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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Annotating characters' emotions in drama</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rossana Damiano</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vincenzo Lombardo</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Pizzo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cristina Battaglino</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dipartimento Studi Umanistici and CIRMA, Universita degli Studi di Torino</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dipartimento di Informatica and CIRMA, Universita degli Studi di Torino</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we describe a methodology for annotating characters' emotions in narrative media. Given the semantic annotation of the story, the emotional state of its characters is inferred through SWRL rules that encode the emotion appraisal process. In order to exemplify the model and test the emotional states generated by the SWRL module, we resort to a well-known dramatic situation and we compare the generated emotional states with the hand-coded annotation by drama experts.</p>
      </abstract>
      <kwd-group>
        <kwd>emotions</kwd>
        <kwd>virtual agents</kwd>
        <kwd>computational models of drama</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Annotating digital items with metadata describing their content is a crucial
task for a number of goals, ranging from content-based search and retrieval to
navigation. The encoding of metadata in semantic languages, then, enables their
intelligent and productive manipulation, as shown by a number of initiatives that
rely on semantic representation to generate novel and adaptive presentations [
        <xref ref-type="bibr" rid="ref18 ref23 ref30">30,
18, 23</xref>
        ]. As for narrative contents, such as movies, video clips, ctional tales, etc.,
the annotation must include information about the story: characters, incidents,
structure, etc.
      </p>
      <p>
        In this paper, we tackle an issue related with the annotation of narrative
contents, i.e. the information about characters' emotions. Beside their importance
in human behavior [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], emotions are one of the distinctive features of drama
(intented as character-enacted story), as acknowledged since the Age of
Enlightenment [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and stated more recently by contemporary aesthetics [
        <xref ref-type="bibr" rid="ref17 ref29">29, 17</xref>
        ]. Often
disregarded by annotation projects, which tend to focus on the identi cation
of actions and events (see for example [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]), characters' emotions provide an
important way of indexing narrative contents, since characters are the primary
medium by which a narrative is conveyed to the audience [
        <xref ref-type="bibr" rid="ref17 ref6">17, 6</xref>
        ]. Building on the
assumption that indexing media items based on characters' emotions can help
both the access to media repositories and the presentation of retrieved items, we
propose a rule{based approach to the annotation of characters' emotions. The
goal of our proposal is to support the complex task of assigning emotional states
to characters, since it requires extra time and e ort besides the annotation of
story incidents.
      </p>
      <p>
        The pipeline we propose takes as input a semantic annotation of story
incidents, consisting of naturally occurring events and actions intentionally
performed by the characters. In order to automatize the annotation of characters'
emotions, we resort a the well known model of emotions issued by cognitive
studies [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], that has been successfully applied to computational models of
characters [
        <xref ref-type="bibr" rid="ref10 ref25 ref9">9, 25, 10</xref>
        ]. In this paper, we propose a translation of this model into a set
of reasoning rules, which assign emotional states to characters in response to
story events. When rules are applied to the story annotation, they result in the
assignment of emotional states to characters; since the format of the annotated
story is RDF/OWL, rules have been implemented in SWRL. The validation of
the rules has been performed by applying them to a well know drama excerpt
(the \nunnery scene" from Shakespeare's Hamlet) and asking a drama expert to
evaluate the appropriateness of the assigned emotional states.
      </p>
      <p>This paper is organized as follows: in Section 2, we illustrate the
Drammar ontology for story annotation, i.e., the input format of the task of emotion
assignment; in Section 3, after surveying the related works, we describe a
computational model of emotions that we tranlate into SWRL rules. In Section 4, we
describe the annotation of an example taken from the Third Act of Shakespeare's
Hamlet and we compare the characters' emotions generated by the emotion
assignment rules with the interpretation of the scene delivered by the literature on
drama. Conclusions end the paper.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Drama ontology</title>
      <p>
        The story annotation follows the model provided by the Drammar ontology
(written in Ontology Web Language, OWL), designed for the annotation of
dramatic media objects, i.e., media having a character-enacted narrative content
[
        <xref ref-type="bibr" rid="ref20 ref31 ref7">7, 20, 31</xref>
        ]. According to this model, a \story" is construed as a sequence of
incidents [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], that, abstracting from the mise-en-scene properties, is motivated by
the cause-e ect chain [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]; this chain results from a complex interplay among
characters, events, and environments, well known in play-writing techniques [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        The annotation centers on the description of the story units: a unit is enacted
by certain characters, who perform actions in it, and/or contains naturally
occurring events. As a result of these actions and events (collectively named incidents),
the unit brings the world state from an initial state to a nal state, thus realizing
the causal chain of incidents that is one of the main elements of story de nition.
