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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

A Study of Transformer Models for Emotion Classification in Informal Text

Esperanca, Alvaro Soares de Boa 12 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Textual emotion classification is a task in affective AI that branches from sentiment analysis and focuses on identifying emotions expressed in a given text excerpt. It has a wide variety of applications that improve human-computer interactions, particularly to empower computers to understand subjective human language better. Significant research has been done on this task, but very little of that research leverages one of the most emotion-bearing symbols we have used in modern communication: Emojis. In this thesis, we propose several transformer-based models for emotion classification that processes emojis as input tokens and leverages pretrained models and uses them , a model that processes Emojis as textual inputs and leverages DeepMoji to generate affective feature vectors used as reference when aggregating different modalities of text encoding. To evaluate ReferEmo, we experimented on the SemEval 2018 and GoEmotions datasets, two benchmark datasets for emotion classification, and achieved competitive performance compared to state-of-the-art models tested on these datasets. Notably, our model performs better on the underrepresented classes of each dataset.
2

Automatic Emotion Identification from Text

Wang, Wenbo 02 September 2015 (has links)
No description available.
3

FlexPersuade - Explorando uma abordagem flexível em softwares de persuasão: um estudo de caso com players de música / FlexPersuade Exploring a flexible approach to persuasion software: a case study with music players

Alves, Leandro Yukio Mano 22 June 2016 (has links)
Estudos atuais na área de Interação Humano-Computador evidenciam a importância de se considerar aspectos emocionais na interação com sistemas computacionais. Acredita-se que ao permitir agentes artificiais identificar emoções de usuários, em uma interação humano-computador, torna-se possível induzir e despertar emoções a fim de estimulá-los em suas atividades. Um dos grandes desafios dos pesquisadores em Interação humano-computador é prover sistemas capazes de reconhecer, interpretar e reagir de modo inteligente e sensível às emoções do usuário, para atender aos requisitos do maior número possível de indivíduos; um dos caminhos que se apresenta é o desenvolvimento de sistemas flexíveis. O principal objetivo de se promover essa interação emotiva é contribuir para o aumento da coerência, consistência e credibilidade das reações e respostas computacionais providas durante a interação humana via interface humano-computador. Nesse contexto, surge a oportunidade de explorar sistemas computacionais capazes de identificar e inferir o estado emocional do usuário em tempo de execução. Este projeto tem como objetivo desenvolver e avaliar um modelo que possa: i.) identificar o estado emocional do usuário; ii.) prover um mecanismo de persuasão com vistas a mudar o estado emocional do usuário (com um estudo de caso em player de música) e; iii.) explorar a abordagem flexível na persuasão (de acordo com o estado emocional particular de cada usuário) através de mecanismos persuasivos que poderão variar entre um player de música, jogos e/ou vídeos. Assim, ao longo do estudo, o modelo baseado em Comitê de Classificação se mostrou eficiente na identificação das emoções básicas (alegria, aversão, medo, neutro, raiva, surpresa e tristeza) com média de acurácia superior a 80% e, ainda, observou-se a satisfação dos usuários mediante a aplicação do modelo com o player de música. / Current studies in the field of Human-Computer Interaction highlight the relevance of emotional aspects while interacting with computers systems. It is believed that allowing intelligent agents to identify users emotions, they can induce and awaken emotions in order to stimulate them while interacting with computers. A major challenge for researchers in human-computer interaction is to provide systems capable of recognizing, interpreting and reacting intelligently and sensitively to the emotions of the user, to meet the requirements of the largest possible number of individuals. One of the ways presented in this project is the development of flexible systems to meet a large number of emotions/behaviors. The main objective of promoting this emotional interaction is to contribute to increasing the coherence, consistency and credibility of reactions and computational responses provided during human interaction via human-computer interface. In this context, the opportunity arises to explore computational systems able to identify and infer the emotional state of the user at runtime. This project aims to develop and evaluate a model that can: i.) identify the emotional state of the user/developer; ii.) provide a mechanism of persuasion in order to change the emotional state of the user (with a case study in music player) and; iii.) explore the flexible approach in persuasion (according to the particular emotional state of each user) through persuasive mechanisms that may vary from a music player, games and/or videos. Thus, throughout the study, the Rating Committee based model is efficient for identification of basic emotions (happiness, disgust, fear, neutral, anger, surprise and sadness) with average accuracy higher than 80% and also noted himself to user satisfaction by applying the model to the music player.
4

