Thomas SchmidtUniversity of Regensburg | UR · Lehrstuhl für Medieninformatik
Thomas Schmidt
Master of Science
PhD student, research assistant and lecturer
About
61
Publications
11,250
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
396
Citations
Publications
Publications (61)
We present a study in the context of computational social science that explores the topics debated in the context of the 2021 German Federal Election by using the topic modeling technique BERTopic. The corpus consists of German language tweets posted by political party accounts of the major German parties, as well as tweets by the general public me...
This article presents a method of emotion analysis for German drama from the 17th to the 19th century that significantly goes beyond previous research approaches in computational literary studies. It is based on annotations of 17 dramatic texts resulting in 11,939 annotations which were used as training material to fine-tune a German language BERT...
We present an exploratory study performing distant viewing via computer vision methods in the genre of fantasy movies. As a case study we use 10 modern fantasy movies of the Harry Potter franchise (also referred to as Wizarding World franchise). We apply methods and state-of-the-art models for color and brightness analysis, object detection, locati...
We present the results of a project performing sentiment analysis on tweets from German politicians and party accounts for the 2021 German federal election. We collected over 58,000 tweets from the Twitter accounts of the seven parties represented in the German Bundestag, of which a selection of 2,000 tweets were annotated by three annotators. Base...
We present first results of an exploratory study about sentiment analysis via different media channels on a German historical play. We propose the exploration of other media channels than text for sentiment analysis on plays since the auditory and visual channel might offer important cues for sentiment analysis. We perform a case study and investig...
We present results of a project on emotion classification on historical German plays of Enlightenment , Storm and Stress, and German Classicism. We have developed a hierarchical annotation scheme consisting of 13 sub-emotions like suffering, love and joy that sum up to 6 main and 2 polarity classes (positive/negative). We have conducted textual ann...
We present an exploratory study in the context of digital film analysis inspecting and comparing five canonical movies by applying methods of computer vision. We extract one frame per second of each movie which we regard as our sample. As computer vision methods we explore image-based object detection, emotion recognition, gender and age detection...
We report upon a digital humanities project on the acquisition and analysis of a corpus of German online writings. We have implemented a scraper to gather the German language material as well as corresponding metadata of the popular online writing platform Archive of Our Own (AO3), which is a platform primarily focused on the text sort of fan ficti...
In this paper, we present first work-in-progress annotation results of a project investigating computational methods of emotion analysis for historical German plays around 1800. We report on the development of an annotation scheme focussing on the annotation of emotions that are important from a literary studies perspective for this time span as we...
We present the results of an evaluation study in the context of lexicon-based sentiment analysis resources for German texts. We have set up a comprehensive compilation of 19 sentiment lexicon resources and 20 sentiment-annotated corpora available for German across multiple domains. In addition to the evaluation of the sentiment lexicons we also inv...
We present first results of the project "Emotions in Drama" in which we explore the annotation of emotions and the application of computational emotion analysis, predominantly deep learning-based methods, in the context of historical German plays of the time around 1800. We performed a pilot annotation study with five plays generating over 6,500 an...
Movies in Digital Humanities are often enriched with information by annotating the text e.g. via subtitles. However, we hypothesize that the missing presentation of the multimedia content is disadvantageous for certain annotation types like sentiment annotation. We claim that performing the annotation live during the viewing of the movie is benefic...
In this paper, we present a survey study with 119 participants conducted in German, which investigates respondents’ Facebook behavior. In particular, the survey provides insight into how the individual factors gender, user type and trust in social media influence information behavior with respect to false information on Facebook. Our participants’...
We present SentText, a web-based tool to perform and explore lexicon-based sentiment analysis on texts, specifically developed for the Digital Humanities (DH) community. The tool was developed integrating ideas of the user-entered
design process and we gathered requirements via semi-structured interviews. The tool offers the functionality to perfor...
Digital humanities as well as data science as neighboring fields pose new challenges and opportunities for information science. The recent focus on data in the context of big data and deep learning brings along new tasks for information scientist for example in research data management. At the same time, information behavior changes in the light of...
