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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Rule based appraisal of emotions in drama</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>V. Lombardo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>C. Battaglino</string-name>
          <email>battagli@di.unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>R. Damiano</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>A. Pizzo</string-name>
          <email>antonio.pizzo@unito.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science and Cirma, University of Torino</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Humanities and Cirma, University of Torino</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>In stories, the emotional charge of the characters plays an important role in engaging the audience. The emotional states of the characters allow the audience to understand their motivations and to perceive their reactions to a dramatic situation. In this paper, relying on a semantic representation of the drama features, we present and evaluate an emotional rule system that generates the characters' emotions based on their representation of their mental states.</p>
      </abstract>
      <kwd-group>
        <kwd>emotion annotation</kwd>
        <kwd>drama ontology</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Computing characters' emotions is relevant for a number of tasks ranging from
retrieval to editing. Consider, for example, the following scenarios: a system,
conceived for the general public, that searches a (multimedia) story bank (such
as, e.g., [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], see below), through an e ective tool that goes beyond mere editorial
metadata (title, author, etc.), able to answer queries of the type \the novel where
a woman drowns her husband with the help of her lover but eventually goes
insane from remorse"; an environment for assisted drama editing (such as, e.g.,
Dramatica3), where the writer can visualize the course of characters' emotions
along the plot and assess their timing and coherence.
      </p>
      <p>
        Cognitive theories of emotions can provide a systematic account of characters'
emotions in stories. According to cognitive theories [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], emotions stem from how
a character appraises a given situation with respect to its own goals and moral
standards: if it appraises some event as bene cial, it is happy; if it appraises some
event as deleterious, it is worried or disgusted; etc. Since the notion of appraisal
advocates an intentional account of agency, cognitive theories of emotions have
been integrated into virtual characters by using the well known BDI model,
which provides the required primitives for the appraisal process [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ].
      </p>
      <p>
        In this paper, we leverage a computational model of emotions [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], based on
the OCC theory of emotion appraisal [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], to create a set of rules that compute
characters' emotions based on a description of their goals and values. We assume
a BDI based description of the characters [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ], where characters are driven
by their goals and respond to the violations of their values, engaging in con icts
      </p>
      <sec id="sec-1-1">
        <title>3 http://dramatica.com</title>
        <p>that are the input to their emotions. suitable to develop functionalities such as
the search and editing functions mentioned above.</p>
        <p>This paper is structured as follows: after surveying the related works about
how appraisal theories are encoded in intelligent agents (Section 2), we illustrate
the basic encoding of the drama facts through the Drammar ontology (Section
3). Section 4 presents the emotional rules system, while Section 5 presents the
experiment.
2</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>
        A varieties of recent projects have investigated the creation of story repositories
with formal tools. Propp's work, in particular, has been the object of
formalization with AI tools in elds that range from the creation of ctional story
worlds [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] to narrative generation [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The DramaBank Project [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] is a
repository of semantically encoded narratives, based on a formal annotation, oriented
at the surface generation of di erent stories from shared nuclei [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The
DramaBank annotation language accounts for causality and intentionality in stories
with speci c operators, such as Attempt to cause, but does not account for an
emotional level in characters, since they are mostly concerned with the encoding
of plots rather than character structures. The Narrative Knowledge
Representation Language (NKRL) proposed by [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] also provides tools for the annotation
of the narrative content, but it does not acknowledge the role of the characters
and their emotions.
      </p>
      <p>
        The integration of emotions into virtual characters' architectures has seen its
rst, pioneering approach in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], emotional states are explained as a consequence
of speci c con gurations of mental states (e.g., beliefs and goals), that are the
output of a person's appraisal of the environment she/he is situated in. For
example, a situation may be desirable with respect to the person's goals, or it may
be appraised as immoral because it contains some immoral action with respect to
the moral beliefs of the person. A number of computational models of emotions,
including [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], rely on the appraisal theory proposed by Ortony, Clore and Collins
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] (OCC). A relevant feature of computational models of emotions is that the
emotion appraisal process is carried out in a domain{independent fashion. In
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], the independence of the appraisal process from the domain is limited to
the desirability of events, which is based on goal processing; the appraisal of
actions as praiseworthy and blameworthy, on the contrary, is reduced to the
principles such as \help my goals to succeed" or \do not cause my goals to fail".
In [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], the appraisal of events is independent from the domain, and is carried out
by processing the syntactic information encoded in the representation of plans
(e.g., the probability of success) and goals (e.g., the success or failure conditions).
