Words With The Letters Typem

Words With The Letters Typem – The introduction of programmatic concepts brought to typography new experiments, concepts and the possibility of creating generative typefaces capable of adapting to different contexts. This work aims to explore these new creative possibilities in the field of typeface design. By applying a generative system, we created a font that adapts its shape to the feelings expressed in the text. In this project, we used the emotional values ​​of each sentence of a given text to deform typographic glyphs to represent those emotional values. Additionally, and to allow the user to interact with the system, we implemented an application that receives text as input and exports the input text composed with our generator font as output.

To get the emotions present in the text, we used an external Java library called Synesketch. Synesketch’s emotion classification is based on the research of Paul Ekman. From his research, Ekman defined 6 emotions that can be expressed and detected through facial expressions. These 6 emotions can also be extracted from the text: happiness, sadness, anger, fear, disgust and surprise. To do this, Synesketch uses a method based on the detection of keywords in the text and the application of heuristic rules from dictionaries based on WordNet, emotions and common abbreviations. For each analyzed text, Synesketch returns the weight values ​​for the 6 emotions, the valence (positive or negative), and a total weight value. These weights represent the intensity of the emotion and range between 0, not intense, and 1, very intense.

Words With The Letters Typem

Words With The Letters Typem

To represent the emotion of the text, we apply the following workflow: (i) divide the text into sentences; (ii) we detect the emotions and valences present in the sentence with the Synesketch library; (iii) transform the typographic glyphs used in each word to represent the corresponding valence or emotion; (iv) compose the text with the resulting glyphs; and (v) generate a font that represents the overall emotion described in the text. We chose to analyze each sentence in the text independently because the same text can express several emotions. With this, as the emotions change throughout the text, the font adapts and also changes to represent the new emotional value.

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Different phases of glyph construction: (i) skeleton; (ii) basis points; (iii) additional equidistant points; (iv) new points; (v) their relationship; and (vi) the final glyph.

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To understand how the typographic skeleton can be deformed to represent the emotions present in a text, we chose to first use the valence (positive or negative) and overall weight of the text. Valence takes two possible values, 1 for positive and 0 for negative. The total weight represents the intensity of a particular emotion or valence, ranging from 0, not very intense, to 1, very intense.

We aimed to visually differentiate the 6 emotions available: happiness, fear, rage, sadness, disgust and surprise. The concepts behind the glyph shapes are based on the descriptions made by Darwin in The Expression of the Emotions in Man and Animals of a human being’s reactions to a given emotion – the way he/she expresses the emotion, through voice, gestures or evoked responses of certain emotions.

Variations of the glyph “a” depending on the emotional value: sadness, disgust, surprise, rage, fear and happiness, respectively.

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The main purpose of the application is to guide the user in creating text composed with the generative font. As input, the application receives text, and as output, the application can export (i) a PDF file in which the inserted text is composed with the resulting glyphs, and (ii) a True Type Format (TTF) font representing the overall emotion of the input text. A video illustrating interaction with the app can be seen here.. Open Access Policy Institutional Open Access Program Special Issues Guidelines Editorial Process Research and Publication Ethics Article Processing Fees Awards Referrals

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Words With The Letters Typem

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Received: 14 November 2019 / Revised: 29 November 2019 / Accepted: 26 December 2019 / Published: 7 February 2020

The purpose of this study is to experimentally test the Trockel game, which is a model of the classical chain store game (CSG), and determine whether one of the two theories of equality and deterrence can better account for the observed behavior. CSG is an example of a simple game in an extended form where the actual behavior of well-informed players cannot be expected to match the clear results of game-theoretic reasoning. To explain the discrepancy between theory and expected behavior, Trockel’s game has been proposed as an alternative modeling of the scenario. Having more than one equilibrium in the Trockel game opens the door to reputation building. This study is the first attempt to experimentally test this alternative game with the same goal. According to my data, there is some evidence in favor of both the equality hypothesis and the deterrence hypothesis. However, as strategies consistent with the equality hypothesis are played more often, I observe some patterns that share the same intuition with the deterrence hypothesis.

Chain store game; reputation building; preventing entry; Trockel’s Chain Store Game; reputation building; preventing entry; The game of Trockles

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Rational behavior refers to a decision-making process that is based on choices that result in an optimal level of utility. Thus, within rationality, we make choices for the sake of our long-term benefit, even if we pay the price by sacrificing some short-term gains. However, if we are expected to be “perfectly rational” (rational in every single decision), the characteristic of time evaporates from the decision-making process – because the long-run maximization of the chain store’s payoff conflicts with this concept of chain rationality Selten stores History.

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CSG is based on the one-stage chain store game (see Figure 1), which is a broad-form two-player game between a monopoly (chain store) and a (potential) entrant. In CSG, the one-stage Chain Store game is played consecutively for 20 rounds with the same monopoly and each of 20 different (potential) participants observing all games before it is their turn to play. According to Selten’s story, the potential entrant who has sufficient capital decides whether to enter the market or stay out of the market altogether. If this entrant decides to enter the market, then the monopoly uses one of two different monetary policies: Cooperative or Aggressive. The cooperative response brings significantly higher (duopoly) payoffs to both the monopoly and the entrant (both receive 2 units of payoff, see Figure 1), compared to the aggressive response (both receive 0 units of payoff, see Figure 1). In the latter case, however, the monopoly’s profit is much higher if the entrant does not enter the market (the monopoly gets 5 units of profit, the entrant gets 1 unit of profit, see Figure 1). The entrant prefers to stay out of the market and instead use the capital in another area rather than enter the market only to be met with an aggressive response. It is assumed that all players wish to maximize their payoffs: for the monopoly, the total payoffs in a 20-stage game, and for a participant, the payoff of the one-stage game in which he decides. [1] discusses CSG in two different ways: One is based on backward induction and the other on an intuitive deterrence argument. According to the induction hypothesis, presented using the concept of ideal subgame equilibrium, any entrant enters the market and then the monopoly always responds with a cooperative monetary policy. According to the Deterrence Hypothesis, the monopoly should not behave according to the Induction Hypothesis. By playing aggressively in the earlier stages, the monopoly can influence future potential entrants

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