This is the presentation for a keynote given at the workshop "Sentiment Analysis in Literary Studies". The video is online on Youtube: https://youtu.be/K9JvN3YdIqQ
Abstract: We report on our experiences with Sentiment Analysis in historic German plays and about the ongoing project “Emotions in Drama” which is a project of the priority program SPP...
We present a study employing various techniques of text mining to explore and compare two different online forums focusing on depression: (1) the subreddit r/depression (over 60 million tokens), a large, open social media platform and (2) Beyond Blue (almost 5 million tokens), a professionally curated and moderated depression forum from Australia....
Posterpräsentation des Forschungsprojekts "Emotions in Drama" (Emotionen im Drama) als Teil des Digital Humanities Day Leipzig 2020 (DHDL 2020). Das Projekt ist ein Kooperationsprojekt zwischen der Universität Regensburg und der Universität Würzburg. Das Poster führt in die grundsätzlichen Aufgaben und Ziele des Projekts ein. In Emotions in Drama s...
We report upon a project investigating fan fictions for the TV show "Supernatural". Our goal is to examine if and how the fan fiction community changes the source material throughout the life cycle of the TV show. For our first analysis, we acquired two corpora: (1) all scripts of the TV show at the date of our writing and (2) over 7,000 fan fictio...
Movies in Digital Humanities are often enriched with information by annotating the text e.g. via subtitles. However, we hypothesize that the missing presentation of the multimedia content is disadvantageous for certain annotation types like sentiment annotation. We claim that performing the annotation live during the viewing of the movie is benefic...
We present preliminary results of a project investigating the design development of popular websites between 1996 and 2020 via HTML analysis and basic computer vision methods. We acquired a corpus of website screenshots of the current top 47 popular websites. We crawled a snapshot of every month of these websites via the wayback machine of the Inte...
We present results of a project examining the application of computational text analysis and distant reading in the context of comparative religious studies, sociology, and online communication. As a source for our corpus, we use the popular platform Reddit and three of the largest religious subreddits: the subreddit Christianity, Islam and Occult....
We present preliminary results of a project examining the role and usage of gender specific vocabulary in a corpus of video game magazines. The corpus consists of three popular video game magazines with 634 issues from the 1980s until 2011 and was gathered via OCR-scans of the platform archive .org. We report on the distribution and progression of...
In this contribution, we present the first version of a novel approach and prototype to perform live sentiment annotation of movies while watching them. Our prototype consists of an Arduino microcontroller and a potentiometer, which is paired with a slider. We motivate the need for this approach by arguing that the presentation of multimedia conten...
Due to progress in affective computing, various forms of general purpose sentiment/emotion recognition software have become available. However, the application of such tools in usability engineering (UE) for measuring the emotional state of participants is rarely employed. We investigate if the application of sentiment/emotion recognition software...
We present results of a project examining the application of text visualization in the context of religious studies and sociology. Our goal is to analyze and compare the online communication of various religious directions. For this contribution we focus on the visualization of collocations for specific religious and spiritual key concepts. As a co...
Memes are a popular part of today's online culture reflecting current developments in pop-culture, politics or sports and are created and shared in large scale on a daily basis. We present first results of an ongoing project about the study of online-memes via computational Distant Reading methods. We focus on the meme type of image macros. Image m...
We present results of a project examining the application of computational text analysis and distant reading in the context of comparative religious studies, sociology, and online communication. As a source for our corpus, we use the popular platform Reddit and three of the largest religious subreddits: the subreddit Christianity, Islam and Occult....
We present preliminary results of a project examining the role and usage of gender specific vocabulary in a corpus of video game magazines. The corpus consists of three popular video game magazines with 634 issues from the 1980s until 2011 and was gathered via OCR-scans of the platform archive.org. We report on the distribution and progression of g...
Wir präsentieren die ersten Ergebnisse eines Projekts zur Exploration
des Einsatzes von computergestützter Textanalyse und Distant Reading auf einem Korpus
deutschsprachiger Songtexte. Der Fokus liegt dabei momentan vor allem auf der Identifikation genrespezifischer Unterschiede für die Genres Pop, Rap, Rock und Schlager. Zu diesem Zweck wurde ein...
