WO2017028706A1 - 对比赛进行文字直播的方法及装置 - Google Patents
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- WO2017028706A1 WO2017028706A1 PCT/CN2016/094115 CN2016094115W WO2017028706A1 WO 2017028706 A1 WO2017028706 A1 WO 2017028706A1 CN 2016094115 W CN2016094115 W CN 2016094115W WO 2017028706 A1 WO2017028706 A1 WO 2017028706A1
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
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- H04H60/00—Arrangements for broadcast applications with a direct linking to broadcast information or broadcast space-time; Broadcast-related systems
- H04H60/02—Arrangements for generating broadcast information; Arrangements for generating broadcast-related information with a direct linking to broadcast information or to broadcast space-time; Arrangements for simultaneous generation of broadcast information and broadcast-related information
- H04H60/07—Arrangements for generating broadcast information; Arrangements for generating broadcast-related information with a direct linking to broadcast information or to broadcast space-time; Arrangements for simultaneous generation of broadcast information and broadcast-related information characterised by processes or methods for the generation
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Definitions
- the present application relates to the field of Internet technologies, and in particular, to a method and apparatus for performing live broadcast of a game.
- the machine-based text live method is only a direct statement of the game, for example, 2015-05-2810:15:19, Warriors - Rockets, Curry, three-point shooting, goals, the current live broadcast method is relatively dull Boring, the live broadcast of the game is almost no user to watch, the live broadcast quality is poor.
- aspects of the present application provide a method and apparatus for text broadcast of a game, which is used to suppress the live broadcast of the game and improve the quality of the live broadcast of the game.
- a method for texting a game including:
- the live broadcast statement is output.
- a method for processing a live game statement including:
- the historical live speech is marked with a theme and an emotional score.
- an apparatus for performing live broadcast of a game including:
- a receiving module configured to receive game data in a current game in real time
- a generating module configured to generate an emotionally-oriented real-time live speech describing the game data in the current game according to an emotionally-oriented historical live speech describing the game data in the historical game;
- An output module configured to output the live broadcast statement.
- an apparatus for processing a live game statement includes:
- the obtaining module is configured to obtain a historical live speech statement with an emotional tendency used when the game data in the historical game is played live;
- the mark scoring module is configured to perform topic mark and emotional scoring on the historical live speech according to the game action and the action result described by the historical live broadcast statement.
- the game data in the current game is received in real time, and a live broadcast statement with emotional sentiment describing the game data in the current game is generated according to the historical live speech with emotional sentiment describing the game data in the historical game, and the live broadcast statement is generated.
- Live live speech to achieve live broadcast of the current game. Since the application adopts a live speech with emotional inclination, it has an effect of suppressing the live broadcast of the current game, and improves the quality of the live broadcast of the game.
- FIG. 1 is a schematic flowchart of a method for performing live text broadcast on a game according to an embodiment of the present application
- FIG. 2 is a schematic flowchart of a method for processing a live game statement according to an embodiment of the present application
- FIG. 3 is a schematic structural diagram of an apparatus for performing live text broadcast on a game according to an embodiment of the present application
- FIG. 4 is a schematic structural diagram of an apparatus for performing live text broadcast on a game according to another embodiment of the present application.
- FIG. 5 is a schematic structural diagram of an apparatus for processing a live game statement according to an embodiment of the present disclosure.
- the machine-based text live method is only a factual statement of the game, for example, 2015-05-28 10:15:19, Warriors-Rocket, Curry, three-point shooting, goals, live broadcast effect Emotionally relatively dull and boring, resulting in live broadcasts of almost no users to watch, the quality of live broadcast is poor.
- the present application provides a method for text broadcast of a game, which belongs to a machine-based text live broadcast method, and the specific principle is: generating a description based on an emotionally-oriented historical live statement describing game data in a historical game.
- a live-action live statement with emotional sentiment in the current game data to achieve live broadcast of the text of the current game. Since the present application uses a sentimental live speech in the live broadcast of the current game, the live broadcast of the current game has a swaying effect and improves the quality of the live broadcast of the game.
