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Dr Sentiment

Dr Sentiment

Description

Dr Sentiment is an interactive game. Dr Sentiment is a fictitious character, will ask a player a set of simple

questions and can reveal his/her sentiment status.

To better understand the working principle of Dr Sentiment I will describe it in two subsequent

sections as strategy and the underline functional design.

Strategy

Login

Language

Player

Play

Note: Languages could be selected by dropdown list.

Tell me how do you like <word>? (Q1)

Skip

Point

Time

10

1:30

Note: The Emoticons are individually clickable.

Next

Point

Time

20

1:40

Dr Sentiment:

You don’t like <books>! (CMNT1)

Note: The image and Emoticons will be disabled.

Which U like most? (Q2)

Skip

Point

Time

20

1:40

Note: The images are individually clickable.

Which U like most?

Next

Point

Time

20

1:40

Dr Sentiment (CMNT2)

Is not Tiger more attractive!

Note: The images will be disabled.

Tell me any word that you like? (Q3)

If you don’t have writing facility in your language then type the equivalent English word.

Next

Note: Google translation API for translating a word.

Tell me any word that you dont like? (Q4)

If you don’t have writing facility in your language then type the equivalent English word.

Next

Dr Sentiment’s Prescription

Note: Google translation API for translating a word.

Hey Dude your score is 80 only.

You are taking too much time

Don’t be so negative!

Tell your friend about me

HI

Architecture

I hope the basic notion is understandable by the previous write up. Now I am going to elaborate about

the background computational architecture about the game.

First I would like to introduce the concept of SentiWordNet. This is the underlying knowledge of Dr

Sentiment. It looks like Table 1.

[url removed, login to view]: Parts of Speech of a word

●‘a’ stands for Adjective

●‘r’ stands for Adverb

●‘n’ stands for Noun

●‘v’ stands for Verb

[url removed, login to view]: An unique id for every word

[url removed, login to view]: A relative sentiment positivity score of every word.

[url removed, login to view]: A relative sentiment negativity score of every word.

[url removed, login to view]: the word itself

POS

Offset

Positivity

Negativity

Word

A

1000159

[url removed, login to view]

0.0

dress

A

1000681

0.0

0.5

semiformal

N

13474851

[url removed, login to view]

[url removed, login to view]

trauma

N

13475219

0.0

0.5

harm

V

1167203

0.5

0.0

feed

V

1167203

0.5

0.0

prey

R

433799

[url removed, login to view]

[url removed, login to view]

precipitously

R

433799

[url removed, login to view]

[url removed, login to view]

sharply

Table 1: Sample English table

Note: If positivity > negativity score of a word then it is treated as positive word, otherwise it will be

treated as a negative word.

Languages

The languages used here will cover a broad range of the blue ball in the universe. The listed languages

are.

Languages

Afrikaans

Albanian

Arabic

Armenian

Azerbaijani

Basque

Belarusian

Bulgarian

Catalan

Chinese

Croatian

Creole

Czech

Danish

Dutch

English

Estonian

Filipino

Finnish

French

Galician

Georgian

German

Greek

Haitian

Hebrew

Hindi

Hungarian

Icelandic

Indonesian

Irish

Italian

Japanese

Korean

Latvian

Lithuanian

Macedonian

Malay

Maltese

Norwegian

Persian

Polish

Portuguese

Romanian

Russian

Serbian

Slovak

Slovenian

Spanish

Swahili

Swedish

Thai

Turkish

Ukrainian

Urdu

Vietnamese

Welsh

Yiddish

Note: Don’t panic. The translation API is available for PHP by Google1. I have already used it to create an

example code2. Believe me it is very easy.

So the game Dr Sentiment will support the listed languages. The languages will be shown in first log in

screen in drop down box. The rest of the Dr Sentiment game will interact with player by his/her own

language using Google API.

Logic

There are four types of questions as I reported earlier: Q1, Q2, Q3 and Q4.

There should be equal distribution of these types of questions. Primarily player will play for 20 questions

and 8 for Q1, 8 for Q2, 2 for Q3 and 2 for Q4. The total number of question and each sub type should

be changeable by administrative log in (Described in detail later). But the question should be randomly

asked to keep the game interesting and out of monotonous or boring. I need to get returning player play

the game again and again as much time as they want.

Logic for Q1

An

Kỹ năng: Thiết kế đồ họa, HTML, PHP, Thiết kế trang web

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