Formally, a Unit is enactedBy some Agents and contains (containsEvent ) some
incidents (UnitIncident, i.e., an agent's action or an event). The UnitIncident
class (inspired by the Time Indexed Situation and the Time Indexed
Participation patterns de ned by [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]) connects the occurrence of an event { no matter if
it is an agent's action or a naturally occurring event { with the entities (agents
and objects) which participate in it (incidentFeatures ) and the process (action
or event) which constitutes the incident (featuresProcess ), setting the incident
into the time extent indexed by a unit. Similarly, the StoryState class connects
a given State (a state of a airs or a character's mental state) with the entities
(agents and objects) which participate in it, and sets it in relation to a unit
(hasPrecondition and hasE ect ).
      </p>
      <p>
        Characters' motivations and emotional states are modeled by the MentalState
class, further subdivided in Belief, Goal, Emotion and Value. All these elements
are dynamic: for example, an agent may form a goal and maintain it along several
units, but the goal status may vary from one unit to another (it may be active
only in certain units). Indeed, the connection between Agent and its dynamic
elements is mediated by the AgentInUnit and AgentInState classes, both
subsumed by the Relation top{level class.The AgentInUnit class represents the
participation of a character to a certain unit, where the agent displays speci c
features (speci c beliefs, emotions, qualities, and so on) that are unit-speci c
and cannot be attached to the de nition of the character at the level of the
entire story (the \character bible" in scriptwriting terms). The rational component
of the agent (the interplay of beliefs, goals and planned actions) follows the well
know BDI model [
        <xref ref-type="bibr" rid="ref13 ref4">4, 13</xref>
        ], according to an established practice in virtual agents
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In order to model the moral component of drama [
        <xref ref-type="bibr" rid="ref2 ref5">5, 2</xref>
        ], values are attached
to the Agent through the hasValue property. A character's value can be put at
stake (or re-established) by the occurrence of an incident.
      </p>
      <p>For example, Fig. 1 depicts the core Unit of the well known \nunnery scene"
from Shakespeare's Hamlet, where Hamlet tests Ophelia's honesty by asking her
where her father is (\Where is your father?"), as part of a complex rhetorical
plan aimed at inducing her to go to a nunnery. The unit is enacted by the
AgentInUnit Ophelia Unit, who performs the action of lying. The Action lying
puts at stake Hamlet's value Honesty and makes Hamlet's goal Intends Ophelia
Nunnery State unachiavable in the story state e ect (StoryState Consequent ).
This story state features the AgentInState Hamlet state (linked to the Agent
Hamlet through the property featuresAgent ), which gathers the agent's relevant
properties in a certain story state: here, Hamlet state \contains" the (dropped)
GoalOfAgentInState Intends Ophelia Nunnery State and the Value Honesty,
which is at stake (see the property hasValueAtStake).
3</p>
    </sec>
    <sec id="sec-3">
      <title>Annotating emotions</title>
      <p>In this section, we describe a model of emotional appraisal suitable for drama,
where the moral dimension is explicitly accounted for through the notion of
moral values.
3.1</p>
      <sec id="sec-3-1">
        <title>Computational model of emotions</title>
        <p>
          Although di erent theories of emotions have been proposed (including
physiological and dimensional models), most computational models are based on an
appraisal theory, according to which cognitive processes are involved in the
generation of emotions [
          <xref ref-type="bibr" rid="ref19 ref24 ref28">24, 19, 28</xref>
          ].
        </p>
        <p>
          The model proposed by Ortony, Clore and Collins (OCC) [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] is an appraisal
theory, i.e., a theory in which cognitive processes have the function of
building a mental representation of the situation in which a person is involved. This
representation (person-environment relation ) is not limited to the external
environment, but also includes the internal disposition of a person as goals, desires,
intentions, norms and moral rules. Emotions arise from appraisal of the
personenvironment relation according to appraisal dimensions that are de ned in the
theory (i.e. desirability of an event) and they are de ned as \valenced reactions"
to events, agents and objects. In the OCC theory [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ], the person-environment
relation is represented by goals, standards and attitudes; the appraisal dimensions
are represented by desirability (or undesirability) of an event, praiseworthiness
(or blameworthiness) of an action, liking (or disliking) of an object.