- FIG. 1 is a schematic flowchart diagram of a method for performing live text broadcast on a game according to an embodiment of the present application. As shown in Figure 1, the method includes:
- the game data in the current game is acquired in real time for real-time live broadcast of the current game.
- the game data of the current game can be accessed from the competition party in real time, and can be provided by the official.
- the game data mainly includes: information such as the game time, the game party, the game character, the game action, and the action result.
- the game data in the Warriors' game against the Rockets are as follows:
- the above game data is simply a narrative of the facts of the game, and there is no emotional fluctuation. If the game data is used for live broadcast of the game, the quality of the live broadcast is poor, and it will not be able to attract viewers to watch.
- the present embodiment generates a real-time live speech with sentiment tendency, and uses the live broadcast statement with emotional tendency to perform live broadcast of the current game, so that the live broadcast effect has Emotional stagnation, attracting viewers to watch and improve the quality of live text, Improve the viewer's viewing experience and more.
- the above-mentioned historical live broadcast statement may be a live broadcast sentence used when a live text broadcast of a historical game is performed by using a manual text live broadcast method, or may be a live broadcast sentence obtained by text-converting audio data generated by a live broadcast of a historical match by using an audio live broadcast method. Or it may be a live speech obtained by text conversion of video data generated by a live broadcast of a historical game by using a live video method.
- the live speech statement used in the live broadcast of the text by the artificial text live broadcast method or the live speech generated by the audio and video live data is generally sentimental, and the live broadcast quality is good, as shown below:
- the artificial text live broadcast method requires more human resources and higher implementation costs.
- the text broadcast with emotional tendency can be realized, and the problem of human resource consumption and the like can be solved.
- the live speech with the sentiment tendency used in the live broadcast of the text using the method of the embodiment may be obtained as the live broadcast. Statement.
- the embodiment further provides a method for processing the live speech of the game. For pre-marking and emotional scoring of historical live speeches. As shown in Figure 2, the method includes:
- the live broadcast sentence used when the text is broadcasted by the artificial typing method is used as the live broadcast statement used here.
- a plurality of action themes are specifically set according to the game actions involved in the current game, and the basketball game is taken as an example, generally including “dribbling”, “passing the ball”, “going the basket”, “dunk”, and “rebounding”.
- Action themes such as "caps”.
- each action theme needs to be described by using some keywords, and according to these keywords, the corresponding live speech under each action theme can be determined.
- the purpose of emotional scoring of historical live speech is to distinguish the emotional differences between different historical live speech sentences, and the historical live speech sentences with different emotional scores express different emotions.
- the sentiment score of the historical live speech sentence may be determined by the action direction and degree described by the historical live speech statement, where the action direction actually refers to the action result, such as whether the shot is shot or not, or whether the dribble is smooth or not.
- the action descriptor, the action direction descriptor, and the action degree descriptor may be parsed from the historical live speech; the game action described by the action descriptor, Marking the action theme of the historical live speech; determining the emotional score of the historical live speech according to the action direction described by the action direction descriptor and the action degree described by the action description word.
- the action descriptor, action direction descriptor and action degree descriptor are parsed from the historical live speech: dribble, smooth, very.
- the action description word the game action involved in the historical live speech is dribble, and the action theme of marking the historical live speech is: dribbling; further, the action direction and the action degree description word according to the action direction descriptor Describe the level of action and emotionally score the historical live speech.
- the action direction described by the action direction descriptor and the action degree described by the action description word may be preset, and the strategy or rule for emotionally scoring the historical live speech is based on the set strategy or rule.
- the live statement is used for emotional scoring.
- the historical live speech after the topic mark and emotion score can be formed into a text live list and output for subsequent live broadcast of the game.
- Ways include:
- the historical live speech in which the emotion matches the game data in the current game is obtained from the historical live speech as the candidate historical live speech;
- the candidate historical live broadcast statement is modified to obtain a live broadcast statement.
