Section C
Directions: There are 2 passages in this section. Each passage is followed by some questions or unfinished statements. For each of them there are four choices marked A) , B) , C) and D) . You should decide on the best choice and mark the corresponding letter on Answer Sheet 2 with a single line through the centre.
Passage One
Questions 56 to 60 are based on the following passage.
Whether striding ahead with pride or slouching (沒(méi)精打采地站) gloomily, we all broadcast our emotions through body language. Now a computer has learned to interpret those unspoken cues as well as you or I.
Antonio Camurri of the University of Genoa in Italy and colleagues have built a system which uses the depth-sensing, motion-capture camera in Microsoft's Kinect (體感游戲機(jī)) to determine the emotion conveyed by a person's body movements. Using computers to capture emotions has been done before, but typically focuses on facial analysis or voice recording. Reading someone's emotional state from the way they walk across a room or their posture as they sit at a desk means they don't have to speak or look into a camera
"It's a nice achievement," says Frank Pollick, professor of psychology at the University of Glasgow, UK. "Being able to use the Kinect for this is really useful."
The system uses the Kinect camera to build, a stick figure representation of a person that includes information on how his head, torso (軀干) , hands and shoulders are moving. Software looks for body positions and movements widely recognized in psychology as indicative of certain emotional states. For example, if a person's head is bowed and their shoulders are drooping (下垂) , that might indicate sadness or fear. Adding in the speed of movement--slow indicates sadness, while fast indicates fear--allows the software to determine how someone is feeling. In tests, the system correctly identified emotions in the stick figures 61.3% of the time, compared with a 61.9% success rate for 60 human volunteers.
Camurri is using the system to build games that teach children with autism (自閉癥. to recognize and express emotions through full-body movements. Understanding how another person feels can be difficult for people with autism, and recognizing fear is more difficult than happiness.
"In one of the serious games we developed, a child is invited to look at a short video of an actor expressing an emotion," Camurri says. "Then the child is invited to guess which emotion was expressed in the video." He adds that you can also ask the child to express the same emotion just by moving her body; joy, for example, can be characterized by energetic, fluid movements and a tendency to raise your arms.
The team also plans to use the system to figure out how "in tune" a group of people is with their leader, looking for signals like how people's heads move when someone is speaking.
Pollick says it could be useful as an automatic way to classify emotion--as part of a CCTV (閉路電視) system to infer intent, or to help shops understand customers.
56. What is the advantage of the newly-developed system over previous research?
A.In tests it identified a person's emotion more correctly.
B. It uses Microsoft's Kinect in a better way.
C. It does not require a fixed position in front of a camera
D. It represents a person in a more detailed and vivid way.
57. What body movements would the system probably interpret as sadness?
A. Bowed head and drooping shoulders.
B. Energetic movements and a tendency to raise arms.
C. Bowed head and fast movements.
D. Drooping shoulders and slow movements.
58. What benefit can the serious games probably bring to children with autism?
A. They can learn how to move their bodies.
B. They can grow into an actor or actress.
C. They can be better understood by people.
D. They can separate happiness from joy.
59. What does the plan of Camurri's team imply?
A. The way a person's head moves suggests his attitude toward the speaker.
B. The system can improve the relationship between leaders and group members.
C. A speaker should look for the signals given by the audience.
D. Listeners should pay attention to the tune of the speaker.
60. What does Pollick think about this system?
A. It enables shops to better monitor customers.
B. It has a wide range of potential applications.
C. It is more useful than previous research.
D. It can divide emotion states into different types.
Directions: There are 2 passages in this section. Each passage is followed by some questions or unfinished statements. For each of them there are four choices marked A) , B) , C) and D) . You should decide on the best choice and mark the corresponding letter on Answer Sheet 2 with a single line through the centre.
Passage One
Questions 56 to 60 are based on the following passage.
Whether striding ahead with pride or slouching (沒(méi)精打采地站) gloomily, we all broadcast our emotions through body language. Now a computer has learned to interpret those unspoken cues as well as you or I.
Antonio Camurri of the University of Genoa in Italy and colleagues have built a system which uses the depth-sensing, motion-capture camera in Microsoft's Kinect (體感游戲機(jī)) to determine the emotion conveyed by a person's body movements. Using computers to capture emotions has been done before, but typically focuses on facial analysis or voice recording. Reading someone's emotional state from the way they walk across a room or their posture as they sit at a desk means they don't have to speak or look into a camera
"It's a nice achievement," says Frank Pollick, professor of psychology at the University of Glasgow, UK. "Being able to use the Kinect for this is really useful."
The system uses the Kinect camera to build, a stick figure representation of a person that includes information on how his head, torso (軀干) , hands and shoulders are moving. Software looks for body positions and movements widely recognized in psychology as indicative of certain emotional states. For example, if a person's head is bowed and their shoulders are drooping (下垂) , that might indicate sadness or fear. Adding in the speed of movement--slow indicates sadness, while fast indicates fear--allows the software to determine how someone is feeling. In tests, the system correctly identified emotions in the stick figures 61.3% of the time, compared with a 61.9% success rate for 60 human volunteers.
Camurri is using the system to build games that teach children with autism (自閉癥. to recognize and express emotions through full-body movements. Understanding how another person feels can be difficult for people with autism, and recognizing fear is more difficult than happiness.
"In one of the serious games we developed, a child is invited to look at a short video of an actor expressing an emotion," Camurri says. "Then the child is invited to guess which emotion was expressed in the video." He adds that you can also ask the child to express the same emotion just by moving her body; joy, for example, can be characterized by energetic, fluid movements and a tendency to raise your arms.
The team also plans to use the system to figure out how "in tune" a group of people is with their leader, looking for signals like how people's heads move when someone is speaking.
Pollick says it could be useful as an automatic way to classify emotion--as part of a CCTV (閉路電視) system to infer intent, or to help shops understand customers.
56. What is the advantage of the newly-developed system over previous research?
A.In tests it identified a person's emotion more correctly.
B. It uses Microsoft's Kinect in a better way.
C. It does not require a fixed position in front of a camera
D. It represents a person in a more detailed and vivid way.
57. What body movements would the system probably interpret as sadness?
A. Bowed head and drooping shoulders.
B. Energetic movements and a tendency to raise arms.
C. Bowed head and fast movements.
D. Drooping shoulders and slow movements.
58. What benefit can the serious games probably bring to children with autism?
A. They can learn how to move their bodies.
B. They can grow into an actor or actress.
C. They can be better understood by people.
D. They can separate happiness from joy.
59. What does the plan of Camurri's team imply?
A. The way a person's head moves suggests his attitude toward the speaker.
B. The system can improve the relationship between leaders and group members.
C. A speaker should look for the signals given by the audience.
D. Listeners should pay attention to the tune of the speaker.
60. What does Pollick think about this system?
A. It enables shops to better monitor customers.
B. It has a wide range of potential applications.
C. It is more useful than previous research.
D. It can divide emotion states into different types.

