Assessment of spontaneous emotional speech database toward emotion recognition: Intensity and similarity of perceived emotion from spontaneously expressed emotional speech

Yoshiko Arimoto, Sumio Ohno, Hitoshi Iida

研究成果: Article

3 引用 (Scopus)

抄録

The spontaneous emotional speech database comprising utterances from dialogs among online game players chatting through a voice chat system was examined. The dialogs among online game players were recorded to collect a wide variety of spontaneously expressed emotional speech. The players were 13 university students with experience in the online game and their average playing time per month was 33 hours and the average month of experience was 38 months. Each group member was asked to participate in game events together as a party to keep talking with each other and asked to use a voice chat system and were prohibited from using a text chat function provided by the online game system when they talked with each other. The voice-recording system for Skype, Tapur, recorded the local player's voice and remote player's voices in individual channels of a stereo sound file. The results showed that intensity and similarity of emotion are two of the components of the emotional space perceived by humans when they listen to emotional speech.

元の言語English
ページ(範囲)26-29
ページ数4
ジャーナルAcoustical Science and Technology
32
発行部数1
DOI
出版物ステータスPublished - 2011
外部発表Yes

Fingerprint

emotions
games
talking
files
students
recording
acoustics

ASJC Scopus subject areas

  • Acoustics and Ultrasonics

これを引用

@article{4ba38f7ee2324adb83d822524bb4adcc,
title = "Assessment of spontaneous emotional speech database toward emotion recognition: Intensity and similarity of perceived emotion from spontaneously expressed emotional speech",
abstract = "The spontaneous emotional speech database comprising utterances from dialogs among online game players chatting through a voice chat system was examined. The dialogs among online game players were recorded to collect a wide variety of spontaneously expressed emotional speech. The players were 13 university students with experience in the online game and their average playing time per month was 33 hours and the average month of experience was 38 months. Each group member was asked to participate in game events together as a party to keep talking with each other and asked to use a voice chat system and were prohibited from using a text chat function provided by the online game system when they talked with each other. The voice-recording system for Skype, Tapur, recorded the local player's voice and remote player's voices in individual channels of a stereo sound file. The results showed that intensity and similarity of emotion are two of the components of the emotional space perceived by humans when they listen to emotional speech.",
keywords = "Emotional speech database, MMORPG, Perceived emotion, Spoken dialog, Voice chat",
author = "Yoshiko Arimoto and Sumio Ohno and Hitoshi Iida",
year = "2011",
doi = "10.1250/ast.32.26",
language = "English",
volume = "32",
pages = "26--29",
journal = "Acoustical Science and Technology",
issn = "1346-3969",
publisher = "Acoustical Society of Japan",
number = "1",

}

TY - JOUR

T1 - Assessment of spontaneous emotional speech database toward emotion recognition

T2 - Intensity and similarity of perceived emotion from spontaneously expressed emotional speech

AU - Arimoto, Yoshiko

AU - Ohno, Sumio

AU - Iida, Hitoshi

PY - 2011

Y1 - 2011

N2 - The spontaneous emotional speech database comprising utterances from dialogs among online game players chatting through a voice chat system was examined. The dialogs among online game players were recorded to collect a wide variety of spontaneously expressed emotional speech. The players were 13 university students with experience in the online game and their average playing time per month was 33 hours and the average month of experience was 38 months. Each group member was asked to participate in game events together as a party to keep talking with each other and asked to use a voice chat system and were prohibited from using a text chat function provided by the online game system when they talked with each other. The voice-recording system for Skype, Tapur, recorded the local player's voice and remote player's voices in individual channels of a stereo sound file. The results showed that intensity and similarity of emotion are two of the components of the emotional space perceived by humans when they listen to emotional speech.

AB - The spontaneous emotional speech database comprising utterances from dialogs among online game players chatting through a voice chat system was examined. The dialogs among online game players were recorded to collect a wide variety of spontaneously expressed emotional speech. The players were 13 university students with experience in the online game and their average playing time per month was 33 hours and the average month of experience was 38 months. Each group member was asked to participate in game events together as a party to keep talking with each other and asked to use a voice chat system and were prohibited from using a text chat function provided by the online game system when they talked with each other. The voice-recording system for Skype, Tapur, recorded the local player's voice and remote player's voices in individual channels of a stereo sound file. The results showed that intensity and similarity of emotion are two of the components of the emotional space perceived by humans when they listen to emotional speech.

KW - Emotional speech database

KW - MMORPG

KW - Perceived emotion

KW - Spoken dialog

KW - Voice chat

UR - http://www.scopus.com/inward/record.url?scp=78651361579&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=78651361579&partnerID=8YFLogxK

U2 - 10.1250/ast.32.26

DO - 10.1250/ast.32.26

M3 - Article

AN - SCOPUS:78651361579

VL - 32

SP - 26

EP - 29

JO - Acoustical Science and Technology

JF - Acoustical Science and Technology

SN - 1346-3969

IS - 1

ER -