- the set strategy or rule according to the game action and action result described in the game data of the current game and the action theme and emotional score of the historical live speech, the history of the emotion matching the game data in the current game is obtained from the historical live speech.
- the live broadcast statement is used as a candidate historical live broadcast statement.
- the pass-through action is applied to the live speech of the emotional scores 1-3 in the pass theme; the goal-like action is applied to the live speech of the emotional score of 3 to 5 in the shooting theme; , it is applicable to live speech statements with emotional scores of -3 to -5 in the shooting theme, and so on.
- the game action and the action result described by the game data in the current game and the action theme and the emotional score of the historical live speech can be obtained, and the historical live broadcast in which the emotion matches the game data in the current game is obtained from the historical live speech.
- the statement is used as a candidate historical live statement.
- the candidate historical live broadcast statement may not be directly used as a live broadcast statement.
- the candidate historical live broadcast sentence may be different from the match character in the current match's game data, so the candidate historical live broadcast statement may be Make corrections to replace the characters in the candidate historical live broadcast with the characters in the current game.
- the candidate historical live speech can be adjusted, such as reducing an exclamation point, deleting a few words, etc., or adding a few words, etc., to obtain a real-time straightforward fit for the current game. Broadcast statement.
- a candidate historical live broadcast sentence in which a plurality of emotions match the game data of the current game may be acquired, and the candidate historical live broadcast with the highest absolute value of the sentiment score may be selected from the plurality of candidate historical live broadcast sentences.
- the candidate historical live speech with the smallest absolute value of the sentence or sentiment score or the candidate historical live speech with the text expression meeting the preset requirement is used as the target historical live broadcast statement, and the target historical live broadcast sentence is corrected to obtain a real-time live broadcast statement.
- a candidate historical live speech with the highest absolute value of the sentiment score may be selected, for example, a candidate score of 5 from a candidate historical live sentence with a score of 3 to 5.
- the candidate historical live statement is used as the target historical live statement.
- a candidate historical live speech with the highest absolute value of the emotional score may be selected, for example, a candidate historical live sentence with a score of -3 to -5 is selected as a score.
- -5 candidate historical live statement as the target historical live statement.
- the candidate historical live speech with the lowest absolute value of the sentiment score may be selected, for example, the candidate historical live speech with a score of -2 to 2 is selected to have a score of 0.
- the candidate historical live statement is used as the target historical live statement.
- candidate historical live speech with the highest absolute value of the sentiment score or the candidate historical live speech with the smallest absolute value of the sentiment score or the candidate historical live speech with the text expression meeting the preset requirement are multiple, one can randomly select one as the target historical live broadcast. Statement.
- the candidate historical live statement can be directly corrected to obtain a live broadcast statement.
- the method provided by the present application can also comment on the game in real time in addition to the live broadcast of the current game by using the above-mentioned emotionally-oriented live speech.
- a real-time comment statement with an emotional tendency to perform real-time comment on the current game is generated; and the real-time comment statement is output to perform real-time comment on the game. Further improve the quality of the live broadcast, increase the user's interest in the live broadcast, and attract viewers to watch the live broadcast.
- a historical comment sentence whose emotion is consistent with the content of the game is obtained from the historical comment sentence as a candidate history comment statement;
- the candidate history comment statement is modified to obtain a real-time comment statement.
- the time point for commenting may be preset, and the game data broadcasted before the time point constitutes the content of the game to be commented; or may be preset to be commented.
- Game scenarios such as each time a goal is scored, or each time a goal is lost, or when a team scores consecutive goals, or when a team loses the ball continuously, the match data related to the goal or goal may be As the content to be reviewed, etc.; or alternatively, a designated game character, such as Thompson, may be set, and when the game data related to the designated game character appears, the information related to the game character is used as the game content to be commented.
- a policy or rule can also be set. According to the preset policy or rule, according to the action actions and action results involved in the content of the game and the action theme and the emotional score of the historical comment statement, a historical comment sentence whose emotion matches the content of the game is obtained from the historical comment statement as a candidate history. Comment statement.
