Emotion Markup Language

Emotion Markup Language

An Emotion Markup Language (EML) is defined by the W3C Emotion Incubator group [http://www.w3.org/2005/Incubator/emotion] as a general-purpose emotion annotation and representation language, which should be usable in a large variety of technological contexts where emotions need to be represented. Emotion-oriented computing (or "Affective computing") is gaining importance as interactive technological systems become more sophisticated. Representing the emotional states of a user or the emotional states to be simulated by a user interface requires a suitable representation format.

A standard Emotion Markup Language does not yet exist. Although several non-standard markup languages containing elements of emotion annotation have been proposed, none of these languages have undergone thorough scrutiny by emotion researchers, nor have they been designed for generality of use in a broad range of application areas.

In 2006 a W3C Incubator Group was set up with a view to creating a standard EML. Such a standard would be useful for the following purposes: [http://www.w3.org/2005/Incubator/emotion/XGR-emotion]
* 1. To enhance computer-mediated or human-machine communication. Emotions are a basic part of human communication and should therefore be taken into account, e.g. in emotional Chat systems or emphatic voice boxes. This involves specification, analysis and display of emotion related states.
* 2. To enhance systems' processing efficiency. Emotion and intelligence are strongly interconnected. The modeling of human emotions in computer processing can help to build more efficient systems, e.g. using emotional models for time-critical decision enforcement.

A standardised way to mark up the data needed by such "emotion-oriented systems" has the potential to boost development primarily because
* a) data that was annotated in a standardised way can be interchanged between systems more easily, thereby simplifying a market for emotional databases.
* b) the standard can be used to ease a market of providers for sub-modules of emotion processing systems, e.g. a web service for the recognition of emotion from text, speech or multi-modal input.


Wikimedia Foundation. 2010.

Игры ⚽ Поможем решить контрольную работу

Look at other dictionaries:

  • language — /lang gwij/, n. 1. a body of words and the systems for their use common to a people who are of the same community or nation, the same geographical area, or the same cultural tradition: the two languages of Belgium; a Bantu language; the French… …   Universalium

  • List of markup languages — This is a list of markup languages. *List of XML markup languages *List of general purpose markup languages *List of document markup languages *List of content syndication markup languages *List of lightweight markup languages *List of user… …   Wikipedia

  • Langage de balisage des émotions — Un Langage de balisage des émotions (EML ou EmotionML) est défini par le W3C Emotion Incubator Group (EmoXG)[1] comme un Langage de balisage, d annotation et de représentation des émotions, qui devrait être utilisable dans une grande variété de… …   Wikipédia en Français

  • EML — Die Abkürzung EML steht für: verschiedene Schiffe der estnischen Marine, siehe Estnische Marine#Miinilaevade Divisjon ein Forschungs und Entwicklungsunternehmen, siehe European Media Laboratory und EML Research den ISO 639 Sprachcode für die… …   Deutsch Wikipedia

  • EML — may refer to: * Eating Media Lunch , a New Zealand TV show * Ecological Metadata Language, a metadata standard * Election Markup Language, a standard for structured interchange of election data * Electronic Mail, and the file extension .eml *… …   Wikipedia

  • Wikipedia:Manual of Style — This guideline is a part of the English Wikipedia s Manual of Style. Use common sense in applying it; it will have occasional exceptions. Please ensure that any edits to this page reflect consensus. Shortcuts …   Wikipedia

  • Internet Explorer 3 — Internet Explorer 3.0 in Windows 95 Developer(s) …   Wikipedia

  • Web 2.0 — A tag cloud (a typical Web 2.0 phenomenon in itself) presenting Web 2.0 themes The term Web 2.0 is associated with web applications that facilitate participatory information sharing, interoperability, user centered design,[1] and collaboration on …   Wikipedia

  • NECA Project — The NECA Project (Net Environment for Embodied Emotional Conversational Agents) was a research project that focused on multimodal communication with animated agents in a virtual world. NECA was funded by the European Commission from 1998 2002 and …   Wikipedia

  • Microsoft Comic Chat — Microsoft Chat version 2.5 Original author(s) Microsoft Developer(s) David Kurlander, Microsoft Research Virtual Worlds Group …   Wikipedia

Share the article and excerpts

Direct link
Do a right-click on the link above
and select “Copy Link”