The system, however, does not contain the necessary information for generating
the appraisal variables, which are necessary to Attribution emotions. In [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ],
Attribution emotions, such as Pride or Shame, are derived from the evaluation
of actions in a domain{independent way, based on the notion of moral values
(such as `honesty', `freedom').
      </p>
    </sec>
    <sec id="sec-3">
      <title>Drammar Ontology</title>
      <p>
        Drammar4 is a computational ontology for the representation of the elements
of the drama (for details about the encoding, see [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]). For a description of the
theoretical foundations for dramatic elements see [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
      </p>
      <p>
        Drammar representation of characters centers upon the notion of agents'
intention (realized through a plan) and the goal achieved (or tried to achieve).
A plan consists of the actions that are to be carried out in order to achieve some
goal; plans are organized hierarchically, with high{level behaviors formulated as
lower{level plans (called subplans). Goals originate from the values of the agents
that are engaged by the plans, i.e., put at stake or balanced through the plan
actions, given the beliefs (i.e., the knowledge) of the agents. The representation
of dramatic characters is formalized through the rational agent paradigm, or BDI
(Belief, Desire, Intention) paradigm [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] (which has already seen some applications
in the computational storytelling community [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]).
      </p>
      <p>The scenes are the places for the interplay of the actions that are carried out
by the agents to achieve their goals. The scene is built in order to orchestrate
the con icts (or, alternatively, the support relations) over the goals and to
induce into the agents the emotions sought after by the author of the drama. The
emotions felt by the agents are the dramatic qualities par excellence and are
computed through the apprAaGisEaNlT,o&amp;GpOerAaLt,&amp;iSoCnE.NTE&amp;WheF&amp;Ea&amp;p&amp;EpSrSaEiMsa&amp; l operation, encoded
through SWRL rules, will be addressed in detail in the next section. The
repre●"Agent"</p>
      <p>"Eve&amp;
intends(
unitHasGoal(</p>
      <p>●"Goal"
&amp;Eve&amp;wants&amp;to&amp;
help&amp;Roger&amp;
hasSetMember(
4 An available version of the ontology, encoded in the OWL 2 RL language, can be
downloaded at http://www.di. unito.it/ vincenzo/FTP SWJ/
movie by Alfred Hitchcock, a tale of mistaken identity where the main character
Roger tries to prove that he is not the `double' George Kaplan. In the example,
we model the scene in which Eve helps Roger to hide from the police o cers
who want to catch him, because they believe that he is an assassin. Eve is a spy
of the USA government and knows that Roger is not an assassin, so she helps
him. Roger feels Gratitude toward Eve, because her goal is in support of Roger's
goal of not being caught and her plan re-balances Roger's Freedom value.</p>
      <p>In Fig. 1, the incident described above is encoded in the Unit \Eve hides
Roger from the police" (top). What motivate this unit are the following goals: 1)
Roger's goal to not be caught by the police o cers; 2) Eve's goal to help Roger;
with the rst goal being supported by the second one. The plan devised by Eve
to achieve her goal engages Roger's value of Freedom. Goals and engaged values
are handled through a scene structure depicted in the gure. In the example,
emotions are represented by the properties feels and toward instantiated by
the rules, so that Roger feels gratitude toward Eve.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Rule-based emotion generation</title>
      <p>
        The automatic annotation of emotions is conducted via a set of rules, informed
on a computational model of the emotional agent, namely the Moral Emotional
Agent described in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>
        As anticipated in Section 2, in OCC theory emotions are activated as a
consequence of a person's (here, an agent's) subjective appraisal of a given situation.
The appraisal process encompasses the following elements: the appraising agent,
the appraised situation, the dimension of appraisal. Depending on the con
guration of these elements, di erent emotion types are generated. The OCC theory
acknowledges three main dimensions of appraisal: the utilitarian dimension of
desirability (or undesirability), that [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] map onto the achievement (or failure)
of goals, following an established tradition in computational models of emotions
(e.g., Joy or Distress); the moral dimension of praiseworthiness (or
blameworthiness), that [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] map onto the compliance (or con ict) with moral values (e.g.,
Pride or Shame); the a ection for an entity involved in the situation. The
utilitarian dimension can be also appraised by the agent from the point of view
of another agent, thus generated other agent-oriented emotions (e.g. Pity or
Reproach).