- the present embodiment broadcasts the current game through the live speech with emotional tendency, and the real-time comment on the current game through the emotional comment statement is beneficial to further improve the quality of the live text and attract more viewers to watch the live match. .
- the method provided in this embodiment further includes: real-time statistics according to the game data of the current game. a list of information under each action topic involved in the game; receiving a game question sent by the viewer during the current game, obtaining an answer from the corresponding information list according to the action theme involved in the game, and outputting the game result at the interaction time of the current game.
- real-time statistics according to the game data of the current game. a list of information under each action topic involved in the game
- receiving a game question sent by the viewer during the current game obtaining an answer from the corresponding information list according to the action theme involved in the game, and outputting the game result at the interaction time of the current game.
- the game data of the current game received in real time can be stored in the live database.
- the live database there is a full amount of game data related to the current game, and different games have different types of data.
- the specific implementation method is as follows: classify the game data in the live database according to the action theme involved in the current game. For example, for the theme of shooting, a list of information can be used to store the hit rate and the turnover rate of each player in the game. For the subject of passing, you can use a list of information to store information such as the number of passes per player in the game, in order to answer the questions asked by the audience.
- the game question raised by the viewer can be analyzed, and the problem is determined to involve the shooting theme, so the corresponding result is searched in the background information list. For example, for the game question "How much is Curry hit so far?", the answer is "50%.”
- the process of searching for answers can be realized by using a mature search engine architecture such as Lucene and Solr in technical implementation, and the storm flow computing framework can be applied in real-time computing, but is not limited thereto.
- the interaction with the audience usually occurs when the game is suspended or during the intermission, which means that the interaction time of the current game refers to the game suspension or the intermission time. Since the audience interaction time is often limited, and the number of contest questions raised by the audience will be many, it is generally impossible to answer all the competition questions, so it is possible to adaptively select some of the competition questions to answer.
- One of the most basic options is to choose the most popular game issues for display. For example, this Ayong Word2Vec model will cluster the game questions and answers, select the category with the most interactions, and extract one or several game questions to answer. Depending on the length of the interaction, you can answer different numbers of contest questions by heat.
- the method for text broadcasting the game uses a sentimental live speech to broadcast the current game, and uses the emotionally inclined comment statement to comment on the current game in real time, and also supports interaction with the audience.
- To answer the contest questions raised by the audience improve the quality of the live text, improve the audience's experience of watching live broadcasts, and basically get rid of the live broadcast, reduce the cost and improve the efficiency.
- FIG. 3 is a schematic structural diagram of an apparatus for performing live text broadcast on a game according to an embodiment of the present application. As shown in FIG. 3, the apparatus includes: a receiving module 31, a generating module 32, and an output module 33.
- the receiving module 31 is configured to receive game data in the current game in real time.
- the generating module 32 is configured to generate a live broadcast statement with emotional sentiment describing the game data in the current game received by the receiving module 31 according to the historical live speech with emotional sentiment describing the game data in the historical game.
- the output module 33 is configured to output a live live statement generated by the generating module 32.
- the generating module 32 is specifically configured to:
- the historical live speech in which the emotion matches the game data in the current game is obtained from the historical live speech as the candidate historical live speech;
- the candidate historical live broadcast statement is modified to obtain a live broadcast statement.
- the generating module 32 may specifically be used to:
- the candidate historical live speech with the highest absolute value of the sentiment score or the candidate historical live speech with the lowest absolute value of the sentiment score or the text expression meets the preset requirement from the plurality of candidate historical live broadcast sentences.
- the candidate historical live broadcast statement is used as the target historical live broadcast statement;
- the target historical live broadcast statement is modified to obtain the live broadcast statement.
- a candidate historical live speech with the highest absolute value of the sentiment score may be selected, for example, a candidate score of 5 from a candidate historical live sentence with a score of 3 to 5.
- the candidate historical live statement is used as the target historical live statement.
- a candidate historical live speech with the highest absolute value of the emotional score may be selected, for example, a candidate historical live sentence with a score of -3 to -5 is selected as a score.
- -5 candidate historical live statement as the target historical live statement.
