Steyvers, "Identifying Emotions, Intentions, and Attitudes in Text Using a Game with a Purpose," in Proceedings of the NAACL HLT 2010 Workshop on Computational Approaches to Analysis and Generation of Emotion in Text (CAAGET '10), Stroudsburg, PA, USA, 2010....
why viewers of movies and television series find it rewarding to experience emotions Media psychology, 15 (3) (2012), pp. 267-302, 10.1080/15213269.2012.693811 Google Scholar Beer, 2013 D. Beer Popular culture and new media: The politics of circulation Palgrave Macmillan, Basingstoke (2013) ...
Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators of an audience engaged in watching gameplay of the video game. The captured interaction data is used to cluster the spectators into ...
Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators of an audience engaged in watching gameplay of the video game. The captured interaction data is used to cluster the spectators into ...
In contrast, varying the robot's Self-Aware Emotions from low to high increased participants' likelihood of choosing the competitive option. These data suggest that imbuing a robot with a commitment to moral principles fosters higher trust that the robot will not choose the exploitative option, ...
This refers to all experiences that occur when judgments made by an individual affect not only internal emotions but also the external environment. The key element of the judgmental thread of experience is locus of causality (LoC). Locus of causality is an extended concept of locus of control ...
proved to lead to confusion since the word “excitement” in some of the languages used during the testing conveyed both positive and negative emotions, but the goal of the question was to focus only on positive emotions. This item was eventually dropped since this language issue could not be...
The mental pressure to which athletes are subjected in training and competitions is determined both by internal stimuli, such as anticipating the movements of teammates or opponents, the desire for success and victory, positive emotions, fear of failure, etc., as well as by external stimuli: the...
As part of the therapeutic process, clients come to realize, first, that emotions are within their control and therefore can be directed more positively and thus productively, and second, that emotions surrounding a situation do not necessarily accurately reflect the outer world. In addition, when...
Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators of an audience engaged in watching gameplay of the video game. The captured interaction data is used to cluster the spectators into ...