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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Socially-Aware Interfaces for Supporting Collocated Interaction</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>CIMeC, Center for Mind/Brain Sciences, University of Trento, and FBK - Fondazione Bruno Kessler</institution>
          ,
          <addr-line>Trento</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gianluca Schiavo</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
      <abstract>
        <p>One of the important challenges in ubiquitous computing is to improve the computer's access to information available in the social context. The goal of my PhD project is to investigate how to design interfaces that support collocated multi-users interactions taking into account users' nonverbal behaviour (specifically, gaze, postures, and body movements). In particular, the research activities are twofold: to understand which non-verbal cues and social signals reflect cooperation, engagement, and group cohesion in collocated group activities and to design systems that can handle and utilise this information. To this end, I present an integrated research approach for designing multi-user interactions based on the social signal processing approach. I also discuss the progress to date targeting the development of systems able to sense and react to social context.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>Multi-user interfaces are collaborative computing interfaces that support simultaneous
participation of multiple users who are collocated in the same place. Examples of
technologies that integrate multi-user interfaces are interactive tabletops, public
displays (e.g. large wall displays) and peripheral displays.</p>
      <p>
        These technologies represent a further step beyond the traditional desktop metaphor:
multi-user systems differ from standard personal computers providing a shared
workspace and a platform for the cooperation and collaboration of several users
engaged in the same task. Since they are co-located technologies, multi-users
interfaces preserve the freedom of naturally interacting and communicating among
users. For these reasons, they are assumed to be better for group activities since they
can support equal and flexible forms of collaboration compared to individual
technologies [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        However, designing for multi-user interfaces can raise different issues to
singleuser interfaces. There are in fact a number of social dynamics characterizing the
interaction of users with the same interface that should be taken into account in the
design process. Many researchers [
        <xref ref-type="bibr" rid="ref13 ref17">13, 17</xref>
        ] have exanimated the social interactions that
occurred while users are engaged with multi-user interfaces investigating dynamics
such as: group formation, how users approach the screen and share the space around
the display; territoriality, the ways in which the space of the surface and around the
device is spatially organised in personal and shared regions for interaction; the
      </p>
      <p>importance of the awareness of others’ activity and the impact that the public
visibility of the interaction has on communication and on task organization; the styles
of interaction, how people use the technology in parallel or collaborative interaction
and the extend to which participation and tasks are distributed across group members.</p>
      <p>These are all relevant social dynamics that should be addressed when dealing with
multi-user interfaces. In fact, multi-user interfaces, more than single-user ones, should
be designed with the social context in mind, leveraging the benefits of group
interactions. But one notable limitation of most multi-users interfaces is their limited
ability to adapt to the complex and dynamic social context in which they are used.</p>
      <p>My research project aims to investigate systems’ capabilities for sensing the social
context, based on the assumption that multi-user interfaces should provide
information in a way that best suits the users’ needs both as individuals and as group
members. The research considers both psychological and computational models of
group behaviour with an emphasis on the application of multi-user interfaces that
integrate these models in order to sense and react to their surrounding social
environment. From this perspective, automatic machine sensing converges with
psychological and social research, addressing how multi-user technology is enabled to
sense and properly react to social context.</p>
      <sec id="sec-1-1">
        <title>1.1 Exploring Social Signals</title>
        <p>
          Context-awareness is one of the core concepts in ambient intelligence computing.
Indeed, ambient intelligence envisions computing systems that are meant to have
abilities to handle information by modelling, inferring and learning what is going on
in contexts where such technologies are situated. In designing context-aware systems,
the notion of context should include both physical and social features [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. Physical
aspects encompass location and environmental conditions, whereas social context
comprises all the characteristics of a social group co-present in the same environment
and mainly includes social interactions and group dynamics. But while considerable
research on methods and applications for sensing physical factors has been conducted,
social context is comparatively under-investigated in the HCI research, given the
difficulties of sensing and handling information available from the social domain.