- the candidate historical live speech with the lowest absolute value of the sentiment score may be selected, for example, the candidate historical live speech with a score of -2 to 2 is selected to have a score of 0.
- the candidate historical live statement is used as the target historical live statement.
- candidate historical live speech with the highest absolute value of the sentiment score or the candidate historical live speech with the smallest absolute value of the sentiment score or the candidate historical live speech with the text expression meeting the preset requirement are multiple, one can randomly select one as the target historical live broadcast. Statement.
- the generating module 32 is further configured to generate an emotionally inclined real-time comment statement that reviews the current game in real time according to the emotionally inclined historical comment statement that reviews the historical game in real time.
- the output module 33 is further configured to: output a real-time comment statement generated by the generating module 32.
- the generating module 32 is configured to: when generating a real-time comment statement with an emotional tendency to perform real-time comment on the current game according to the historical comment statement with an emotional tendency to comment on the historical game in real time, specifically:
- a historical comment sentence whose emotion is consistent with the content of the game is obtained from the historical comment sentence as a candidate history comment statement;
- the candidate history comment statement is modified to obtain a real-time comment statement.
- the device further includes: a statistics module 34 and an interaction module 35.
- the statistics module 34 is configured to collect, according to the game data of the current game, a list of information under each action topic involved in the current game in real time;
- the interaction module 35 is configured to receive a game question sent by the viewer during the current game, obtain an answer from the corresponding information list according to the action theme involved in the game question, and output an answer to the part of the game question in the interaction time of the current game. .
- the device for performing live text broadcast on the game in this embodiment receives the game data in the current game in real time, and generates an emotion describing the game data in the current game according to the historical live speech with emotional sentiment describing the game data in the historical game.
- the live broadcast statement tends to output the live broadcast statement to achieve live broadcast of the text of the current game. Since the device of the embodiment adopts a live speech with emotional tendency, the effect of the live broadcast of the current game has a swaying effect, and the quality of the live broadcast of the game is improved.
- FIG. 5 is a schematic structural diagram of an apparatus for processing a live game statement according to an embodiment of the present disclosure. As shown in FIG. 5, the apparatus includes an acquisition module 51 and a marker scoring module 52.
- the obtaining module 51 is configured to obtain a historical live speech statement with an emotional tendency used when the game data in the historical game is played live.
- the tag scoring module 52 is configured to perform topic tagging and emotional scoring on the historical live speech according to the game action and the action result described by the historical live speech obtained by the obtaining module 51.
- the obtaining module 51 is specifically configured to: obtain a live broadcast statement used when the text is live broadcasted by the artificial typing, as a historical live broadcast statement. or
- the obtaining module 51 is specifically configured to: obtain a live broadcast sentence obtained by text conversion of audio data generated by performing live broadcast of a historical game by using an audio live broadcast method, as the historical live broadcast statement. or
- the obtaining module 51 is specifically configured to: obtain a live broadcast sentence obtained by performing text conversion on the video data generated by the live broadcast of the historical game by using a live video method, as the historical live broadcast statement.
- the marker scoring module 52 is specifically configured to:
- the action descriptor, the action direction descriptor and the action degree descriptor are parsed from the historical live speech
- the emotional score of the historical live speech is determined according to the action direction and the action degree described by the action direction descriptor.
- the device for processing a live game statement in the embodiment is used for performing topic mark and emotional scoring on the historical live speech, and clearing the action theme and the emotional score of the live broadcast sentence, and texting the game for the device that performs live text on the game.
- the live broadcast provides conditions so that the device that broadcasts the game live can generate a lively statement with an emotional tendency to broadcast the current game.
- the disclosed system, apparatus, and method may be implemented in other manners.
- the device embodiments described above are merely illustrative.
- the division of the unit is only a logical function division.
- there may be another division manner for example, multiple units or components may be combined or Can be integrated into another system, or some features can be ignored or not executed.
- the mutual coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interface, device or unit, and may be in an electrical, mechanical or other form.
