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Titlebook: Affective Computing and Intelligent Interaction; Fourth International Sidney D’Mello,Arthur Graesser,Jean-Claude Martin Conference proceedi

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51#
發(fā)表于 2025-3-30 09:53:17 | 只看該作者
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發(fā)表于 2025-3-30 12:46:27 | 只看該作者
https://doi.org/10.1057/9780230286191nal dialogs. The game of EMO20Q provides a framework for demonstrating this shared meaning and, moreover, provides a standardized way for collecting the judgments of ordinary people. The paper offers preliminary results of EMO20Q pilot experiments, showing that such a game is feasible and that it ge
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發(fā)表于 2025-3-30 18:43:59 | 只看該作者
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發(fā)表于 2025-3-30 21:35:25 | 只看該作者
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發(fā)表于 2025-3-31 02:32:26 | 只看該作者
Interpretations of Artificial Subtle Expressions (ASEs) in Terms of Different Types of Artifact: A C
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發(fā)表于 2025-3-31 05:04:06 | 只看該作者
A Comparison of Unsupervised Methods to Associate Colors with Words
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發(fā)表于 2025-3-31 15:29:58 | 只看該作者
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發(fā)表于 2025-3-31 21:33:13 | 只看該作者
Emotion Twenty Questions: Toward a Crowd-Sourced Theory of Emotionsle about emotion terms. . (EMO20Q) is a dialog-based game that is similar to the familiar Twenty Questions game except that the object of guessing is the name for an emotion, rather than an arbitrary object. The game is implemented as a dyadic computer chat application using the Extensible Messaging
60#
發(fā)表于 2025-3-31 22:53:51 | 只看該作者
A Pattern-Based Model for Generating Text to Express Emotionded patterns. From the extended patterns, we chose good patterns that are suitable for generating emotion sentences. We also introduce a sentence planning module, which provides rules and constraints for our model.?We present some examples and results for our model. We show that the model can genera
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