Emotion Markup Language
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Emotion Markup Language
An Emotion Markup Language (EML or EmotionML) has first been defined by the W3C Emotion Incubator Group (EmoXG) as a general-purpose emotion annotation and representation language, which should be usable in a large variety of technological contexts where emotions need to be represented. Emotion-oriented computing (or "affective computing") is gaining importance as interactive technological systems become more sophisticated. Representing the emotional states of a user or the emotional states to be simulated by a user interface requires a suitable representation format; in this case a markup language is used. EmotionML version 1.0 was published by the group in May 2014. History In 2006, a first W3C Incubator Group, the Emotion Incubator Group (EmoXG), was set up "to investigate a language to represent the emotional states of users and the emotional states simulated by user interfaces" with the final Report published on 10 July 2007. In 2007, the Emotion Markup Language Incubator ...
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Emotion
Emotions are mental states brought on by neurophysiological changes, variously associated with thoughts, feelings, behavioral responses, and a degree of pleasure or displeasure. There is currently no scientific consensus on a definition. Emotions are often intertwined with mood, temperament, personality, disposition, or creativity. Research on emotion has increased over the past two decades with many fields contributing including psychology, medicine, history, sociology of emotions, and computer science. The numerous theories that attempt to explain the origin, function and other aspects of emotions have fostered more intense research on this topic. Current areas of research in the concept of emotion include the development of materials that stimulate and elicit emotion. In addition, PET scans and fMRI scans help study the affective picture processes in the brain. From a mechanistic perspective, emotions can be defined as "a positive or negative experience that is as ...
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Speech Synthesis
Speech synthesis is the artificial production of human speech. A computer system used for this purpose is called a speech synthesizer, and can be implemented in software or hardware products. A text-to-speech (TTS) system converts normal language text into speech; other systems render symbolic linguistic representations like phonetic transcriptions into speech. The reverse process is speech recognition. Synthesized speech can be created by concatenating pieces of recorded speech that are stored in a database. Systems differ in the size of the stored speech units; a system that stores phones or diphones provides the largest output range, but may lack clarity. For specific usage domains, the storage of entire words or sentences allows for high-quality output. Alternatively, a synthesizer can incorporate a model of the vocal tract and other human voice characteristics to create a completely "synthetic" voice output. The quality of a speech synthesizer is judged by its similarity to ...
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Markup Languages
Markup language refers to a text-encoding system consisting of a set of symbols inserted in a text document to control its structure, formatting, or the relationship between its parts. Markup is often used to control the display of the document or to enrich its content to facilitating automated processing. A markup language is a set of rules governing what markup information may be included in a document and how it is combined with the content of the document in a way to facilitate use by humans and computer programs. The idea and terminology evolved from the "marking up" of paper manuscripts (i.e., the revision instructions by editors), which is traditionally written with a red pen or blue pencil on authors' manuscripts. Older markup languages, which typically focus on typography and presentation, include troff, TeX, and LaTeX. Scribe and most modern markup languages, for example XML, identify document components (for example headings, paragraphs, and tables), with the e ...
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Human Markup Language
Human Markup Language (also HumanML and, within the context of a HumanML document, huml) is an XML specification developed to contextually describe physical, kinesic, cultural, and social information about instances of human communication. Development by OASIS began in 2001,Thunga, Rajneeth Kumar & Karl BestCall for Support and HumanML committee members released a ''Human Markup Language Primary Base Specification 1.0'' in late 2002.Brooks, Rex, ed Purpose HumanML was proposed to "fundamentally enhance the human communications process, through the use of XML, with the purpose of ending human misunderstanding". It addresses this purpose by standardizing the presentation of details relevant to communicative acts. Such details may be social, contextual, gestural, or psychological, and may pertain to an individual in an act of communication or to the context of that communication. For example, just as Internet users may use emoticons ("smileys") to convey emotional information relevant ...
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Autism Friendly
Autism-friendly means being aware of social engagement and environmental factors affecting people on the autism spectrum, with modifications to communication methods and physical space to better suit individual's unique and special needs. Overview Individuals on the autism spectrum take in information from their senses as do neurotypical (non-autistic) people. The difference is they are not able to process it in the same manner as their neurotypical peers and can become overwhelmed by the amount of information that they are receiving and withdraw as a coping mechanism. Additionally, it may be that an autistic person is actually taking in more sensory information and is merely overwhelmed by the sheer amount of input. As such, they may experience difficulty in public settings due to inhibited communication, social interaction or flexibility of thought development. Knowing about these differences and how to react effectively helps to create a more inclusive society. It also b ...