- the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
- each functional unit in each embodiment of the present application may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
- the above integrated unit can be implemented in the form of hardware or in the form of hardware plus software functional units.
- the above-described integrated unit implemented in the form of a software functional unit can be stored in a computer readable storage medium.
- the software functional unit described above is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor to perform the methods described in various embodiments of the present application. Part of the steps.
- the foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, and the like, which can store program codes. .
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Abstract
Description
Claims (18)
- 一种对比赛进行文字直播的方法,其特征在于,包括:实时接收当前比赛中的比赛数据;根据描述历史比赛中的比赛数据的具有情感倾向的历史直播语句,生成描述所述当前比赛中的比赛数据的具有情感倾向的实时直播语句;输出所述实时直播语句。
- 根据权利要求1所述的方法,其特征在于,所述根据描述历史比赛中的比赛数据的具有情感倾向的历史直播语句,生成描述所述当前比赛中的比赛数据的具有情感倾向的实时直播语句,包括:确定所述当前比赛中的比赛数据描述的比赛动作和动作结果;根据所述当前比赛中的比赛数据描述的比赛动作和动作结果以及所述历史直播语句的动作主题和情感得分,从所述历史直播语句中获得情感与所述当前比赛中的比赛数据相符的历史直播语句作为候选历史直播语句;对所述候选历史直播语句进行修正,以获得所述实时直播语句。
- 根据权利要求2所述的方法,其特征在于,所述对所述候选历史直播语句进行修正,以获得所述实时直播语句,包括:若获得多个候选历史直播语句,从所述多个候选历史直播语句中,选择情感得分的绝对值最高的候选历史直播语句或者情感得分的绝对值最低的候选历史直播语句或者文本表达符合预设要求的候选历史直播语句作为目标历史直播语句;对所述目标历史直播语句进行修正,以获得所述实时直播语句。
- 根据权利要求1所述的方法,其特征在于,还包括:根据对所述历史比赛进行实时评论的具有情感倾向的历史评论语句,生成对所述当前比赛进行实时评论的具有情感倾向的实时评论语句;输出所述实时评论语句。
- 根据权利要求4所述的方法,其特征在于,所述根据对所述历史比赛进行实时评论的具有情感倾向的历史评论语句,生成对所述当前比赛进行实时评论的具有情感倾向的实时评论语句,包括:确定所述当前比赛中待评论的比赛内容;根据所述比赛内容涉及的比赛动作和动作结果以及所述历史评论语句的动作主题和情感得分,从所述历史评论语句中获得情感与所述比赛内容相符的历史评论语句作为 候选历史评论语句;对所述候选历史评论语句进行修正,以获得所述实时评论语句。
- 根据权利要求1-5任一项所述的方法,其特征在于,还包括:根据所述当前比赛的比赛数据,实时统计所述当前比赛涉及的每个动作主题下的信息列表;接收观众在所述当前比赛过程中发送的比赛问题,根据所述比赛问题涉及的动作主题从相应信息列表中获取答案;在所述当前比赛的互动时间,输出所述比赛问题中部分比赛问题的答案。
- 一种对比赛直播语句进行处理的方法,其特征在于,包括:获取对历史比赛中的比赛数据进行文字直播时使用的具有情感倾向的历史直播语句;根据所述历史直播语句描述的比赛动作和动作结果,对所述历史直播语句进行主题标记和情感打分。
