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A Supplementary Feature Set for Sentiment Analysis in Japanese Dialogues

Published: 07 May 2019 Publication History

Abstract

Recently, real-time affect-awareness has been applied in several commercial systems, such as dialogue systems and computer games. Real-time recognition of affective states, however, requires the application of costly feature extraction methods and/or labor-intensive annotation of large datasets, especially in the case of Asian languages where large annotated datasets are seldom available. To improve recognition accuracy, we propose the use of cognitive context in the form of “emotion-sensitive” intentions. Intentions are often represented through dialogue acts and, as an emotion-sensitive model of dialogue acts, a tagset of interpersonal-relations-directing interpersonal acts (the IA model) is proposed. The model's adequacy is assessed using a sentiment classification task in comparison with two well-known dialogue act models, the SWBD-DAMSL and the DIT++. For the assessment, five Japanese in-game dialogues were annotated with labels of sentiments and the tags of all three dialogue act models which were used to enhance a baseline sentiment classifier system. The adequacy of the IA tagset is demonstrated by a 9% improvement to the baseline sentiment classifier's recognition accuracy, outperforming the other two models by more than 5%.

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  • (2021)A Unified Dialogue Management Strategy for Multi-intent Dialogue Conversations in Multiple LanguagesACM Transactions on Asian and Low-Resource Language Information Processing10.1145/346176320:6(1-22)Online publication date: 20-Sep-2021

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cover image ACM Transactions on Asian and Low-Resource Language Information Processing
ACM Transactions on Asian and Low-Resource Language Information Processing  Volume 18, Issue 4
December 2019
305 pages
ISSN:2375-4699
EISSN:2375-4702
DOI:10.1145/3327969
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 07 May 2019
Accepted: 01 January 2019
Revised: 01 January 2019
Received: 01 February 2018
Published in TALLIP Volume 18, Issue 4

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Author Tags

  1. Affect-awareness
  2. Japanese language
  3. dialogue acts
  4. gaming data
  5. sentiment recognition

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View all
  • (2022)Examining the role of perceived value and consumer innovativeness on consumers’ intention to watch intellectual property filmsEntertainment Computing10.1016/j.entcom.2021.10045340(100453)Online publication date: Jan-2022
  • (2021)A Unified Dialogue Management Strategy for Multi-intent Dialogue Conversations in Multiple LanguagesACM Transactions on Asian and Low-Resource Language Information Processing10.1145/346176320:6(1-22)Online publication date: 20-Sep-2021

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