Wir präsentieren den momentanen Entwicklungsstand des Web-Tools BeyondTheNotes. Es handelt sich um ein Tool zur quantitativen Analyse von Musikstücken, dass Funktionen sowohl für die Einzel- als auch die Analyse und den Vergleich von größeren Mengen an Musikstücken anbietet. Der Fokus liegt dabei auf der Visualisierungen verschiedener musikalischer...
We introduce the first prototype of a web application for digital musicology: BeyondTheNotes (working title). The goal of the tool is to support the in-depth analysis of individual pieces of music as well as the large scale analysis and comparison of summative features of multiple pieces of music. In contrast to existing tools, BeyondTheNotes is re...
We present SentiBooks, a smartphone application to enhance the audiobook listening experience via affective computing and smart light bulbs. Users can connect to Philips Hue Light Bulbs with a smartphone app while listening to an audiobook. The app analyzes the emotional expression of the narrator of the audiobook using speech emotion recognition a...
In this demo paper, we present a shoot'em up game similar to Space Invaders called the "Mood Game" that incorporates players' affective state into the game mechanics in order to enhance the gaming experience and avoid undesired emotions like frustration and boredom. By tracking emotions through facial expressions combined with self-evaluation, keys...
We present the results of a usability study with 35 participants investigating the influence of personality on various metrics used in usability engineering. We conduct a task based usability test with a website integrating tasks of various difficulty and measure performance metrics like task completion rate and time on task. We also use standard q...
With Augmented Reality (AR) we can enhance the reality by computer-generated information about real entities projected in the user's field of view. Hence, the user's perception of a real environment is altered by adding (or subtracting) information by means of digital augmentations. In this demo paper we present an application where we utilise AR t...
We present the results of a comparative evaluation study of five annotation tools with 50 participants in the context of sentiment and emotion annotation of literary texts. Ten participants per tool annotated 50 speeches of the play Emilia Galotti by G. E. Lessing. We evaluate the tools via standard usability and user experience questionnaires, by...
We present a first prototype of the tool SentiAnno, which is an annotation tool specifically designed for sentiment and emotion annotation in structured written texts. To design this tool, we employ the user-centered design (UCD) framework and adapt it by focusing on the annotator, thus phrasing our development approach annotator-centered design. I...
Sentiment and emotions are important parts of the analysis and interpretation of literary texts, especially of plays. Therefore, the computational method to analyze sentiments and emotions in written text, sentiment analysis, has found its way into computational literary studies. However, recent research in computational literary studies is focused...
We present Katharsis, a tool for "computational drametrics" that implements Solomon Marcus' (1973) theory of mathematical drama analysis. The tool computes and visualizes character configurations and speech statistics for different levels of analysis and allows users to compare different collections of plays. We illustrate the usefulness of the too...
We present a case study as part of a work-in-progress project about multimodal sentiment analysis on historic German plays, taking Emilia Galotti by G. E. Lessing as our initial use case. We analyze the textual version and an audio version (audio book). We focus on ready-to-use sentiment analysis methods: For the textual component, we implement a n...
We present first results of an ongoing research project on sentiment annotation of historical plays by German playwright G. E. Lessing (1729-1781). For a subset of speeches from six of his most famous plays, we gathered sentiment annotations by two independent annotators for each play. The annotators were nine students from a Master's program of Ge...
Transferprozesse erfolgen nicht nur in naturwissenschaftlich-technische Bereiche, sondern auch in Richtung gesellschaftlicher Einrichtungen, etwa Gedächtniseinrichtungen
wie Museen, Archive oder Gedenkstätten..
We present a case study as part of a work-in-progress project about multimodal sentiment analysis on historic German plays, taking Emilia Galotti by G. E. Lessing as our initial use case. We analyze the textual version and an audio version (audiobook). We focus on ready-to-use sentiment analysis methods: For the textual component, we implement a na...
Mit aktuellen korpuslinguistischen Verfahren analysieren wir eine Sammlung von Entscheidungen des Europäischen Gerichtshofs in deren deutscher Fassung. In Fortsetzung zum Beitrag Berteloot/Mielke/Wolff 2018 nehmen wir stilometrische Analyseverfahren in den Blick, die in den digitalen Geisteswissenschaften intensiv genutzt werden, um z.B. das Proble...