        </p>
        <p>
          Extensive research has been conducted at the intersection of psychology and
computer science to investigate social context and the behaviour of groups of people
interacting with technology, notably from the research fields of nonverbal
communication [
          <xref ref-type="bibr" rid="ref10 ref2">10, 2</xref>
          ], affective computing [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] and the recent area of social signal
processing (SSP) [
          <xref ref-type="bibr" rid="ref16 ref8">16, 8</xref>
          ].
        </p>
        <p>
          Research in psychology and in social cognition regarding the mechanisms of
nonverbal behaviour has suggested that some social cues are the result of automatic
processes. Experimental studies have proved that many social constructs and actions
are determined by the display and the interpretation of specific behavioural cues like
gaze, postures, and body movements [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>
          Affective computing is a domain within computer science pioneered by the
research of Rosalind Picard [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ] that studies the development of machines able to
        </p>
        <p>recognize and respond appropriately to emotions. Advances in this field have
provided systems with the ability to detect and recognize different emotional states
from various verbal and non-verbal behavioural cues like facial expressions, body
postures, and physiological signals.</p>
        <p>
          Following these results, new approaches have been developed to further explore
applications of affective interfaces moving from individual to group perspective. In
line with this view is the social signal analysis approach [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Social signal processing
(SSP) is indeed the area of research that investigates the automatic identification and
analysis of social signals that humans display during their social interactions,
adopting systems that sense multimodal behaviours and recognise the underlying
socio-emotional patterns. According to related literature, social signals are verbal and
non-verbal behaviours that, directly or indirectly, convey information about social
facts, i.e. social actions, social interactions, social emotions and relationships [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. In
this view, typical social signals are turn-taking and backchannel behaviours, mimicry,
dominance and mutual synchronization. These social signals are produced and
expressed using different modalities, including verbal and vocal features, facial
expressions, head movements, gaze, body and spatial behaviour. Social signal
processing is mainly focused on the computational analysis of verbal and non-verbal
behaviour, and in the modelling of these signals in significant social dynamics. More
specifically, SSP research explores method for recognition and identification of
human behaviour in naturalistic data, using algorithms and computing systems able to
infer social signals from simple features extracted from the acoustical and visual
scene analysis. This is made possible by the use of systems that can automatically
sense and interpret cues to infer and analyse human behaviour. This domain draws on
methods and theoretical approaches from different disciplines: on the one hand,
cognitive science and ethnography can help to define and understand behavioural cues
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]; on the other hand, computer science, artificial intelligence and engineering allow
the development of context-aware systems.
        </p>
        <p>
          In the SSP research domain, investigations have been conducted to explore
computational models of many social interactions in small groups such as joint
attention and interest, social relations and group cohesion [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], but applications and
studies in the HCI domain are still scarce.
        </p>
        <p>My research project involves social signal processing (SSP) as a method for
capturing multi-modal human behaviours and recognizing the underlining
socioemotional patterns. The purpose is to investigate and design multi-user systems that
adapt their interface, taking into account the users’ social contexts.</p>
        <p>In the research field of HCI, considerable research has been conducted in
intelligent and context-aware interfaces but only a few works have tried to
automatically measure social aspects of human-human interaction, using this
information to inform multi-user interfaces and support group activities.</p>
        <p>
          The research of Pentland et al. [
          <xref ref-type="bibr" rid="ref7 ref8">8, 7</xref>
          ] have used sociometric badges to monitor
communication patterns and other social signals during team activity, reporting a
graphical representation of group dynamics to the members themselves.
        </p>
        <p>
          Similarly, DiMicco et al. [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] have investigated peripheral displays that visualize
the amount of participation (in terms of vocal activity) of the member of a small
        </p>
        <p>group during a meeting, with the purpose of stimulating individual reflections on the
on-going activity, thus harnessing social collaboration.</p>
        <p>
          Considering physiological signals, Slovak et al. [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] have investigated how
communicating signals as the heartbeat rate can implicitly change the experience of a
social situation, and the behaviour displayed toward other people interacting.
