acl acl2011 acl2011-105 knowledge-graph by maker-knowledge-mining

105 acl-2011-Dr Sentiment Knows Everything!


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Author: Amitava Das ; Sivaji Bandyopadhyay

Abstract: Sentiment analysis is one of the hot demanding research areas since last few decades. Although a formidable amount of research have been done, the existing reported solutions or available systems are still far from perfect or do not meet the satisfaction level of end users’ . The main issue is the various conceptual rules that govern sentiment and there are even more clues (possibly unlimited) that can convey these concepts from realization to verbalization of a human being. Human psychology directly relates to the unrevealed clues and governs the sentiment realization of us. Human psychology relates many things like social psychology, culture, pragmatics and many more endless intelligent aspects of civilization. Proper incorporation of human psychology into computational sentiment knowledge representation may solve the problem. In the present paper we propose a template based online interactive gaming technology, called Dr Sentiment to automatically create the PsychoSentiWordNet involving internet population. The PsychoSentiWordNet is an extension of SentiWordNet that presently holds human psychological knowledge on a few aspects along with sentiment knowledge.

Reference: text


Summary: the most important sentenses genereted by tfidf model

sentIndex sentText sentNum sentScore

1 Amitava Das and Sivaji Bandyopadhyay Department of Computer Science and Engineering Jadavpur University India amitava . [sent-2, score-0.063]

2 Although a formidable amount of research have been done, the existing reported solutions or available systems are still far from perfect or do not meet the satisfaction level of end users’ . [sent-5, score-0.058]

3 The main issue is the various conceptual rules that govern sentiment and there are even more clues (possibly unlimited) that can convey these concepts from realization to verbalization of a human being. [sent-6, score-0.656]

4 Human psychology directly relates to the unrevealed clues and governs the sentiment realization of us. [sent-7, score-0.708]

5 Human psychology relates many things like social psychology, culture, pragmatics and many more endless intelligent aspects of civilization. [sent-8, score-0.256]

6 Proper incorporation of human psychology into computational sentiment knowledge representation may solve the problem. [sent-9, score-0.578]

7 In the present paper we propose a template based online interactive gaming technology, called Dr Sentiment to automatically create the PsychoSentiWordNet involving internet population. [sent-10, score-0.38]

8 The PsychoSentiWordNet is an extension of SentiWordNet that presently holds human psychological knowledge on a few aspects along with sentiment knowledge. [sent-11, score-0.71]

9 , 2010) have already proposed various techniques for making dictionaries for those sentiment words. [sent-15, score-0.464]

10 But polarity assignment of such sentiment lexicons is a hard semantic disambiguation problem. [sent-16, score-0.619]

11 The regulating aspects which govern the lexical level semantic orientation are natural language context (Pang et al. [sent-17, score-0.393]

12 , 2002), language properties (Wiebe and Mihalcea, 2006), domain pragmatic knowledge (Aue and Gamon, 2005), time dimension (Read, 2005), colors and culture (Strapparava and Ozbal, 2010) and many more unrevealed hidden aspects. [sent-18, score-0.107]

13 Therefore it is a challenging and enigmatic research problem. [sent-19, score-0.032]

14 The current trend is to attach prior polarity to each entry at the sentiment lexicon level. [sent-20, score-0.65]

15 Prior polarity is an approximation value based on heuristics based statistics collected from corpus and not exact. [sent-21, score-0.161]

16 The probabilistic fixed point prior polarity scores do not solve the problem completely rather it places the problem into next level, called contextual polarity classification. [sent-22, score-0.352]

17 We start with the hypothesis that the summation of all the regulating aspects of sentiment orientation is human psychology and thus it is a multifaceted problem (Liu, 2010). [sent-23, score-0.854]

18 More precisely what we mean by human psychology is the union of all known and unknown aspects that directly or indirectly govern the sentiment orientation knowledge of us. [sent-24, score-0.844]

19 The regulating aspects wrapped in the present PsychoSentiWordNet are Gender, Age, City, Country, Language and Profession. [sent-25, score-0.237]

20 The PsychoSentiWordNet is an extension of the existing SentiWordNet 3. [sent-26, score-0.029]

21 , 2010) to hold the possible psychological ingreIn order to identify sentiment from a text, lexical analysis plays a crucial role. [sent-29, score-0.514]