        </p>
        <p>
          Computational approaches tend to focus on the relation between goals and
emotions; moral emotions, that require some deontic representation, have
received less attention. For example, the EM (Emotion Model) system [
          <xref ref-type="bibr" rid="ref26">26</xref>
          ]
integrates the OCC model of emotions into plan{based agents, using a
domainindependent approach. For instance, the appraisal of the person-environment
relation with respect to an event is performed by checking whether a goal is
achieved or not as a consequence of the event. Standards are taken into
account in EM, following the model of OCC, but their implementation is only
limited to two standards related to well-being principles rather than moral
values: help-my-goals-to-succeed and do-not-cause-my-goals-to-fail. These standards
are goal-related and do not cover moral values.
        </p>
        <p>
          In EMA [
          <xref ref-type="bibr" rid="ref21 ref22">21, 22</xref>
          ], the rst fully-implemented framework for conversational agents,
appraisal is formed by a set of independent processes that operate on a
planbased representation of person-enviroment relation, named causal interpretation.
This work is mainly based on Smith and Lazarus theory [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ], so standards are
not modeled. The authors consider the responsibility and intention of the agent
as appraisal variables in performing an action.
        </p>
        <p>
          Following the OCC model, [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] propose a computational model of emotions
focused on moral emotions (e.g. Pride, Shame, Reproach, etc.) in which a BDI
agent is endowed with moral values. The agent is driven by her moral values
and the a ective state is generated based on moral values and goals processing.
A value is put at stake when one or more of its associated conditions hold in
the state of the world. For example, when an agent performs an action that
makes true in the state of the world one or more violation conditions, the agent
appraises the action as blameworthy.
3.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>The Emotion Appraisal Process</title>
        <p>
          In this work, we rely on previous work by [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] to establish an explicit link between
characters' mental states, story incidents and characters' emotions, modelled
according to the OCC model. As formally expressed in [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ], in order to de ne a
computational model of emotions starting from a reference theory, we must de ne
(1) a derivation model of the appraisal variables (known as Appraisal
Derivation Model) obtained from the person-environment relation; (2) a derivation
model of the emotions (known as A ect Derivation Model), given the
appraisal variables. In our approach, the Appraisal Derivation Model is based on
goals and values processing. An event is evaluated as desirable when a goal is
reached, while it is evaluated as undesirable when a goal is abandoned because
it is not achievable. Regarding the evaluation of actions, an action is evaluated
as praiseworthy when the action re-establishes a value, while we evaluate an
action as blameworthy when the action puts at stake a value. The emotional state
(i.e., joy, sadness, shame, etc.) is derived from the A ect Derivation Model by
emotion-speci c rules based on the result of the appraisal process.
        </p>
        <p>According to the OCC theory of emotions, moral judgment is directly
addressed by Attribution emotions, which arise from the approval (or disapproval)
of an action according to an agent's standards. This class encompasses the
following emotions: (1) Pride (Admiration) arises from the approval of one's
own (someone else's) praiseworthy actions (with respect to standards); (2)
Selfreproach (Reproach) arises from disapproval of one's own (someone else's)
blameworthy actions (with respect to standards). For example, an agent can
appraise a lying action as blameworthy and, consequently, feel a Reproach emotion
towards the agent who performed the action.</p>
        <p>Unlike attribution emotions, that are directed towards actions, well{being
emotions are directed towards events, i.e. the intentionality of the appraised process
is not relevant. Joy and Distress, called Well-being emotions, are de ned as
follows: (1) Joy (Distress) arises from being pleased (unpleased) about a desirable
(undesirable) event (with respect to one's own goals).</p>
        <p>Compound emotions arise when a situation is appraised at the same time as an
action and an event: (1) Grati cation arises from the approval of one's own
praiseworthy action with respect to standards (Pride) and from being pleased
about a desirable event with respect to one's own goals (Joy ); (2) Remorse
arises from the disapproval of one's own blameworthy action with respect to
standards (Self-reproach) and from being displeased about an undesirable event
with respect to one's own goals (Distress ); (3) Gratitude arises from the
approval of someone else's praiseworthy action with respect to standards
(Admiration) and from being pleased about a desirable event with respect to one's
own goals (Joy ); (4) Anger arises from the disapproval of someone else's
blameworthy action with respect to standards (Reproach) and from being displeased
about an undesirable event with respect to one's own goals (Distress ). For
example, in the third act of Hamlet (Shakespeare), Hamlet feels Anger emotion
towards Ophelia because she lied to him. Hamlet appraises the action performed
by Ophelia as blameworthy (i.e. he feels Reproach emotion toward Ophelia) and
is no longer motivated to send her to a nunnery with aim of saving her from
the corruption of the courth (i.e. he feels Distress emotion because the event of
lying is undesirable with respect to his goal).</p>
        <p>
          Given the appraisal variables (elicited by the Appraisal Derivation Model ),
the A ect Derivation Model generates emotions according to the following
domainindependent rules: (1) Joy if the appraisal variable \desirable" is generated (i.e.
