The technology relates to methods for detecting and classifying emotions in textual communication and using this information to suggest graphical indicia such as emoji, stickers or GIFs to a user. Two main types of models are fully supervised models and few-shot models. In addition to fully supervised and few-shot models, other types of models focusing on the back-end (server) side or client (on-device) side may also be employed. Server-side models are larger-scale models that can enable higher degrees of accuracy, such as for use cases where models can be hosted on cloud servers where computational and storage resources are relatively abundant. On-device models are smaller-scale models, which enable use on resource-constrained devices such as mobile phones, smart watches or other wearables (e.g., head mounted displays), in-home devices, embedded devices, etc.
Methods, systems, and media for ambient background noise modification are provided. In some implementations, the method comprises: identifying at least one noise present in an environment of a user having a user device, an activity the user includes currently engaged in, and a physical or emotional state of the user; determining a target ambient noise to be produced in the environment based at least in part on the identified noise, the activity the user is currently engaged in, and the physical or emotional state of the user; identifying at least one device associated with the user device to be used to produce the target ambient noise; determining sound outputs corresponding to each of the one or more identified devices, wherein a combination of the sound outputs produces an approximation of one or more characteristics of the target ambient noise; and causing the one or more identified devices to produce the determined sound outputs.
Methods, systems, and media for personalizing computerized services based on mood and/or behavior information from multiple data sources are provided. In some implementations, the method comprises: obtaining information associated with an objective of a user of a computing device from multiple data sources; determining that a portion of information from each of the data sources is relevant to the user having the objective, wherein the portion of information is indicative of a physical or emotional state of the user of the computing device; assigning the user of the computing device into a group of users based at least in part on the objective and the portion of information from each of the data sources; determining a target profile associated with the user based at least in part on the objective and the assigned group; generating a current profile for the user of the computing device based on the portion of information from each of the data sources; comparing the current profile with the target profile to determine a recommended action, wherein the recommended action is determined to have a likelihood of impacting the physical or emotional state of the user; determining one or more devices connected to the computing device, wherein each of the one or more devices has one or more device capabilities; and causing the recommended action to be executed on one or more of the computing device and the devices connected to the computing device based on the one or more device capabilities.
A method for social interacting, including using a portable messaging device for designating, from time to time, a plurality of friends, selecting a mood, sending one or more representations of the selected mood to each of the plurality of designated friends, further selecting an updated mood, and further sending one or more representations of the updated mood to each of the plurality of designated friends, to supersede the previously sent one or more representations of the mood. A user interface is also described and claimed.
The embodiment of the invention discloses a music sharing method, system and device, electronic equipment and a storage medium, and the method comprises the following steps: entering a lyric video template display interface related to a target song when an instruction related to the display of a lyric video template is triggered; generating a lyric video according to a video editing operation of a user on the lyric video template display interface; and in response to a video publishing instruction of a user, publishing the lyric video to a target position. According to the technical scheme disclosed by the embodiment of the invention, the problems that in the prior art, the music sharing mode and scene are relatively single, and the requirement that the user shares the music-related, active and rich emotion expression cannot be met are solved, the music expression requirement of the user can be amplified, the user is helped to more actively and richer express the music-related emotion, and a streaming media product can be helped to complete more social media transmission, so that more high-quality new users can be obtained.
Users of a social networking system perform actions on various objects maintained by the social networking system. Some of these actions may indicate that the user has a negative sentiment for an object. To make use of this negative sentiment when providing content to the user, when the social networking system determines a user performs an action on an object, the social networking system identifies topics associated with the object and associates the negative sentiment with one or more of the topics. This association between one or more topics and negative sentiment may be used to decrease the likelihood that the social networking system presents content associated with a topic that is associated with a negative sentiment of the user.
A social networking system identifies communications about an object associated with a brand owner. For each communication, the social networking system identifies users who were generated the communication, users who were exposed to the communication, and users who were not exposed to the communication. The social networking system measures the impact of the communications on the behavior and/or sentiment of the users towards the brand owner. For example, the social networking system presents users with surveys after presentation of a communication about an object associated with a brand owner and determines the impact of the communication from the responses to the survey. The impact of the communications may then be reported to the brand owner.