22 For example, words like love, hate, good and favorite directly indicate dients and govern the sentiment understandability of us. [sent-30, score-0.604]

23 The PsychoSentiWordNet holds variable prior polarity scores that could be fetched depend- sentiment or opinion. [sent-31, score-0.678]

24 , ing upon those psychological regulating aspects. [sent-33, score-0.212]

25 This technology has proven itself as an excellent technique to collect psychological sentiment of human society even at multilingual level. [sent-37, score-0.589]

26 Dr Sentiment presently supports 56 languages and therefore we may call it Global PsychoSentiWordNet. [sent-38, score-0.078]

27 In this section we have philosophically argued about the necessity of developing PsychoSentiWordNet. [sent-40, score-0.032]

28 Section 3 explains about some exciting outcomes of PsychoSentiWordNet. [sent-42, score-0.046]

29 The developed PsychoSentiWordNet(s) are expected to help automatic sentiment analysis research in many aspects and other disciplines as well and have been described in section 4. [sent-43, score-0.507]

30 2 Dr Sentiment Dr Sentiment1 is a template based interactive online game, which collects player’s sentiment by asking a set of simple template based questions and finally reveals a player’s sentimental status. [sent-46, score-0.686]

31 Dr Sentiment fetches random words from SentiWordNet synsets and asks every player to tell about his/her sentiment polarity understanding regarding the concept behind the word fetched by it. [sent-47, score-1.073]

32 There are several motivations behind developing the intuitive game to automatically collect human psycho-sentimental orientation information. [sent-48, score-0.316]

33 In the history of Information Retrieval research there is a milestone when ESP (Ahn et al. [sent-49, score-0.032]

34 , 2004) innovated the concept of a game to automatically label images available in the World Wide Web. [sent-50, score-0.255]

35 It has been identified as the most reliable game2 strategy to automatically annotate the online im- 1 http://www. [sent-51, score-0.078]

36 A number of research endeavors could be found in the literature for creation of Sentiment Lexicon in several languages and domains. [sent-58, score-0.032]

37 These techniques can be broadly categorized into two classes, one follows classical manual annotation techniques (Andreevskaia and Bergler, 2006);(Wiebe and Riloff, 2006) while the other follows various automatic techniques (Mohammad et al. [sent-59, score-0.137]

38 Manual annotation techniques are undoubtedly trustable but it generally takes time. [sent-62, score-0.067]

39 Automatic techniques demand manual validations and are dependent on the corpus availability in the respective domain. [sent-63, score-0.067]

40 Manual annotation techniques require a large number of annotators to balance one’s sentimentality in order to reach agreement. [sent-64, score-0.13]

41 Sentiment is a property of human intelligence and is not entirely based on the features of a lan- guage. [sent-66, score-0.04]

42 Thus people’s involvement is required to capture the sentiment of the human society. [sent-67, score-0.527]

43 We have developed an online game to attract internet population for the creation of PsychoSentiWordNet automatically. [sent-68, score-0.382]

44 Involvement of Internet population is an effective approach as the population is very high in number and ever growing (approx. [sent-69, score-0.184]

45 Internet population consists of people with various languages, cultures, age etc and thus not biased towards any domain, language or particular society. [sent-71, score-0.142]

46 A detailed statistics on the Internet usage and population has been reported in the Table 2. [sent-72, score-0.092]

47 The lexicons tagged by this system are credible as it is tagged by human beings. [sent-73, score-0.36]

48 It is not a static sentiment lexicon set [polarity changes with time (Read, 2005)] as it is updated regularly. [sent-74, score-0.459]

49 Around 10-20 players each day are playing it throughout the world in different languages. [sent-75, score-0.144]

50 The Sign Up form of the “Dr Sentiment” game asks the player to provide personal information such as Sex, Age, City, Country, Language and Profession. [sent-78, score-0.552]

51 These collected personal details of a player are kept as a log record in the database. [sent-79, score-0.349]

52 The gaming interface has four types of question templates. [sent-80, score-0.264]

53 The question templates are named as Q1, Q2, Q3 and Q4. [sent-81, score-0.041]

54 htm ABzferlabmiskenuaqicjensiBCuDrlahzotigne lrcsahine GEFesDiaolrntupcgisnaho IHncGdueTaobrlnigmteasdrkwinlaceL 1n:guMaLJiKtIchegpasourtdilvenahgisnea PNRMoremtawulsgineayh sneSRlowupvrseabdnhi slkanVUTYiWkeutrdnahliksmuhaens To make the gaming interface more interesting images have been added. [sent-85, score-0.308]