Diese Studie beschäftigt sich mit den Konsequenzen der Komplexität von Benutzerschnittstellen am Bei-spiel von Webshops und untersucht den Zusammenhang von subjektiver Komplexität und Usability. Als Untersuchungsobjekte dienen drei Webshops, die unterschiedlichen Stufen objektiver Komplexität entsprechen (niedrig-mittel-hoch). In einer Nutzerstudie...
We present results from a project on sentiment analysis of drama texts, more concretely the plays of Gotthold Ephraim Lessing. We conducted an annotation study to create a gold standard for a systematic evaluation. The gold standard consists of 200 speeches of Lessing's plays and was manually annotated with sentiment information by five annotators....
We present results of a sentiment annotation study in the context of historical German plays. Our annotation corpus consists of 200 representative speeches from the German playwright Gotthold Ephraim Lessing. Six annotators, five non-experts and one expert in the domain, annotated the speeches according to different sentiment annotation schemes. Th...
In this paper we present an empirical study among 40 participants which investigates the relationship between various factors of user interface aesthetics on the one hand, and the influence of the user interface attributes, symmetry, colorfulness as well as visual complexity on user interface aesthetics on the other hand. The user interface aesthet...
n diesem Beitrag wird über die Ergebnisse eines laufenden Digital Humanities-Projekt zur Sentiment Analysis in literarischen Texten berichtet und die Implikation von diesem diskutiert. In dem Projekt wer-den verschiedene Methoden der Sentiment Analysis auf Texte historischer Dramen des 18. Jahrhunderts von G. E. Lessing implementiert und gegeneinan...
In der vorliegenden Masterarbeit wird ein mehrteiliges Projekt vorgestellt, das den Einsatz von Sentiment Analysis (SA) in der quantitativen Dramenanalyse exploriert. Als beispielhafter Untersuchungsgegenstand wird ein Korpus von 11 Dramen des Schriftstellers Gotthold Ephraim Lessing (1729 – 1782) verwendet. Die Arbeit stellt eine Erweiterung eines...
In der vorliegenden Arbeit wird eine empirische Studie mit 40 Teilnehmern präsentiert, die zum einen das Zusammenwirken von verschiedenen Definitionen der User Interface-Ästhetik und zum anderen den Einfluss von Symmetrie, Buntheit und visueller Komplexität auf die UI-Ästhetik untersucht. Die UI-Ästhetik wird dabei in intuitive (erster Eindruck) un...
Dieser Beitrag beschreibt ein laufendes Projekt zur digitalen Erschließung einer großen Sammlung von Volksliedern aus dem deutschsprachigen Raum, mit dem Ziel diese später über ein öffentliches Informationssystem verfügbar zu machen.
In this paper, we describe a quantitative study of personality aspects and their relationship with web search information behavior. We start with introducing personality and give an overview of information behavior research concerning personality aspects. In our study of 30 participants, their personality traits were operationalized by using a vers...
In dieser Arbeit wird eine quantitative Studie mit 30 Teilnehmern präsentiert, die den Zusammenhang zwischen Persönlichkeit und dem Informationsverhalten im Kontext der Web-Suche untersucht. Die Arbeit führt zunächst in das psychologische Konzept der Persönlichkeit und die dazugehörige Forschung im IR ein. Die Persönlichkeit der Teilnehmer wird mit...
Mit dem Begriff des „Distant Reading“ führt Moretti (2000) einen zentralen Begriff in den Digital Humanities ein, der zu einer anhaltenden Diskussion um quantitative Methoden in der Literatur- und Kulturwissenschaft führte. Vor diesem Hintergrund sind Dramen eine besonders interessante literarische Gattung, da sie neben dem eigentlichen Text weiter...
Der Beitrag setzt sich mit der Frage auseinander, inwieweit sich Gender-spezifische Unterschiede beim Informationsverhalten im E-Commerce feststellen lassen. Ausgehend von einer kurzen Einführung in Fragen der Gender-Theorie und in unterschiedliche Verfahren zur Beschreibung des sozialen Geschlechts stellen wir eine Studie vor, bei der aufgabenbasi...