情感化:开发一个收集时间序列媒体内容评价轨迹的工具

Tomoya Bansho, Mitsuyo Hashida, H. Katayose
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摘要

在讲故事和电影制作的领域中,我们经常会意识到观众的主观状态,比如情绪状态等等。一个类似的概念是方向,这通常是由创造者的启发式发现积累起来的。问题是,观众的情绪状态是主观的,这使得计算方法很难实现。我们的方法是利用评估轨迹。评价轨迹是观众从内容的开始到结束所画的自己的情绪状态的折线图。我们认为评价轨迹使我们能够用电脑处理观众的情绪状态。我们认为需要积累关于主观轨迹的基本发现;因此,我们开发了一种工具来收集主观轨迹:情感化。该工具提供了一些功能:输入和存储观众的各种情绪状态和观众直观地同意输入的任意评价轨迹的视觉反馈。为了评估效度,我们对104名被试进行了基于主角情绪状态对2个动画内容绘制主观轨迹的实验,主观量为主角情绪状态。这两项工作都产生了直观正确的结果,证明了我们工具的真实性。我们认为我们的实验事实表明我们的工具收集主观轨迹和问题的可能性。
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Emonotate: Development a Tool for Collecting Appraisal Trajectories for Time-Series Media Contents
In the field of storytelling and filmmaking, we are often aware of the viewer's subjective state, such as emotional state and so on. A similar concept is direction, which is often accumulated by the heuristic findings of creators. The issue is that the emotional state of the viewer is subjective, making it hard for computational approach. Our approach is utilizing appraisal trajectory. The appraisal trajectory is a line chart drawn the viewer's own emotional state from the beginning to the end of the content. We think that the appraisal trajectory enables us to handle the viewer's emotional state with a computer. We think to need accumulate basic findings about subjective trajectories; therefore, we develop a tool to collect subjective trajectories: emonotate. This tool provides some features: input and store the various emotional states of viewers and viewers intuitively agreeable input by visual feedback of arbitrary appraisal trajectories. In order to evaluate the validity, we conduct the experiment of 104 participants drawing subjective trajectories based on protagonist emotional state about 2 animation contents and the subjective quantity is the protagonist emotional state. Both works yielded intuitively correct results, demonstrating the realism of our tool. We think our experimental facts indicate the possibility of our tool collecting subjective trajectories and the issues.
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