There is a rich variety of data sets for sentiment analysis (viz., polarity and subjectivity classification). For the more challenging task of detecting discrete emotions following the definitions of Ekman and Plutchik, however, there are much fewer data sets, and notably no resources for the social media domain. This paper contributes to closing this gap by extending the SemEval 2016 stance and sentiment dataset with emotion annotation. We (a) analyse annotation reliability and annotation merging; (b) investigate the relation between emotion annotation and the other annotation layers (stance, sentiment); (c) report modelling results as a baseline for future work.
Although more and more data is collected automatically, many interfaces still require manual input. When we, for example, enter our daily calorie intake or calculate our ecological footprint, we often have to guess the weight of the food or what distance we have covered with our car. In this paper, we propose a solution to overcome the problem of forcing users to enter a single value when they are unsure about the actual input. On the basis of a slider, we designed four input controls which allow the input of uncertain data in the form of probability distribution functions. To evaluate our input controls, we conducted two studies collecting subjective and objective feedback. Based on the evaluation, we derived implications for their usage. We additionally provide an open-source toolkit with the evaluated input controls that can be included in web applications and customized for different contexts and tasks.
Explainable question answering systems predict an answer together with an explanation showing why the answer has been selected. The goal is to enable users to assess the correctness of the system and understand its reasoning process. However, we show that current models and evaluation settings have shortcomings regarding the coupling of answer and explanation which might cause serious issues in user experience. As a remedy, we propose a hierarchical model and a new regularization term to strengthen the answer-explanation coupling as well as two evaluation scores to quantify the coupling. We conduct experiments on the HOTPOTQA benchmark data set and perform a user study. The user study shows that our models increase the ability of the users to judge the correctness of the system and that scores like F 1 are not enough to estimate the usefulness of a model in a practical setting with human users. Our scores are better aligned with user experience, making them promising candidates for model selection.
Head-mounted augmented reality (AR) enables embodied in situ drawing in three dimensions (3D). We explore 3D drawing interactions based on uninstrumented, unencumbered (bare) hands that preserve the user's ability to freely navigate and interact with the physical environment. We derive three alternative interaction techniques supporting bare-handed drawing in AR from the literature and by analysing several envisaged use cases. The three interaction techniques are evaluated in a controlled user study examining three distinct drawing tasks: planar drawing, path description, and 3D object reconstruction. The results indicate that continuous freehand drawing supports faster line creation than the control point-based alternatives, although with reduced accuracy. User preferences for the different techniques are mixed and vary considerably between the different tasks, highlighting the value of diverse and flexible interactions. The combined effectiveness of these three drawing techniques is illustrated in an example application of 3D AR drawing.
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