In this paper we present an innovative work on a multiagent joking conversational system. In our research so far we have shown that implementing humor into a chatterbot can visibly improve its performance. The results presented in this paper are the outcome of the next step of our work. They show that a multiagent system, combining a conversational agent, a pun generator and an emotiveness analysis engine, works reasonably well in interactions with users. In the setup used in this research, the emotiveness analysis agent analyses users' utterances and decides whether it is appropriate to tell a pun. Depending on the results of this analysis, the agent chooses either the pun generator, if the decision is that a joke should be told, or the non-humor-equipped agent when the decision is different. Two evaluation experiments were conducted: user (first person) focused and automatic (emotiveness-analysis-based). In both, we compared the performance of the multiagent joking system and a baseline (non-humorous) conversation agent. The results show that in both cases the humor-equipped engine was evaluated as better than the baseline agent. The results are discussed and some ideas for the future are given.
Emoticons are string of symbols representing body language in text-based communication. For a long time they have been considered as unnatural language entities. This chapter argues that, in over 40-year-long history of text-based communication, emoticons have gained a status of an indispensable means of support for text-based messages. This makes them fully a part of Natural Language Processing. The fact the emoticons have been considered as unnatural language expressions has two causes. Firstly, emoticons represent body language, which by definition is nonverbal. Secondly, there has been a lack of sufficient methods for the analysis of emoticons. Emoticons represent a multimodal (bimodal in particular) type of information. Although they are embedded in lexical form, they convey non-linguistic information. To prove this argument the authors propose that the analysis of emoticons was based on a theory designed for the analysis of body language. In particular, the authors apply the theory of kinesics to develop a state of the art system for extraction and analysis of kaomoji, Japanese emoticons. The system performance is verified in comparison with other emoticon analysis systems. Experiments showed that the presented approach provides nearly ideal results in different aspects of emoticon analysis, thus proving that emoticons possess features of multimodal expressions.
This paper presents CAO, a system for affect analysis of emoticons. Emoticons are strings of symbols widely used in text-based online communication to convey emotions. It extracts emoticons from input and determines specific emotions they express. Firstly, by matching the extracted emoticons to a raw emoticon database, containing over ten thousand emoticon samples extracted from the Web and annotated automatically. The emoticons for which emotion types could not be determined using only this database, are automatically divided into semantic areas representing "mouths" or "eyes," based on the theory of kinesics. The areas are automatically annotated according to their co-occurrence in the database. The annotation is firstly based on the eye-mouth-eye triplet, and if no such triplet is found, all semantic areas are estimated separately. This provides the system coverage exceeding 3 million possibilities. The evaluation, performed on both training and test sets, confirmed the system's capability to sufficiently detect and extract any emoticon, analyze its semantic structure and estimate the potential emotion types expressed. The system achieved nearly ideal scores, outperforming existing emoticon analysis systems.
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