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.
[login to view URL]: Parts of Speech of a word
â—‘a’ stands for Adjective
â—‘r’ stands for Adverb
â—‘n’ stands for Noun
â—‘v’ stands for Verb
[login to view URL]: An unique id for every word
[login to view URL]: A relative sentiment positivity score of every word.
[login to view URL]: A relative sentiment negativity score of every word.
[login to view URL]: the word itself
POS
Offset
Positivity
Negativity
Word
A
1000159
0.25
0.0
dress
A
1000681
0.0
0.5
semiformal
N
13474851
0.25
0.125
trauma
N
13475219
0.0
0.5
harm
V
1167203
0.5
0.0
feed
V
1167203
0.5
0.0
prey
R
433799
0.25
0.125
precipitously
R
433799
0.25
0.125
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
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