13,384 research outputs found

    Real-time expressive internet communications

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    This research work "Real-time Expressive Internet Communications" focuses on two subjects: One is the investigation of methods of automatic emotion detection and visualisation under real-time Internet communication environment, the other is the analysis of the influences of presenting visualised emotion expressivei mages to Internet users. To detect emotion within Internet communication, the emotion communication process over the Internet needs to be examined. An emotion momentum theory was developed to illustrate the emotion communication process over the Internet communication. It is argued in this theory that an Internet user is within a certain emotion state, the emotion state is changeable by internal and external stimulus (e.g. a received chat message) and time; stimulus duration and stimulus intensity are the major factors influencing the emotion state. The emotion momentum theory divides the emotions expressed in Internet communication into three dimensions: emotion category, intensity and duration. The emotion momentum theory was implemented within a prototype emotion extraction engine. The emotion extraction engine can analyse input text in an Internet chat environment, detect and extract the emotion being communicated, and deliver the parameters to invoke an appropriate expressive image on screen to the every communicating user's display. A set of experiments were carried out to test the speed and the accuracy of the emotion extraction engine. The results of the experiments demonstrated an acceptable performance of the emotion extraction engine. The next step of this study was to design and implement an expressive image generator that generates expressive images from a single neutral facial image. Generated facial images are classified into six categories, and for each category, three different intensities were achieved. Users need to define only six control points and three control shapes to synthesise all the expressive images and a set of experiments were carried out to test the quality of the synthesised images. The experiment results demonstrated an acceptable recognition rate of the generated facial expression images. With the emotion extraction engine and the expressive image generator,a test platform was created to evaluate the influences of emotion visualisation in the Internet communication context. The results of a series of experiments demonstratedthat emotion visualisation can enhancethe users' perceived performance and their satisfaction with the interfaces. The contributions to knowledge fall into four main areas; firstly, the emotion momentum theory that is proposed to illustrate the emotion communication process over the Internet; secondly, the innovations built into an emotion extraction engine, which senses emotional feelings from textual messages input by Internet users; thirdly, the innovations built into the expressive image generator, which synthesises facial expressions using a fast approach with a user friendly interface; and fourthly, the identification of the influence that the visualisation of emotion has on human computer interaction

    Real-time expressive Internet communications

    Get PDF
    This research work "Real-time Expressive Internet Communications" focuses on two subjects: One is the investigation of methods of automatic emotion detection and visualisation under real-time Internet communication environment, the other is the analysis of the influences of presenting visualised emotion expressivei mages to Internet users. To detect emotion within Internet communication, the emotion communication process over the Internet needs to be examined. An emotion momentum theory was developed to illustrate the emotion communication process over the Internet communication. It is argued in this theory that an Internet user is within a certain emotion state, the emotion state is changeable by internal and external stimulus (e.g. a received chat message) and time; stimulus duration and stimulus intensity are the major factors influencing the emotion state. The emotion momentum theory divides the emotions expressed in Internet communication into three dimensions: emotion category, intensity and duration. The emotion momentum theory was implemented within a prototype emotion extraction engine. The emotion extraction engine can analyse input text in an Internet chat environment, detect and extract the emotion being communicated, and deliver the parameters to invoke an appropriate expressive image on screen to the every communicating user's display. A set of experiments were carried out to test the speed and the accuracy of the emotion extraction engine. The results of the experiments demonstrated an acceptable performance of the emotion extraction engine. The next step of this study was to design and implement an expressive image generator that generates expressive images from a single neutral facial image. Generated facial images are classified into six categories, and for each category, three different intensities were achieved. Users need to define only six control points and three control shapes to synthesise all the expressive images and a set of experiments were carried out to test the quality of the synthesised images. The experiment results demonstrated an acceptable recognition rate of the generated facial expression images. With the emotion extraction engine and the expressive image generator,a test platform was created to evaluate the influences of emotion visualisation in the Internet communication context. The results of a series of experiments demonstratedthat emotion visualisation can enhancethe users' perceived performance and their satisfaction with the interfaces. The contributions to knowledge fall into four main areas; firstly, the emotion momentum theory that is proposed to illustrate the emotion communication process over the Internet; secondly, the innovations built into an emotion extraction engine, which senses emotional feelings from textual messages input by Internet users; thirdly, the innovations built into the expressive image generator, which synthesises facial expressions using a fast approach with a user friendly interface; and fourthly, the identification of the influence that the visualisation of emotion has on human computer interaction.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    TikTok y el nuevo lenguaje de comunicación política: el caso de Podemos