      </p>
      <p>The target of the emotion, then, varies depending on the appraisal of the
situation as a mere event or as an intentional act: in the former case, the target of
the emotion is the event itself and the relevant dimension of appraisal is the
desirability of the event; in the latter case, the target is the agent who intentionally
performed the act and the relevant appraisal dimension is the praiseworthiness
of the action. A third case is the appraisal of a speci c entity (e.g., an object or
a person) involved in the situation according to an a ective, subjective
inclination (e.g., Love and Hate): here, we do not consider this case since the a ection
towards the target is intrinsic to the appraising agent and cannot be computed.
If the appraised situation is still ongoing, a prospect-based emotion will be
generated based on the agent's expectation about its outcome (e.g., Hope or Fear).
Otherwise, the generated emotion type depends on the actual outcome of the
event with respect to the dimensions of desirability and praiseworthiness (e.g.,
Relief).</p>
      <p>In OCC, emotions are grouped into emotion families depending on the
appraisal dimensions. When the appraisal dimension is desirability, Well{being
emotions are generated; these can be Prospect{based if the refer to the
prospective accomplishment of events. The appraisal of actions according to the moral
dimension gives rise to Attribution emotions. The appraisal of situations from
the perspective of other agents gives rise to Fortune{of{Others emotions.</p>
      <p>
        In previous work, we chose SWRL rule language [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] as the formal tool for
encoding the emotion annotation rules [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The SWRL rules augment the OWL{
based representation with a rule layer built on top of it, adding the possibility to
declare arbitrary Horn clauses expressed as IF THEN rules. Encoding emotion
generation using SWRL rules enables the automatic generation of the emotions
of the characters in a scene annotated in Drammar.
      </p>
      <p>Translating the computational model of emotions into the emotion generation
rules involves a mapping of the elements of the appraisal process (appraising
agent, situation and dimension of appraisal) onto the primitives of the Drammar
ontology. Basically, the rule antecedent represents a character's appraisal of a
situation, and is based on the character's goals, values and plans (e.g., a goal
achieved or not, a value put at stake, a plan the character is committed to). The
rule consequent asserts what emotions the character feels as a consequence of
the appraisal and what is the target of the emotion.</p>
      <p>The appraised situation is mapped onto a scene of the drama and the
appraising agent is mapped onto a character featured in the scene. Modelling the
appraisal dimension requires a more complex mapping. The content of the scene
is represented as a set of variables that correspond to goals (Goal in Drammar),
achieved by plans (Plan in Drammar), and values (Value in Drammar), engaged
by the execution of plans. Appraisal dimensions are represented as relations over
this set of variables. The appraisal of an event as desirable (or undesirable)
depends on the relation between a goal of the appraising agent and another's agent
goal, achieved by the plan of the other agent in the scene. The relation is
expressed through the properties inConflictWith or inSupportOf: an event is
desirable if the goal it achieves is inSupportOf of the agent's goal, undesirable
otherwise. Notice that, in this case, a plan is construed as an (intentional) event,
in line with the OCC theory.</p>
      <p>The appraisal of an action as praiseworthy (or blameworthy ) depends on the
relation between a character's value and a plan committed by another agent (or
by the agent itself) as a way to achieve some goal. The relation between a value
and a plan is expressed by the property atStake concerning one of the values of
the character: if the value is put atStake as a consequence of the execution of a
plan in the scene, the plan is blameworthy; otherwise, if a value is not at stake
anymore after the execution of a plan, the plan is praiseworthy.</p>
      <p>The temporal dynamics of the appraised situation, relevant for Prospect{
based emotions, is grasped by a property describing the status of the plan
execution in the agent's expectations. The status of a prospect event is expressed
by the property accomplished of a plan, whose value is a string. A plan
accomplishment can be uncertain (i.e., \uncertain") if the agent expects the plan to
achieve its goal, successful (i.e., \true") if the plan has been successfully executed
and has achieved its goal as expected, failed (i.e., \false") if the plan has not
achieved its goal, di erently from what expected. The Fig. ?? illustrates the rules
for emotion generation. Well-being emotions, such as Distress and Joy, depend
on the relation between a Goal ?G and a Goal ?GSA owned by an Agent. An
event is desirable if it encompasses a plan that achieves a goal ?G inSupportOf
of the agent's goal ?GSA, undesirable if the goal ?G is inConflict with the
agent's goal.</p>
      <p>Fortune-of-others emotions, such as Happy-for another agent, depends on the
agent's emotions Love/Hate for another agent encoded in the representation and
on the (un)desirability of an event for an other agent's Goal ?GOA. For example,
if the Agent ?SA loves another Agent ?OA and the Goal ?G is inSupportOf the
Goal ?GOA of the other Agent ?OA, ?SA feels Happy-for for the other agent
?OA. Otherwise, the agent feels Gloating toward the other agent.</p>
      <p>Attribution emotions arise when the agent appraises the consequences of an
action with respect to its values. This happens when an Agent ?SA owns a
Value ?V that is a ValueEngaged ?VE in the e ects of the Plan. The Agent
?SA appraises the Plan ?P as praiseworthy if the value ?VE is re{balanced by
the plan (i.e., the data property atStake of ?V is false as a consequence of the
plan); the Plan ?P is blameworthy if ?VE is put at stake by the plan (i.e., the
data property atStake of ?V is true as a consequence of the plan). Attribution
emotions can be self{ or other{directed: the Agent ?SA feels Pride or Shame if it
intends the Plan ?P and the plan is, respectively, praiseworthy or blameworthy.
