By Abe Kazemzadeh, Sungbok Lee, Panayiotis G. Georgiou, Shrikanth S. Narayanan (auth.), Sidney D’Mello, Arthur Graesser, Björn Schuller, Jean-Claude Martin (eds.)
The two-volume set LNCS 6974 and LNCS 6975 constitutes the refereed lawsuits of the Fourth overseas convention on Affective Computing and clever interplay, ACII 2011, held in Memphis,TN, united states, in October 2011.
The one hundred thirty five papers during this quantity set offered including three invited talks have been rigorously reviewed and chosen from 196 submissions. The papers are prepared in topical sections on acceptance and synthesis of human have an effect on, affect-sensitive purposes, methodological concerns in affective computing, affective and social robotics, affective and behavioral interfaces, correct insights from psychology, affective databases, evaluate and annotation tools.
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Extra info for Affective Computing and Intelligent Interaction: Fourth International Conference, ACII 2011, Memphis, TN, USA, October 9–12, 2011, Proceedings, Part II
It also shows that, on average, 65% (out of 100% before seeds) of these features appear before emotion seeds, and 54% (out of 100% after seeds) of the time they appear after emotion seeds. In the table, L (Left) and R (Right) are parts-of-speech or tokens before emotion seeds, and parts-of-speech or tokens after emotion seeds, respectively. Previous research on word sense disambiguation in contextual analysis has identiﬁed several features that are good indicators of word properties. These include surrounding words and their POS tags, collocation and keywords in contexts .
Intentions in Communication. The MIT Press, MA (1990) 3. : Subtle expressivity in a robotic computer. In: Proc. CHI 2003 Workshop on Subtle Expressivity for Characters and Robots, pp. 1–5 (2003) 4. : On the Expressive Competencies Needed for Responsive Systems. In: Proc. CHI 2003 Workshop on Subtle Expressivity for Characters and Robots, pp. 33–34 (2003) 5. : Extracting subtle expressions for emotional analysis. In: Proc. 2004 IEEE SMC, vol. (1), pp. 677–681 (2004) 6. : IGaze: Studying reactive gaze behavior in semi-immersive humanavatar interactions.
Et al. ) CoopIS 2002, DOA 2002, and ODBASE 2002. LNCS, vol. 2519, pp. 1223– 1237. Springer, Heidelberg (2002) 3. : Representing real-life emotions in audiovisual data with non basic emotional patterns and context features. W. ) ACII 2005. LNCS, vol. 3784, pp. 519–526. Springer, Heidelberg (2005) 4. : Interpreting ambiguous emotional expressions. , Amsterdam, Netherlands (2009) 5. : The rise of crowdsourcing. 06 (June 2006) 6. : Labeling images with a computer game. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2004) 7.