/// <summary> /// Handles the <see cref="E:EmotionFound" /> event. /// </summary> /// <param name="sender">The sender.</param> /// <param name="e">The <see cref="EmotionEventArgs"/> instance containing the event data.</param> private void OnEmotionFound(object sender, EmotionEventArgs e) { if (EmotionFound != null) { EmotionFound(sender, e); } }
public Boolean IsUserConfident(EmotionEventArgs e) { //Sum up emotions that could infer unconfidence double unConfidence = e.Anger + e.Contempt + e.Fear + e.Sadness + e.Disgust; double confidence = e.Happiness + e.Neutral + e.Surprise; Boolean isConfident = false; if (confidence > unConfidence) { isConfident = true; } return(isConfident); }
public Boolean GenerateNewProblemBasedOnConfidence(EmotionEventArgs e) { //Sum up emotions that could infer unconfidence double unConfidence = e.Anger + e.Contempt + e.Fear + e.Sadness + e.Disgust; double confidence = e.Happiness + e.Neutral + e.Surprise; Boolean generateNewProblem = false; if (confidence <= unConfidence) { //Multiply 100 to get percentage and then truncate to integer int oddsToGenerateNewProblem = (int)(100 * (unConfidence)); int randomNumber = ProblemGenerator.rng.Next(1, 101); if (randomNumber <= oddsToGenerateNewProblem) { generateNewProblem = true; } } return(generateNewProblem); }
public void emotionEvent(object source, EmotionEventArgs e) { Emotion = e.nearest; }