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    Political parties struggle to reconnect to Young people by using social networks. Acknowledging that 2020 has been the year of TikTok, most Spanish political parties have joined this social network: Podemos, with 191.400 followers and 3.1 million likes, isthe most followed political party on this platform. Using multimodal content analysis, this paper aims at analyzing how the party is using this social network, and for which purposes, placing the attention on how Podemos has adapted to TikTok specificities in terms of both language and technical affordances. Results show that while the party perfectly adapts to TikTok’s specific language and technical affordances (special effects, etc.), instead of focusing on entertainment, the platform’s main genre, it uses TikTok as a showcase for political activities, failing in favoring a renovating relationship with users. However, politics is represented through the game frame, that is to say,dramatized as a battlefield between Good and Evil, whichstrengthensthe populist dichotomous vision of the world, endorsing emotional response. In this sense, it is possible to conclude that, although Podemos mainly displays political content, this content falls into the category of politainment. Considering that present trends in usage rates suggest that the short-video format is the future of social media, we might expect an increase in politainmement content.Los partidos políticos luchan por conectar con los jóvenes a través del uso de las redes sociales. 2020 ha sido el año de TikTok y, por esta razón, la mayoría de los partidos políticos españoles ha querido estar presente. Podemos, con 191.400 seguidores y 3,1 millones de me gusta, es la formación política que más destaca. A partir del análisis de contenido multimodal, este artículo analiza la manera en que Podemos utiliza esta red social, con qué finalidad y cómo se ha adaptado a sus técnicas y lenguaje. Podemos se ha acoplado perfectamente al argot de TikTok y a todas sus especificidades técnicas (efectos especiales, etc.), si bien los resultados muestran que en lugar de centrarse en el entretenimiento –razón principal de la plataforma–,utiliza TikTok como escaparate de sus actividades políticas, dejando de lado la verdadera forma de relación entre los usuarios. Sin embargo, la política se representa a través del game frame, es decir, dela dramatización en el campo de batalla entre el bien y el mal, dicotomía que refuerza la visión populista del mundo mediante una respuesta básicamente emocional. A pesar de que el contenido del Podemos en esta red social es sobre todo político, lo cierto es que ese contenido entraría en la categoría de politainment (entretenimiento político). Teniendo en cuenta que las tendencias actuales sugieren que el formato del vídeo corto es el futuro de las redes sociales, se espera que haya un aumento claro del politainmenten TikTok

    ESSAYS ON MARKETING MODEL APPLICATIONS FOR ONLINE AND OFFLINE COMMUNITIES

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    Social interactions in a community influence perceptions and values of members of the community. Recently Web 2.0 technologies have stimulated rapid growth of online communities, where communications between participants are made much easier. It is important to study how participants' behaviors and preferences are affected by their communities. In my dissertation, I develop quantitative marketing models to empirically study perceptions and attitudes of participants in online and offline communities. Essay 1 examines an offline community, distributor community in multi-level marketing organizations. We propose a spatial model to understand the determinants of distributor satisfaction and simultaneously account for biases in measures in the context of cross-country marketing operations. We define an attribute-space using measures such as sales momentum and effort expended on business by distributors. The relationship between distributor satisfaction and its drivers varies within this attribute-space and across markets. Based on survey data from a large multi-national multilevel marketing firm, we empirically illustrate how marketing control variables impact distributor satisfaction scores across countries after controlling for biases. We also discuss the resource allocation implications based on the study. Essay 2 studies an online community, online bargain hunting forum. We investigate whether and how online discussions posted by active participants affect the interest and preference of the silent majority. We collect data from a major bargain hunting forum. Our analysis of the online discussions goes beyond measures of volume and valence, and delves into the specific contents of discussions posted in the forum. We classify the contents into a range of specific categories, and develop a Bayesian Poisson-Binomial model to examine how silent viewers' interest in and preference for a featured deal are influenced by the discussions, while controlling for many other factors. Our results show that the content of discussions posted by active participants indeed affects the silent viewers' interest in and preference for a featured deal, and that the effects are different across the specific categories of content. Our findings demonstrate that marketers can benefit from monitoring activities in online bargaining hunting forums, and suggest ways for them to participating in these forums