a goal is achieved); (2) Distress if the appraisal variable \undesirable" is
generated (i.e. a goal is unachieved); (3) Pride and Admiration if the appraisal
variable \praiseworthy" is generated (i.e. an action re-balances a value at stake);
(4) Self-reproach and Reproach if the appraisal variable \blameworthy" is
generated (i.e. an action puts a value at stake). According to OCC model [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ],
when both appraisal variable regarding actions and goals are generated, the
Affect Derivation Model generates the following compound emotions: Grati cation
(Joy and Pride), Gratitude (Joy and Admiration), Remorse (Distress and
SelfReproach), Anger (Distress and Reproach).
3.3
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>Appraisal Rules</title>
        <p>
          Based on the computational model proposed in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], we encode the generation of
emotions in a set of rules, based on OWL description logic, in order to annotate
the characters' emotional state in an automatic manner. We decided to use the
SWRL rule language to infer the characters' emotional state given the
availability of tools for SWRL rules (the Pellet reasoner supports SWRL rules and
Protege has an editor for writing SWRL rules in the OWL ontology Drammar)
and because the SWRL language was designed as an extension of OWL and it
is one of the simpler rule languages 3.
        </p>
        <p>As described in the previous section, the Drammar ontology describes story units
3 At the present moment, we don't need to interchange rules with other
systems, so we don't adopt the standard RIF language (W3C Rule Interchange
Language). Anyway, it is possible to exchange most SWRL rules via RIF
http://www.w3.org/2005/rules/wiki/RIF FAQ.
in terms of a triple composed of the story state preceding the unit, the unit
incidents and the story state following the unit, treating units as operators in which
the action and events (i.e., the story incidents) bring the state of the story world
from a certain con guration of another. So, we leverage this structure to model
how the emotional state of an agent changes from unit preconditions to e ects as
a consequence of the occurrence of the story incidents. The agent's emotions are
established in the e ects of the unit as a consequence of the appraisal process.
The rules are subjective, and are based on agent's values and goals before and
after a unit, and on the action performed by the agents in the units. Note that,
the dynamic processing of values and goals, featured in a practical agent
architecture, is replaced here by the annotation process, i.e. the annotators specify
the values and goals states in units story states, the actions performed in the
unit, etc.</p>
        <p>Broadly speaking, we encode the Appraisal Derivation Model in the SWRL
rules antecedents and the A ect Derivation Model in the SWRL rules
consequents. For example, the Reproach SWRL rule antecedent is based on the
evaluation of an action performed by another agent: if a value, owned by the a
certain agent ?x, is put at stake by an action performed by another agent ?y,
the Reproach SWRL rule res. The consequent encodes the A ect Derivation
Model and generates the appropriate a ective state (i.e. the agent ?x, owner
of the value put at stake, feels a Reproach emotion toward the agent ?y who
performed the blameworthy action). Speci cally, the Reproach SWRL rule
(represented in Fig. 2 with an informal syntax for readability), res when, in the
StoryState precondition ?sPre, an AgentInState ?xStatePre has a Value ?v
that, in the StoryState e ect ?sE , is put at stake (atStake(?vAtStake, ?v)) by
an Action ?action performed by another agent in the unit (the AgentInUnit
?yUnit ). 4 In the following, we describe the SWRL rules activation for emotions
in agents. The activation of the emotion Pride depends upon (a) an agent's
value at stake { in the preconditions of the unit; (b) the appraised action,
performed by the agent in the unit, that rebalances the value at stake { in the e ects
of the unit.</p>
        <p>When the attribution of praiseworthiness (or blameworthiness) is directed
towards the actions of another agent, the agent feels an Admiration emotion.