Otherwise, if another Agent ?OA in the scene intends the Plan ?P, ?SA feels
Admiration or Reproach.</p>
      <p>Compound emotions arise when the agent feels Well-being emotions and
Attribution emotions at the same time. Grati cation (Remorse) emotion rule res
if the Agent ?SA feels Joy (Distress) and Pride (Shame) in the Scene ?S, SWRL
Grati cation(SWRL Remorse) rule res and ?SA also feels Grati cation
(Remorse). Gratitude (Anger) emotion rule res if the Agent ?SA feels Joy
(Distress) and Admiration (Reproach) in the Scene ?S, SWRL Gratitude(SWRL
Anger ) rule res and ?SA also feels Gratitude (Anger).</p>
      <p>In the following (Fig. 2), we describe the activation of the SWRL rule for
Relief for the agent Roger in the running example taken from the \North by
Northwest" movie by Alfred Hitchcock. In particular, we focus on the scene
in which two foreign spies, Valerie and Licht, believing that Roger is George
Kaplan, try to kill him by forcing him to drink bourbon and by putting him
into a moving car. Roger manages to exit from the car before it falls o a cli .
The Scene \Scene 2.1.2 Roger's life is in danger" has one Agent: the main
character \Roger". The emotional charge of the scene is usually described in
the traditional mise en scene focusing on the con ict between the two goals:
Valerie and Licht want to kill Roger; Roger wants to stay alive. Given the event
represented by Valerie and Licht's goal and by their failed plan, the system
succeeds in calculating the resulting characters' emotional charge. Following the
SWRL rules, the system outputs Roger's relief as the emotions triggered in the
scene that corresponds to the unit. In (Fig. 2), the event is represented by the
Plan \Valerie and Rick kill Roger by putting him in the car" that achieves Valerie
and Licht's Goal \Valerie and Licht want to kill Roger". The plan has the data
●"Emo+on"
"Relief&amp;of&amp;Roger&amp;
feels%</p>
      <p>apApgraeinsitn%g%
●"Agent"</p>
      <p>Roger&amp;
believes(
EVENT:&amp;the&amp;Plan&amp;``Valerie(and(Licht(kill(Roker(by(pu?ng(him(in(the(
car’’(that&amp;achieves&amp;the&amp;Goal&amp;(``Valerie(and(Licht(want(to(kill(Roger’’&amp;
property accomplished set to false, this means that the event is disco rmed. The
Agent Roger has the Goal \Roger wants to stay alive" that is inConflictWith
Valerie and Licht's goal and the agent believes that his goal is in con ict with the
event. Thus, the Agent Roger appraises the event as an undesirable discon rmed
event that leads to the activation of the Relief SWRL rule. The Relief rule
consequent asserts that the Agent Roger is the appraisingAgent that feels the
Emotion Relief of Roger, with the Goal\Roger wants to stay alive" as target
(property target).