55 These images have been retrieved by Google image search API and to avoid biasness we have randomized among the first ten images retrieved by Google. [sent-86, score-0.379]

56 1 Gaming Strategy Dr Sentiment asks 30 questions to each player. [sent-88, score-0.101]

57 There are predefined distributions of each question type as 11 for Q1, 11 for Q2, 4 for Q3 and 4 for Q4. [sent-89, score-0.082]

58 The questions are randomly asked to keep the game more inter- esting. [sent-91, score-0.25]

59 For word based translation Google translation5 service has been used. [sent-92, score-0.034]

60 At each Question (Q) level translation service has been used to display the sentiment word into player’s own language. [sent-93, score-0.463]

61 The Google image search API is fired with the word as a query. [sent-97, score-0.067]

62 An image along with the word itself is shown in the Q1 page of the game. [sent-98, score-0.067]

63 com/ 52 Players press the different emoticons (Figure 1) to express their sentimentality. [sent-103, score-0.042]

64 3 Q2 This question type is specially designed for relative scoring technique. [sent-106, score-0.082]

65 For example: good and better both are positive but we need to know which one is more positive than other. [sent-107, score-0.154]

66 With the present gaming technology relative polarity scoring has been assigned to each n-n word pair combination. [sent-109, score-0.336]

67 Randomly n (presently 2-4) words have been chosen from the source SentiWordNet synsets along with their images as retrieved by Google API. [sent-110, score-0.181]

68 Each player is then asked to select one of them that he/she likes most. [sent-111, score-0.331]

69 The relative score is calculated and stored in the corresponding log table. [sent-112, score-0.036]

70 4 Q3 The player is asked for any positive word in his/her mind. [sent-116, score-0.408]

71 This technique helps to increase the coverage of existing SentiWordNet. [sent-117, score-0.061]

72 The word is then added to the existing PsychoSentiWordNet and further used in Q1 to other users to note their sentimentality about the particular word. [sent-118, score-0.124]

73 5 Q4 A player is asked by Dr Sentiment about any negative word. [sent-120, score-0.412]

74 The word is then added to the existing PsychoSentiWordNet and further used in Q1 to other users to note their sentimentality about the particular word. [sent-121, score-0.124]

75 6 Comment Architecture There are three types of Comments, Comment type 1 (CMNT1), Comment type 2 (CMNT2) and the final comment as Dr Sentiment’s prescription. [sent-123, score-0.243]

76 CMNT1 type and CMNT2 type comments are associated with question types Q1 and Q2 respectively. [sent-124, score-0.167]

77 1 CMNT1 Comment type 1 has 5 variations as shown in the Comment table in Table 4. [sent-127, score-0.041]

78 Comments are random- ly retrieved from comment type table according to their category: • • • • • Positive word has been tagged as negative (PN) Positive word has been tagged as positive (PP) Negative word has been tagged as positive (NP) Negative word has been tagged as negative (NN) Neutral. [sent-128, score-1.097]

79 2 CMNT2 The strategy here is as same as the CMNT 1. [sent-131, score-0.048]

80 • Positive word has been tagged as negative (PN) • Negative word has been tagged as positive (NP) 2. [sent-133, score-0.42]

81 7 Dr Sentiment’s Prescription The final prescription depends on various factors such as total number of positive, negative or neutral comments and the total time taken by any player. [sent-134, score-0.259]

82 The final prescription also depends on the range of the accumulated values of all the above factors. [sent-135, score-0.088]

83 The motivating message for players is that Dr Sentiment can reveal their sentimental status: whether they are extreme negative or positive or very much neutral or diplomatic etc. [sent-137, score-0.447]

84 It is not claimed that the revealed status of a player by Dr Sentiment is exact or ideal. [sent-138, score-0.345]

85 It is only to make the players motivated but the outcomes of the game effectively helps to store human sentimental psychology in terms of computational lexicon. [sent-139, score-0.608]

86 A word previously tagged by a player is avoided by the tracking system during subsequent turns by the same player. [sent-140, score-0.414]

