Abstract

The potential of using computer games and simulations as elicitors of affective speech, particularly in research targeting current computer based speech technologies, is discussed. Initial results of acoustical analyses which have been performed on speech samples collected from 30 subjects playing an interactive computer game are presented. The game was modified to manipulate two of the stimulus evaluation checks (intrinsic pleasantness and goal conduciveness) which have been proposed by Scherer (1984) as antecedents of emotion.

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