FlexPersuade - Explorando uma abordagem flexível em softwares de persuasão: um estudo de caso com players de música / FlexPersuade Exploring a flexible approach to persuasion software: a case study with music players

Leandro Yukio Mano Alves 22 June 2016 (has links)
Estudos atuais na área de Interação Humano-Computador evidenciam a importância de se considerar aspectos emocionais na interação com sistemas computacionais. Acredita-se que ao permitir agentes artificiais identificar emoções de usuários, em uma interação humano-computador, torna-se possível induzir e despertar emoções a fim de estimulá-los em suas atividades. Um dos grandes desafios dos pesquisadores em Interação humano-computador é prover sistemas capazes de reconhecer, interpretar e reagir de modo inteligente e sensível às emoções do usuário, para atender aos requisitos do maior número possível de indivíduos; um dos caminhos que se apresenta é o desenvolvimento de sistemas flexíveis. O principal objetivo de se promover essa interação emotiva é contribuir para o aumento da coerência, consistência e credibilidade das reações e respostas computacionais providas durante a interação humana via interface humano-computador. Nesse contexto, surge a oportunidade de explorar sistemas computacionais capazes de identificar e inferir o estado emocional do usuário em tempo de execução. Este projeto tem como objetivo desenvolver e avaliar um modelo que possa: i.) identificar o estado emocional do usuário; ii.) prover um mecanismo de persuasão com vistas a mudar o estado emocional do usuário (com um estudo de caso em player de música) e; iii.) explorar a abordagem flexível na persuasão (de acordo com o estado emocional particular de cada usuário) através de mecanismos persuasivos que poderão variar entre um player de música, jogos e/ou vídeos. Assim, ao longo do estudo, o modelo baseado em Comitê de Classificação se mostrou eficiente na identificação das emoções básicas (alegria, aversão, medo, neutro, raiva, surpresa e tristeza) com média de acurácia superior a 80% e, ainda, observou-se a satisfação dos usuários mediante a aplicação do modelo com o player de música. / Current studies in the field of Human-Computer Interaction highlight the relevance of emotional aspects while interacting with computers systems. It is believed that allowing intelligent agents to identify users emotions, they can induce and awaken emotions in order to stimulate them while interacting with computers. A major challenge for researchers in human-computer interaction is to provide systems capable of recognizing, interpreting and reacting intelligently and sensitively to the emotions of the user, to meet the requirements of the largest possible number of individuals. One of the ways presented in this project is the development of flexible systems to meet a large number of emotions/behaviors. The main objective of promoting this emotional interaction is to contribute to increasing the coherence, consistency and credibility of reactions and computational responses provided during human interaction via human-computer interface. In this context, the opportunity arises to explore computational systems able to identify and infer the emotional state of the user at runtime. This project aims to develop and evaluate a model that can: i.) identify the emotional state of the user/developer; ii.) provide a mechanism of persuasion in order to change the emotional state of the user (with a case study in music player) and; iii.) explore the flexible approach in persuasion (according to the particular emotional state of each user) through persuasive mechanisms that may vary from a music player, games and/or videos. Thus, throughout the study, the Rating Committee based model is efficient for identification of basic emotions (happiness, disgust, fear, neutral, anger, surprise and sadness) with average accuracy higher than 80% and also noted himself to user satisfaction by applying the model to the music player.
5

Dolovanie znalostí z textových dát použitím metód umelej inteligencie / Text Mining Based on Artificial Intelligence Methods

