Mariët Theune
2020
BLISS: An Agent for Collecting Spoken Dialogue Data about Health and Well-being
Jelte van Waterschoot
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Iris Hendrickx
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Arif Khan
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Esther Klabbers
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Marcel de Korte
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Helmer Strik
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Catia Cucchiarini
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Mariët Theune
Proceedings of The 12th Language Resources and Evaluation Conference
An important objective in health-technology is the ability to gather information about people’s well-being. Structured interviews can be used to obtain this information, but are time-consuming and not scalable. Questionnaires provide an alternative way to extract such information, though typically lack depth. In this paper, we present our first prototype of the BLISS agent, an artificial intelligent agent which intends to automatically discover what makes people happy and healthy. The goal of Behaviour-based Language-Interactive Speaking Systems (BLISS) is to understand the motivations behind people’s happiness by conducting a personalized spoken dialogue based on a happiness model. We built our first prototype of the model to collect 55 spoken dialogues, in which the BLISS agent asked questions to users about their happiness and well-being. Apart from a description of the BLISS architecture, we also provide details about our dataset, which contains over 120 activities and 100 motivations and is made available for usage.
Creating a Sentiment Lexicon with Game-Specific Words for Analyzing NPC Dialogue in The Elder Scrolls V: Skyrim
Thérèse Bergsma
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Judith van Stegeren
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Mariët Theune
Workshop on Games and Natural Language Processing
A weak point of rule-based sentiment analysis systems is that the underlying sentiment lexicons are often not adapted to the domain of the text we want to analyze. We created a game-specific sentiment lexicon for video game Skyrim based on the E-ANEW word list and a dataset of Skyrim’s in-game documents. We calculated sentiment ratings for NPC dialogue using both our lexicon and E-ANEW and compared the resulting sentiment ratings to those of human raters. Both lexicons perform comparably well on our evaluation dialogues, but the game-specific extension performs slightly better on the dominance dimension for dialogue segments and the arousal dimension for full dialogues. To our knowledge, this is the first time that a sentiment analysis lexicon has been adapted to the video game domain.
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Co-authors
- Jelte van Waterschoot 1
- Iris Hendrickx 1
- Mohammed Arif Khan 1
- Esther Klabbers 1
- Marcel de Korte 1
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