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Full-Text Articles in Computer Engineering

Determining Tone Of A Body Of Text, Cole G. Hollant Jan 2020

Determining Tone Of A Body Of Text, Cole G. Hollant

Senior Projects Spring 2020

We will be looking into emotion detection and manipulation within a body of text based off of Robert Plutchik’s basic emotions. This project encompasses building probabilistic and lexical models, full-stack web development, and dataset creation and application. We will build our models off of Latent Dirichlet Allocation—a grouping model common in natural language processing (nlp) and lexicons compiled through crowdsourcing. User testing is undergone as a means of measuring the effectiveness of our models. We discuss the application of concepts and technologies including MongoDB, REST APIs, containerization, IaaS, and web frontends.


Emotion Forecasting In Dyadic Conversation : Characterizing And Predicting Future Emotion With Audio-Visual Information Using Deep Learning, Sadat Shahriar Jan 2019

Emotion Forecasting In Dyadic Conversation : Characterizing And Predicting Future Emotion With Audio-Visual Information Using Deep Learning, Sadat Shahriar

Legacy Theses & Dissertations (2009 - 2024)

Emotion forecasting is the task of predicting the future emotion of a speaker, i.e., the emotion label of the future speaking turn–based on the speaker’s past and current audio-visual cues. Emotion forecasting systems require new problem formulations that differ from traditional emotion recognition systems. In this thesis, we first explore two types of forecasting windows(i.e., analysis windows for which the speaker’s emotion is being forecasted): utterance forecasting and time forecasting. Utterance forecasting is based on speaking turns and forecasts what the speaker’s emotion will be after one, two, or three speaking turns. Time forecasting forecasts what the speaker’s emotion will …


Inducing Emotional Response In Interactive Media, Keenan M. Reimer Aug 2016

Inducing Emotional Response In Interactive Media, Keenan M. Reimer

Master's Theses

Video games, and entertainment media have been developed for many years, and eliciting emotional experiences is an integral part of that process. Producing and editing game content in order to affect desired emotional experiences can be expensive and cumbersome to developers. This paper presents a study intended to show that such experiences can be affected with simple after-the-fact audio-visual effects. As subjects of the study, participants experience three different emotional states, fear, peace, and none, over three rounds and in three different game environments. They are given a simple narrative in each environment that directs them to gather various objects. …