87 The intension is to tag more and more words involving Internet population. [sent-141, score-0.032]

88 We observe that the strategy helps to keep the game interesting as a large number of players return to play the game after this strategy was implemented. [sent-142, score-0.612]

89 3 Senti-Mentality PsychoSentiWordNet gives a good sketch to understand the psycho-sentimental behavior of the human society depending upon proposed psychological dimensions. [sent-143, score-0.125]

90 The PsychoSentiWordNet is basically the log records of every player’s tagged words. [sent-144, score-0.204]

91 1 Concept-Culture-Wise Analysis The word “blue” gets tagged by different players around the world. [sent-146, score-0.275]

92 But surprisingly it has been tagged as positive from one part of the world and negative from another part of the world. [sent-147, score-0.289]

93 The observation is that most of the negative tags are coming from the middle-east and especially from the Islamic countries. [sent-149, score-0.081]


similar papers computed by tfidf model

tfidf for this paper:

wordName wordTfidf (topN-words)

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These approaches all rely on the availability of fine-grained annotations, but Ta¨ckstro¨m and McDonald (201 1) showed that latent variables can be used to learn fine-grained sentiment using only coarse-grained supervision. While this model was shown to beat a set of natural baselines with quite a wide margin, it has its shortcomings. Most notably, due to the loose constraints provided by the coarse supervision, it tends to only predict the two dominant fine-grained sentiment categories well for each document sentiment category, so that almost all sentences in positive documents are deemed positive or neutral, and vice versa for negative documents. As a way of overcoming these shortcomings, we propose to fuse a coarsely supervised model with a fully supervised model. Below, we describe two ways of achieving such a combined model in the framework of structured conditional latent variable models. Contrary to (generative) topic models (Mei et al., 2007; Titov and Proceedings ofP thoer t4l9atnhd A, Onrnuegaoln M,e Jeuntineg 19 o-f2 t4h,e 2 A0s1s1o.c?i ac t2io0n11 fo Ar Cssoocmiaptuiotanti foonra Clo Lminpguutiast i ocns:aslh Loirntpgaupisetrics , pages 569–574, Figure 1: a) Factor graph of the fully observed graphical model. b) Factor graph of the corresponding latent variable model. During training, shaded nodes are observed, while non-shaded nodes are unobserved. The input sentences si are always observed. Note that there are no factors connecting the document node, yd, with the input nodes, s, so that the sentence-level variables, ys, in effect form a bottleneck between the document sentiment and the input sentences. McDonald, 2008; Lin and He, 2009), structured conditional models can handle rich and overlapping features and allow for exact inference and simple gradient based estimation. The former models are largely orthogonal to the one we propose in this work and combining their merits might be fruitful. As shown by Sauper et al. (2010), it is possible to fuse generative document structure models and task specific structured conditional models. While we do model document structure in terms of sentiment transitions, we do not model topical structure. An interesting avenue for future work would be to extend the model of Sauper et al. (2010) to take coarse-grained taskspecific supervision into account, while modeling fine-grained task-specific aspects with latent variables. Note also that the proposed approach is orthogonal to semi-supervised and unsupervised induction of context independent (prior polarity) lexicons (Turney, 2002; Kim and Hovy, 2004; Esuli and Sebastiani, 2009; Rao and Ravichandran, 2009; Velikovich et al., 2010). The output of such models could readily be incorporated as features in the proposed model. 1.1 Preliminaries Let d be a document consisting of n sentences, s = (si)in=1, with a document–sentence-sequence pair denoted d = (d, s). Let yd = (yd, ys) denote random variables1 the document level sentiment, yd, and the sequence of sentence level sentiment, = (ysi)in=1 . – ys 1We are abusing notation throughout by using the same symbols to refer to random variables and their particular assignments. 570 In what follows, we assume that we have access to two training sets: a small set of fully labeled instances, DF = {(dj, and a large set of ydj)}jm=f1, coarsely labeled instances DC = {(dj, yjd)}jm=fm+fm+c1. Furthermore, we assume that yd and all yis take values in {POS, NEG, NEU}. We focus on structured conditional models in the exponential family, with the standard parametrization pθ(yd,ys|s) = expnhφ(yd,ys,s),θi − Aθ(s)o

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