The activation of Admiration depends upon: (a) the appraising agent's value
at stake { in the preconditions of the unit; (b) the appraised action performed
by another agent, that rebalances the value at stake { in the e ects of the unit.
The activation of Self-reproach emotion depends on: (a) an agent's value not
at stake { in the preconditions of the unit; (b) the appraised action, performed
by the agent in the unit, that puts the value at stake { in the e ects of the unit.
When the focus is on the agency of others, the emotion generated is Reproach.
The activation of Reproach emotion depends on (a) an agent's value not at
stake { in the preconditions of the unit; (b) the appraised action, performed by
another agent in the unit, which puts the value at stake { in the e ects of the
unit. For instance, in the narrative unit analyzed in the next section, Hamlet
feels Reproach towards Ophelia because, by telling him a lie, she puts Hamlet's
value of honesty at stake.</p>
        <p>When the same incident is appraised simultaneously along the praiseworthiness
dimension and the desirability dimension, compound emotions are generated.
For example, the combination of Distress and Reproach gives the Anger
emotion, i.e., the agent's feels Reproach towards another agent who performed a
blameworthy action and Distress for the undesirability of the e ects of this
action. The rule for the Joy emotion depends on the following elements: (a) an
agent's unachieved goal { in the precondition of the unit; (b) the achievement
of the goal in the unit's e ects; (c) a process (no matter if it is an action or
an event) occurred in a unit's incident, which has determined the goal
achievement. The rule for the Distress emotion depends on the following elements: (a)
an agent's unachieved goal { in the precondition of the unit; (b) a process (no
matter if it is an action or an event) in a unit determines the goal achievement;
(c) an agent's goal is not achieved { in the e ect of the unit.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Example and Validation</title>
      <p>
        In order to illustrate how the model we developed can be used to formally
describe characters' emotions the \cultural object" called drama, we resort to a
4 Notice that, we need to declare in the antecedent of the rule the individual Reproach
emotion. The reason is that arbitrary SWRL rules would lead to undecidability, so
only so-called DL-safe rules are implemented in reasoners. DL-safe rules are rules
applied only to named individuals, they do not apply to individuals that are not
named but are known to exist. So, we need to assert the individual category Reproach
emotion in the antecedent of the rule.
well known example taken from Shakespeare: the \nunnery scene" in the Third
Act of Hamlet (Shakespeare). According to Freytag [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], the \nunnery scene" is
the third (and the climax) of the four \ascending stages" in the play. After that,
there is the tragical incident (stabbing of Polonius) and then the slow return
and the nal catastrophe. In the \nunnery scene", Ophelia is sent to Hamlet by
Polonius and Claudius to con rm the assumption that his madness is caused by
his rejected love. In the middle of the scene Hamlet puts Ophelia on a test to
verify her loyalty. Because he guesses (correctly) that the two conspirators are
hidden behind the curtain, he asks the girl to reveal where her father Polonius
is. She decides to lie and replies that he is at home.
      </p>
      <p>As an example of annotation, we describe the annotation of the story
incident extracted from the \nunnery scene" in which Ophelia lies to Hamlet. In
Drammar, we model the climactic story segment, in which Ophelia decides to lie
about Polonius's location, as a Unit (named \Where is your father"); this is unit
is enacted by two agents, Hamlet and Ophelia. The participation of these agents
in the unit is bridged by two instances of the AgentInUnit class, Ophelia unit
and Hamlet unit. In Fig. 1 the example is illustrated but, for space reasons, we
include only the outstanding elements. Before the units occurs, in the state which
constitutes the precondition of the unit (not reported in Fig. 1), Hamlet is
committed to the goal intends Ophelia Nunnery and he owns the value honesty that
it is not at stake. During the unit, Ophelia performs the lying action that, in the
e ect of the unit (Consequent ), makes (see the property unachiavableDueTo)
Hamlet's goal intends Ophelia Nunnery unachievable and puts at stake (see the
property triggeredBy) the Hamlet's value honesty . Given the description of
the \nunnery scene" according to the Drammar ontology (provided in the
previous section), we validated the suitability of our value{based model of moral
emotions for story characters by adopting the following methodology.</p>
      <p>
        The validation of the emotion model illustrated relies on an annotation
process, carried out in the CADMOS project 5 as part of the metadata enrichment
of digital heritage [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. The work ow of the CADMOS project is as follows.