- 根据权利要求7所述的方法,其特征在于,所述获取对历史比赛中的比赛数据进行直播时使用的具有情感倾向的历史直播语句,包括:获取采用人工打字的文字直播方法对所述历史比赛进行文字直播时使用的直播语句,作为所述历史直播语句;或者获取由采用音频直播方法对所述历史比赛进行直播产生的音频数据进行文本转换后得到的直播语句,作为所述历史直播语句;或者获取由采用视频直播方法对所述历史比赛进行直播产生的视频数据进行文本转换后得到的直播语句,作为所述历史直播语句。
- 根据权利要求7或8所述的方法,其特征在于,所述根据所述历史直播语句描述的比赛动作和动作结果,对所述历史直播语句进行主题标记和情感打分,包括:从所述历史直播语句中解析出动作描述词、动作方向描述词和动作程度描述词;根据所述动作描述词所描述的比赛动作,标记所述历史直播语句的动作主题;根据所述动作方向描述词所描述的动作方向和所述动作程度描述词的动作程度,确定所述历史直播语句的情感得分。
- 一种对比赛进行文字直播的装置,其特征在于,包括:接收模块,用于实时接收当前比赛中的比赛数据;生成模块,用于根据描述历史比赛中的比赛数据的具有情感倾向的历史直播语句, 生成描述所述当前比赛中的比赛数据的具有情感倾向的实时直播语句;输出模块,用于输出所述实时直播语句。
- 根据权利要求10所述的装置,其特征在于,所述生成模块具体用于:确定所述当前比赛中的比赛数据描述的比赛动作和动作结果;根据所述当前比赛中的比赛数据描述的比赛动作和动作结果以及所述历史直播语句的动作主题和情感得分,从所述历史直播语句中获得情感与所述当前比赛中的比赛数据相符的历史直播语句作为候选历史直播语句;对所述候选历史直播语句进行修正,以获得所述实时直播语句。
- 根据权利要求11所述的装置,其特征在于,所述生成模块具体用于:若获得多个候选历史直播语句,从所述多个候选历史直播语句中,选择情感得分的绝对值最高的候选历史直播语句或者情感得分的绝对值最低的候选历史直播语句或者文本表达符合预设要求的候选历史直播语句作为目标历史直播语句;对所述目标历史直播语句进行修正,以获得所述实时直播语句。
- 根据权利要求10所述的装置,其特征在于,所述生成模块还用于:根据对所述历史比赛进行实时评论的具有情感倾向的历史评论语句,生成对所述当前比赛进行实时评论的具有情感倾向的实时评论语句;所述输出模块还用于:输出所述实时评论语句。
- 根据权利要求13所述的装置,其特征在于,所述生成模块具体用于:确定所述当前比赛中待评论的比赛内容;根据所述比赛内容涉及的比赛动作和动作结果以及所述历史评论语句的动作主题和情感得分,从所述历史评论语句中获得情感与所述比赛内容相符的历史评论语句作为候选历史评论语句;对所述候选历史评论语句进行修正,以获得所述实时评论语句。
- 根据权利要求10-14任一项所述的装置,其特征在于,还包括:统计模块,用于根据所述当前比赛的比赛数据,实时统计所述当前比赛涉及的每个动作主题下的信息列表;互动模块,用于接收观众在所述当前比赛过程中发送的比赛问题,根据所述比赛问题涉及的动作主题从相应信息列表中获取答案,并在所述当前比赛的互动时间,输出所 述比赛问题中部分比赛问题的答案。
- 一种对比赛直播语句进行处理的装置,其特征在于,包括:获取模块,用于获取对历史比赛中的比赛数据进行文字直播时使用的具有情感倾向的历史直播语句;标记打分模块,用于根据所述历史直播语句描述的比赛动作和动作结果,对所述历史直播语句进行主题标记和情感打分。
- 根据权利要求16所述的装置,其特征在于,所述获取模块具体用于:获取采用人工打字的文字直播方法对所述历史比赛进行文字直播时使用的直播语句,作为所述历史直播语句;或者获取由采用音频直播方法对所述历史比赛进行直播产生的音频数据进行文本转换后得到的直播语句,作为所述历史直播语句;或者获取由采用视频直播方法对所述历史比赛进行直播产生的视频数据进行文本转换后得到的直播语句,作为所述历史直播语句。
- 根据权利要求16或17所述的装置,其特征在于,所述标记打分模块具体用于:从所述历史直播语句中解析出动作描述词、动作方向描述词和动作程度描述词;根据所述动作描述词所描述的比赛动作,标记所述历史直播语句的动作主题;根据所述动作方向描述词所描述的动作方向和所述动作程度描述词的动作程度,确定所述历史直播语句的情感得分。
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