruments (i) CBL systems known as IT-Tutor for learning computer network, (ii) a pre-test, (iii) a post-test, and (iv) self-report inventory to capture the students’ cognitive-affective states. A cluster analysis and discriminant function analysis were employed to identify and classify the students’ cognitiveaffective states.Students were classifi ed according to their prior knowledge to element the effects of it on performance.Then,non-parametric statistical tests were conducted on different pairs of cluster of the cognitive-affective states and prior knowledge to determine differences on students’ performance. The results of this study suggested that all the three cognitive-affective states were experienced by the students. The cognitive-affective states were found to have positive effects on the students’ performance.This study revealed that disengaged cognitive-affective states, particularly boredom can improve learning performance for lowprior knowledge students

    Towards detecting programmers’ stress on the basis of keystroke dynamics

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    Assessment of student's cognitive-affective states in learning within a computer-based environment: Effects on performance

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    Students’ cognitive-affective states are human-elements that are crucial in the design of computer-based learning (CBL) systems.This paper presents an investigation of students’ cognitive affective states (i.e., engaged concentration, anxiety, and boredom) when they learn a particular course within CBL systems.The results of past studies by other researchers suggested that certain cognitive-affective states; particularly boredom and anxiety could negatively influence learning in a computer-based environment.This paper investigates the types of cognitive-affective state that students experience when they learn through a specific instance of CBL (i.e., a content sequencing system).Further, research was carried to understand whether the cognitive-affective states would influence students’ performance within the environment. A one-way between-subject-design experiment was conducted utilizing four instruments (i) CBL systems known as IT-Tutor for learning computer network, (ii) a pre-test, (iii) a post-test, and (iv) self-report inventory to capture the students’ cognitive-affective states. A cluster analysis and discriminant function analysis were employed to identify and classify the students’ cognitive affective states. Students were classified according to their prior knowledge to element the effects of it on performance. Then, non-parametric statistical tests were conducted on different pairs of cluster of the cognitive-affective states and prior knowledge to determine differences on students’ performance.The results of this study suggested that all the three cognitive-affective states were experienced by the students.The cognitive-affective states were found to have positive effects on the students’ performance. This study revealed that disengaged cognitive-affective states, particularly boredom can improve learning performance for low prior knowledge students

    Implicit emotion detection in text

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    In text, emotion can be expressed explicitly, using emotion-bearing words (e.g. happy, guilty) or implicitly without emotion-bearing words. Existing approaches focus on the detection of explicitly expressed emotion in text. However, there are various ways to express and convey emotions without the use of these emotion-bearing words. For example, given two sentences: “The outcome of my exam makes me happy” and “I passed my exam”, both sentences express happiness, with the first expressing it explicitly and the other implying it. In this thesis, we investigate implicit emotion detection in text. We propose a rule-based approach for implicit emotion detection, which can be used without labeled corpora for training. Our results show that our approach outperforms the lexicon matching method consistently and gives competitive performance in comparison to supervised classifiers. Given that emotions such as guilt and admiration which often require the identification of blameworthiness and praiseworthiness, we also propose an approach for the detection of blame and praise in text, using an adapted psychology model, Path model to blame. Lack of benchmarking dataset led us to construct a corpus containing comments of individuals’ emotional experiences annotated as blame, praise or others. Since implicit emotion detection might be useful for conflict-of-interest (CoI) detection in Wikipedia articles, we built a CoI corpus and explored various features including linguistic and stylometric, presentation, bias and emotion features. Our results show that emotion features are important when using Nave Bayes, but the best performance is obtained with SVM on linguistic and stylometric features only. Overall, we show that a rule-based approach can be used to detect implicit emotion in the absence of labelled data; it is feasible to adopt the psychology path model to blame for blame/praise detection from text, and implicit emotion detection is beneficial for CoI detection in Wikipedia articles
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