        </p>
        <p>
          Notably, Balaam et al. [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] showed how a multi-user public display can enhance
interactional synchrony displaying subtle feedback about users’ behaviour. The
findings from this study suggest that social dynamics, like rapport, can be leveraged
by machine to support group behaviour, without requiring a direct and exclusive
interaction with the users. In fact, in this research, and similarly in other studies that
investigated persuasive and empathic technologies [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], the focus is specifically on
human-human interaction rather than on explicit human-machine interaction.
        </p>
        <p>My research thus considers both psychological and computational models of group
behaviour with an emphasis on the application of multi-user interfaces that integrate
these models in order to sense and react to their surrounding social environment.</p>
        <p>In the next sections, the research challenges, the approach and the progress to date
are presented.
2</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Research Challenges</title>
      <p>Among the research challenges, the following three are of particular relevance for this
project:
• Defining the information that certain social cues can provide to multi-user
systems. While there are many social cues that have been described in the
psychological literature, it is important to identify a basic subset of signals that
promise to be relevant for the characterization of individual and group states, and
for which automatic extraction seems feasible.
• Exploring novel interaction techniques for multi-user systems that leverage
social signal processing. Exploring aspects related to indirect interaction,
including the mechanisms for communicate with the members of the group in a
non-invasive but effective way.
• Designing guidelines for applications of socially aware multi-user interfaces.</p>
      <p>The project should provide some best practices and guidelines for the design and
the evaluation of socially-aware interfaces.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Research Approach</title>
      <p>The project adopts an integrated approach for designing and implementing
sociallyaware multi-user interfaces.</p>
      <sec id="sec-3-1">
        <title>A. Sensing Individual and Group Behaviour</title>
        <p>The first step of the research approach is to define which verbal and non-verbal
behaviours can be reliably detected by the system. This first step comprises both</p>
        <p>theoretical and technical challenges. The theoretical challenge is to understand and
define the relevant behaviours and social signals that should be addressed. To this
end, research from non-verbal behaviour and communication can provide insight on
which behavioural cues should be considered and on which information can be
extracted from them. The technical challenges are identifiable in how to accurately
detect the intended behaviour in real world scenarios, which might be characterized
by high levels of noise and extended inter-subjects variability.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Modelling Behaviour and Social Signals</title>
        <p>Once intended non-verbal cues are extracted from the social context, models of the
raw data are required to highlight significant patterns in the data and to fuse cues that
carry different amounts of information with respect to the social signals of interest. In
this specific challenge, affective computing and social signal processing are relevant
research fields dealing with models of multimodal behaviour of single users and
groups.</p>
      </sec>
      <sec id="sec-3-3">
        <title>C. Integrating Social Signals in Multi-User Interfaces</title>
        <p>The last step of the research approach is to integrate the information obtained from
the previous steps (“sensing” and “modelling”) in order to provide the interface with
meaningful information about the social context.</p>
        <p>The interface should in fact actively support both human-computer and human-human
interaction, with the goal to augment the interaction process. To this end, the interface
should enact feedback mechanisms in the background to support the activity. Such
mechanisms should be investigated to explore what feedback modalities and temporal
characteristics are most effective.</p>
        <p>
          Moreover, factors determining acceptability and effectiveness of the system should be
assessed [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] using different methodologies: from questionnaires and interviews to
observational methods using behavioural coding of audio-video recordings.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3 Progress To Date</title>
      <p>During the first year of my PhD I have made some progress and presented my work in
conferences related to HCI. In the following paragraphs I will discuss the progress to
date targeting the development of systems that sense and react to social context. Three
studies will be thus presented as well as their design and evaluation processes.</p>
      <sec id="sec-4-1">
        <title>The Engagement Study</title>
        <p>In this study, focused more on the first two steps of the research approach, we
investigated a novel approach in order to detect three affective states that characterize
the activity of video game playing: engagement, stress and boredom. We developed a
system that estimates the player’s affective state through recognizing non-verbal</p>
        <p>behavioural cues using off-the-shelf hardware, such as a webcam, a keyboard and a