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Affect Display
Affect displays are the verbal and non-verbal displays of affect (emotion). These displays can be through facial expressions, gestures and body language, volume and tone of voice, laughing, crying, etc. Affect displays can be altered or faked so one may appear one way, when they feel another (e.g., smiling when sad). Affect can be conscious or non-conscious and can be discreet or obvious. The display of positive emotions, such as smiling, laughing, etc., is termed "positive affect", while the displays of more negative emotions, such as crying and tense gestures, is respectively termed "negative affect". Affect is important in psychology as well as in communication, mostly when it comes to interpersonal communication and non-verbal communication. In both psychology and communication, there are a multitude of theories that explain affect and its impact on humans and quality of life. Theoretical perspective Affect can be taken to indicate an instinctual reaction to stimulation occ ...
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Use Case
In software and systems engineering, the phrase use case is a polyseme with two senses: # A usage scenario for a piece of software; often used in the plural to suggest situations where a piece of software may be useful. # A potential scenario in which a system receives an external request (such as user input) and responds to it. This article discusses the latter sense. A ''use case'' is a list of actions or event steps typically defining the interactions between a role (known in the Unified Modeling Language (UML) as an ''actor'') and a system to achieve a goal. The actor can be a human or another external system. In systems engineering, use cases are used at a higher level than within software engineering, often representing missions or stakeholder goals. The detailed requirements may then be captured in the Systems Modeling Language (SysML) or as contractual statements. History In 1987, Ivar Jacobson presented the first article on use cases at the OOPSLA'87 conference. H ...
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Asperger Syndrome
Asperger syndrome (AS), also known as Asperger's, is a former neurodevelopmental disorder characterized by significant difficulties in Interpersonal relationship, social interaction and nonverbal communication, along with restricted and repetitive patterns of behaviour and interests. The syndrome is no longer recognised as a diagnosis in itself, having been merged with other disorders into Autism spectrum, autism spectrum disorder (ASD). It was considered to differ from other diagnoses that were merged into ASD by relatively unimpaired language development, spoken language and cognitive development, intelligence. The syndrome was named after the Austrian Pediatrics, pediatrician Hans Asperger, who, in 1944, described children in his care who struggled to form friendships, did not understand others' Nonverbal communication, gestures or Empathy#Cognitive empathy, feelings, engaged in one-sided conversations about their favourite interests, and were clumsy. In 1994, the diagno ...
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Autism
The autism spectrum, often referred to as just autism or in the context of a professional diagnosis autism spectrum disorder (ASD) or autism spectrum condition (ASC), is a neurodevelopmental condition (or conditions) characterized by difficulties in social interaction, verbal and nonverbal communication, and the presence of repetitive behavior and restricted interests. Other common signs include unusual responses to sensory stimuli. Autism is generally understood as a ''spectrum disorder'', which means that it can manifest differently in each person: any given autistic individual is likely to show some, but not all, of the characteristics associated with it, and the person may exhibit them to varying degrees. Some autistic people remain nonspeaking over the course of their lifespan, while others have relatively unimpaired spoken language. There is large variation in the level of support people require, and the same person may present differently at varying times. Historically ...
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E-learning
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and Education sciences, educational theory and practice to facilitate learning. When referred to with its abbreviation, edtech, it often refers to the industry of companies that create educational technology. In addition to the practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science. It encompasses several domains including Learning theory (education), learning theory, computer-based training, online learning, and m-learning where mobile technologies are used. Definition The Association for Educational Communications and Technology (AECT) has defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropri ...
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PC Game
A personal computer game, also known as a PC game or computer game, is a type of video game played on a personal computer (PC) rather than a video game console or arcade machine. Its defining characteristics include: more diverse and user-determined gaming hardware and software; and generally greater capacity in input, processing, video and audio output. The uncoordinated nature of the PC game market, and now its lack of physical media, make precisely assessing its size difficult. In 2018, the global PC games market was valued at about $27.7 billion. Home computer games became popular following the video game crash of 1983, leading to the era of the "bedroom coder". In the 1990s, PC games lost mass-market traction to console games, before enjoying a resurgence in the mid-2000s through digital distribution on services such as Steam and GOG.com. Newzoo reports that the ''PC gaming sector'' is the third-largest category (and estimated in decline) across all platforms , with the ' ...
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