Given an audiovisual item, the annotator breaks the item into units
(Segmentation phase), and de nes a timeline of incidents as perceived from the movie.
Units are independently identi ed through the boundaries of the incidents that
occur. Then, she annotates the metadata for each unit, encoding the agents
actions (i.e. the story incidents forming a timeline), the characters goals that
motivate them, and the entities involved, according to the Drammar ontology
(Annotation phase). Finally, the goal-action relation is displayed by matching
the incidents in a timeline with the actions and the goals of the characters, to
reveal the structure of the story plot in a visualization (Visualization phase).
In the case of the \nunnery scene" from Hamlet, we have worked on the lm
directed by Laurence Olivier (Two Cities Film production, UK, 1948), based
on Shakespeares text. Here we provide a validation process for our model for
the annotation of emotions, based on an augmentation of the CADMOS manual
annotation, with a subsequent check of the results on the actual interpretation
5 http://cadmos.di.unito.it
provided by the lmic scene. We start from a list of the values that are put at
stake in the scene. Such values are listed manually, analyzing the text and
selecting the moral values that Hamlet explicitly mentions in his utterances. The
listed values are assigned to the story states where they hold, given the
incidents occurring in the unit. Then, we run the model and compute the emotions
that result from an application and insert them in the e ects of some unit. In
particular, we run the SWRL module on the annotated example (encoded in
OWL), thus obtaining the characters' emotions after the incidents contained in
the scene. Finally, we check the emotions annotated in the augmented metadata
against the actor's actual interpretation.
      </p>
      <p>In the nunnery scene, the scholar listed the following values for Hamlet:
honesty, fairness, chastity, and purity. Here we focus on the unit where the \honesty"
value is put at stake (see the Fig. 1), actually where Hamlet asks Ophelia where
Polonius is and Ophelia lies, replying that he is at home (while he is behind a
curtain). By applying the SWRL rules above, the Distress and Reproach rules
re; therefore, also the Anger rule res because Anger is a compound emotion
formed by the emotions Reproach and Distress. The Reproach rule res because
Ophelia's action (lying to Hamlet about where her father is) is appraised as
blameworthy by Hamlet, since the action puts the value \honesty" at stake. The
Distress rules is applied because the goal of sending Ophelia to the nunnery is
no longer achievable due to the lying action performed by Ophelia in the unit
incident (i.e. saving Ophelia from the corruption of Elsinores court is now
impossible because she lied to protect the King and her father { hence she is already
corrupted). The Anger rule res because in the same incident an action (lying)
is evaluated as blameworthy (the honesty value is put at stake by another agent:
Ophelia) and the goal is not reached. According to SWRL rules, Hamlet feels
Anger (also Reproach and Distress are derived by the rules) towards Ophelia at
the end of this short and intense interchange (Where is your father? At home,
my lord.). In Fig. 3 we report the properties that are inferred, for Anger
emotions and for the agent Hamlet, by the reasoner through the SWRL in the story
state e ect of the unit. The scene, as interpreted by Lawrence Olivier, con rms
the consistency of our reasoning with the Anger showed by Hamlet (and visible
in this well know interpretation) as a consequence of Ophelias lie.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In this paper we described a model of the appraisal of emotions, with a focus on
moral emotions. Relying on the notion of value, we proposed a general model of
value-based appraisal of actions.</p>
      <p>We implemented our model as a set of SWRL rules on the top of the Drammar
ontology, previously developed for the annotation of story and characters, and
tested it on a dramatic situation. We validated the characters' emotional state
generated by the SWRL module on a well-know narrative situation and we
compared it with the characters' emotions hand-coded by drama experts.</p>
    </sec>
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