5</p>
    </sec>
    <sec id="sec-5">
      <title>Evaluation &amp; Discussion</title>
      <p>In this section, we describe an experiment that aims at evaluating the application
of the emotional rules presented in Section 4 on the data obtained by the manual
annotation of stories by experts.</p>
      <p>Experimental Protocol. The annotated corpus included two Hollywood movies,
the historical romance Casablanca (by Michael Curtiz) and the unlikely thriller
North by northwest by Alfred Hitchcock, respectively; an opera, Carmen (George
Bizet, libretto of Henri Meilhac and Ludovic Halevy), and the Greek tragedy
Oedipus the King (Sophocles). The characters whose emotions are annotated are:
Roger (North by northwest movie), Rick, Ilsa and Laszlo (Casablanca movie),
Carmen, Don Jose, and Michaela (Carmen opera), and nally Oedipus (Oedipus
Greek tragedy).</p>
      <p>Each drama in the corpus was segmented into units and analyzed by an
annotator who identi ed the segment's main incidents and then annotated the
main actional elements of the units and the OCC{classi ed emotion types felt
by the main characters. The annotators were students of the Media and Arts
program, trained in dramatic narration; each work was annotated by a di erent
annotator, selected based on her/his familiarity with the work. Subsequently, for
each segment identi ed by the annotator, a drama scholar annotated the goals,
plans, and values involved in the segment in the formal language of Drammar.
Then, the annotation was fed to a reasoner5 for the application of the SWRL
emotion rules presented in Section 4.</p>
      <p>
        We compared the improvement brought about by the rule with the results of
a preliminary experiment, described in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. With respect to previous work [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ],
the rule set presented in Section 4 contains a monotonically more ne{grained
encoding of the agent's expectations about prospect events, and of the agent's
appraisal of the relation between its goals and the goal achieved in the appraised
situation. This improvement allows us to discriminate between Prospect-based
emotions and Well-being emotions, thus avoiding con icts in rule activation. For
the comparison, we availed ourselves of the following measures: Human
Annotated Emotion Types Detection and Tokens Accuracy. The Human Annotated
Emotion Types Detection represents the capability of a system of detecting the
set of emotions types (i.e., the emotional range) annotated by humans for each
character in the corpus. It is calculated by computing precision and recall of the
generated emotion types on the emotion types annotated by the human
annotators. This measure is not dependent on the number of tokens of a speci c emotion
types. The Tokens Accuracy represents the accuracy of a system in generating
the number of emotions tokens annotated by humans for a given character in the
corpus. It is calculated by computing precision and recall on the emotions type
tokens (i.e., the single instances of each emotion type). This measure takes into
consideration the number of times that the human annotators or the systems
generate a speci c emotion type.
      </p>
      <p>
        Results. Regarding the Human Annotated Emotion Types Detection, the
average precision is 0:88 and the average recall is 0:94 (see Table 1). With respect
to previous results [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], we obtained an higher average precision (0:88 against
0:71) and an higher average recall (0:94 vs 0:89). In particular, the
improvement regards the precision for characters who felt emotions types that belong to
Prospect-based emotions such as Roger (0:73 vs 0:69), Rick (0:71 vs 0:62), Ilsa
(1 vs 0:5), Laszlo (1 vs 0:8) and Oedipus (1 vs 0:79) (see Table 1).
      </p>
      <p>Regarding the Tokens Accuracy measure, the average precision is 0:72 while
the average recall is 0:93 (see Table 2). With respect to previous results, that</p>
      <sec id="sec-5-1">
        <title>5 Pellet, www.clarkparsia.com/pellet</title>
        <p>Precision
Previous Precision 0.69</p>
        <p>Roger
show an average precision and recall equal to 0:51 and 0:85, respectively, the
improvement is more apparent when we computed the Tokens Accuracy measure
because it considers also the number of times that a certain emotions type is
annotated by humans and generated by the systems (see Table 2 - Roger ( 0:62
vs 0:32), Rick (0:52 vs 0:43), Laszlo (0:83 vs 0:5) and Oedipus ( 0:91 vs 0:62)).</p>
        <p>NbN Casablanca Carmen OedipusAll</p>
        <p>Laszlo Carmen D. Juan Micaela Oedipus
1
the human annotator for Roger in North by Northwest : while the previous rule
system generated 6 emotion tokens of this emotion type, our rules discriminate
the appraisal in a more e cient way and are in line with the human annotation.
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>In this paper, we described a system for the automatic generation of characters'
emotions in stories, encoded in a set of SWRL rules. A rule based system
alleviates the task of manual annotation of characters' emotions by providing a
coherent and founded model for character emotion generation through a variety
of media. We designed and ran an experiment where the emotions automatically
generated by the rules were compared to the emotions assigned by human
annotators to story characters on a corpus of stories ranging from traditional to new
media. The experiments showed a good performance of the model with respect
to the annotation provided by the humans.</p>
    </sec>
  </body>
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