    Crowdsourcing a Word-Emotion Association Lexicon

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    Even though considerable attention has been given to the polarity of words (positive and negative) and the creation of large polarity lexicons, research in emotion analysis has had to rely on limited and small emotion lexicons. In this paper we show how the combined strength and wisdom of the crowds can be used to generate a large, high-quality, word-emotion and word-polarity association lexicon quickly and inexpensively. We enumerate the challenges in emotion annotation in a crowdsourcing scenario and propose solutions to address them. Most notably, in addition to questions about emotions associated with terms, we show how the inclusion of a word choice question can discourage malicious data entry, help identify instances where the annotator may not be familiar with the target term (allowing us to reject such annotations), and help obtain annotations at sense level (rather than at word level). We conducted experiments on how to formulate the emotion-annotation questions, and show that asking if a term is associated with an emotion leads to markedly higher inter-annotator agreement than that obtained by asking if a term evokes an emotion

    Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames

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    This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dimension of the medium ideologically updates the classical forms of that genre, be it through activation or deactivation. The article concludes with an evaluation of the degree in which the neoliberal discourse interferes with the understanding of utopia on behalf of the medium and with its imaginary capabilities to allow for an effective change in social reality

    Arts, Health and Well-Being across the Military Continuum

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    Is there an active, meaningful role for the arts and creative arts therapies in addressing this vast array of critical human readiness issues across the military continuum? In general, "readiness" is the #1 issue for the military at all times. The connection of the arts to the human dimension of readiness is key. Military leaders say we need every weapon in our arsenal to meet the many challenges we face today. However, one of the most powerful tools we have in our arsenal -- the arts -- is often under-utilized and not well understood within the military and the healthcare system. The arts and creative arts therapists are -- and have been -- a part of military tradition and missions across all branches, supporting military health services, wellness, and mission readiness, including family support. For example, the War Department ordered the use of music in rehabilitation for the war wounded in World War II. In June 1945, the Department of War issued "Technical Bulletin 187: Music in Reconditioning in American Service Convalescent and General Hospitals." This bulletin was a catalyst for the growth and development of music therapy being used as a rehabilitative service for active duty service members and veterans alike during and after WWII. Although many gaps exist in our knowledge regarding the arts in military settings, what we do know to date holds great promise for powerful outcomes for our service members, veterans, their families, and the individuals who care for them. Today, a growing number of members of the public and private sectors are eager to collaborate with military leaders to help make these outcomes a reality.Nowhere was the momentum for greater collaboration more evident than in October 2011, when the first National Summit: Arts in Healing for Warriors was held at Walter Reed National Military Medical Center (now referred to as Walter Reed Bethesda) and the National Intrepid Center of Excellence (NICoE). Rear Admiral Alton L. Stocks, Commander of Walter Reed Bethesda, hosted the National Summit, in partnership with a national planning group of military, government, and nonprofit leaders. The 2011 Summit marked the first time various branches of the military collaborated with civilian agencies to discuss how engaging with the arts provides opportunities to meet the key health issues our military faces -- from pre-deployment to deployment to homecoming.Building upon its success, a multi-year National Initiative for Arts & Health in the Military was established in 2012, with the advice and guidance of federal agency, military, nonprofit, and private sector partners (see Figure 2). The National Initiative for Arts & Health in the Military (National Initiative) represents an unprecedented military/civilian collaborative effort whose mission is to "advance the arts in health, healing, and healthcare for military service members, veterans, their families, and caregivers."Members of the National Initiative share a commitment to optimize health and wellness, with a deep understanding and awareness that the arts offer a unique and powerful doorway into healing in ways that many conventional medical approaches do not. The Initiative's goals include working across military, government, private, and nonprofit sectors to: 1. Advance the policy, practice, and quality use of arts and creativity as tools for health in the military; 2. Raise visibility, understanding, and support of arts and health in the military; and 3. Make the arts as tools for health available to all active duty military, medical staff, family members, and veterans
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