Povoda, Lukáš January 2018 (has links)
This work deals with the problem of text mining which is becoming more popular due to exponential growth of the data in electronic form. The work explores contemporary methods and their improvement using optimization methods, as well as the problem of text data understanding in general. The work addresses the problem in three ways: using traditional methods and their optimizations, using Big Data in train phase and abstraction through the minimization of language-dependent parts, and introduction of the new method based on the deep learning which is closer to how human reads and understands text data. The main aim of the dissertation was to propose a method for machine understanding of unstructured text data. The method was experimentally verified by classification of text data on 5 different languages – Czech, English, German, Spanish and Chinese. This demonstrates possible application to different languages families. Validation on the Yelp evaluation database achieve accuracy higher by 0.5% than current methods.
6

Využití EEG ve vyhodnocování emocionálních stavů člověka / The use of EEG in assessing the emotional state of a person

Strakoš, Libor January 2016 (has links)
This thesis is focused on EEG processing and emotion classification within two-dimensional emotion space. First part consists of theoretical research about emotional responses of human subjects on sound, image and video stimuli. Emotions are examined from aspect of physiology and psychology. Furthermore technical overview of measurement, analysis and emotion classification within two-dimensional emotional space is discussed. Based on gathered knowledge measurement setup with audiovisual stimuli was designed and measured with two independent instruments – EGI GES400MR in laboratory conditions and Emotiv EPOC device in non-laboratory conditions. Signals were processed and emotions were classified based on chosen features. Performance of classifiers in multiple feature selection setups was evaluated.
7

A STUDY OF TRANSFORMER MODELS FOR EMOTION CLASSIFICATION IN INFORMAL TEXT

Alvaro S Esperanca (11797112) 07 January 2022 (has links)
<div>Textual emotion classification is a task in affective AI that branches from sentiment analysis and focuses on identifying emotions expressed in a given text excerpt. </div><div>It has a wide variety of applications that improve human-computer interactions, particularly to empower computers to understand subjective human language better. </div><div>Significant research has been done on this task, but very little of that research leverages one of the most emotion-bearing symbols we have used in modern communication: Emojis.</div><div>In this thesis, we propose several transformer-based models for emotion classification that processes emojis as input tokens and leverages pretrained models and uses them</div><div>, a model that processes Emojis as textual inputs and leverages DeepMoji to generate affective feature vectors used as reference when aggregating different modalities of text encoding. </div><div>To evaluate ReferEmo, we experimented on the SemEval 2018 and GoEmotions datasets, two benchmark datasets for emotion classification, and achieved competitive performance compared to state-of-the-art models tested on these datasets. Notably, our model performs better on the underrepresented classes of each dataset.</div>
8

Detekce osob a hodnocení jejich pohlaví a věku v obrazových datech / Detection of persons and evaluation of gender and age in image data

Dobiš, Lukáš January 2020 (has links)
Táto diplomová práca sa venuje automatickému rozpoznávaniu ludí v obrazových dátach s využitím konvolučných neurónových sieti na určenie polohy tváre a následnej analýze získaných dát. Výsledkom analýzy tváre je určenie pohlavia, emócie a veku osoby. Práca obsahuje popis použitých architektúr konvolučných sietí pre každú podúlohu. Sieť na odhad veku má natrénované nové váhy, ktoré sú vzápätí zmrazené a majú do svojej architektúry vložené LSTM vrstvy. Tieto vrstvy sú samostatne dotrénované a testované na novom datasete vytvorenom pre tento účel. Výsledky testov ukazujú zlepšenie predikcie veku. Riešenie pre rýchlu, robustnú a modulárnu detekciu tváre a ďalších ludských rysov z jedného obrazu alebo videa je prezentované ako kombinácia prepojených konvolučných sietí. Tieto sú implementované v podobe skriptu a následne vysvetlené. Ich rýchlosť je dostatočná pre ďalšie dodatočné analýzy tváre na živých obrazových dátach.

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