mouse.</p>
        <p>The system was tested in an empirical study with the aim to gather data and model
the player's affective states. Facial expressions, head movements, keyboard and
mouse activities were recorded while the participants played a single shooter video
game. We used an adapted version of the experience sampling methodology to gather
the ground truth and trained an SVM (Support Vector Machine) that recognized the
affective states with an accuracy of 73%. The results showed that affective states as
engagement, stress and boredom may be estimated by taking non-verbal behaviours
as head movements and facial expressions into consideration.</p>
      </sec>
      <sec id="sec-4-2">
        <title>The Mediaplayer: Sensing and Reacting to Users’ Interest</title>
        <p>In this second study the concept of engagement was considered in a broader
perspective, taking into account the behaviour of groups of people and exploring
socially-aware interfaces for public displays.</p>
        <p>
          Public displays are encouraging multi-user systems for public and semi-public
spaces because of their: (i) ubiquitous potential, they can provide ubiquitous access to
information; (ii) social-aware potential, they are media that can support both
individual and group interactions in public and social contexts; (iii) context-aware
potential, they are situated artefacts deeply embedded in their specific physical and
social environment. In this work [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], we mostly focused on the two latter points,
proposing a social-aware public display that provides different level of information
accordingly to the perceived interest of the user(s) and the social context
        </p>
        <p>We designed and developed a public display, named the Mediaplayer, which
detects the audience interest and adapts the on-screen content accordingly. The
Mediaplayer is a public display that tracks the surrounding area by means of a 3D
depth sensor (Microsoft’s Kinect sensor). The depth information is used to detect
audience’s non-verbal cues, including users’ spatial position, gaze orientation and
group configuration (Fig. 1). This information is then used to estimate the level of
attention and interest of the audience and to automatically adapt the interface
providing more information on the screen if the users show more interest to the
display.</p>
        <p>In order to explore in an ecological setting how users interact with a context-aware
public display, a field study was carried on. The Mediaplayer was deployed during a
cultural event in a public space.</p>
        <p>
          We compared the adaptive system with a control condition, consisting of a
nonadaptive system where the same content is offered without any adaptation. In the
control condition, the information about the visual scene was collected as described
above, but not used by the system. In order to minimize the influence of time, people
affluence and light conditions on the results, the two conditions were counterbalanced
during the study, switching automatically every 60 minutes. Roughly 350 people
interacted with the Mediaplayer and ecological data about behaviour of individuals
and groups in front of the screen was collected [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ]. The field study revealed that the
context-aware public display is more appealing for the audience than the control
condition: more people approached the display while in the adaptive mode, people
showed higher levels of interest and considered the experience more engaging as
reported in a post-interaction questionnaire.
        </p>
        <p>This study showed that behavioural-based measures are valuable data to inform and
adapt a public display in a socially-aware way, improving users’ engagement with the
technology.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Agora2.0: A public display for Civic Participation</title>
        <p>
          Agora2.0 is a platform for civic participation composed of two equally relevant
features: an online system for voting ideas and an interactive public display deployed
in a public space relevant to the community [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. The system allows the public
administration staff and the citizenry to post polls and gather opinions about local
issues through questions that are answered online or onsite. Agora2.0 was evaluated
in a realistic deployment in a public setting, where the system was used by actual
citizens and their public administration (Fig. 2).
        </p>
        <p>The aim of this project was to encourage civic engagement bridging a virtual space
for public deliberation with a physical space typically used by the community to
discuss local issues. Agora2.0 is still a research-in-progress: nevertheless, its
deployment showed some relevant points that can be considered when designing and
deploying a big display in a public space. The next step in this direction would be to
provide a system like Agora2.0 with the adaptability of the Mediaplayer in order to
combine the potentialities of the two systems. Socially-aware public displays could
have the potential to attract and maintain the audience attention to the system,
promoting users’ engagement and participation to the platform. This scenario opens
also opportunities for exploring new interaction techniques for public systems. These
techniques can be either implicit or explicit, and they should support collaboration
and cooperation among users.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Future Steps: the Conversation Table</title>
        <p>Future steps in this project will involve the exploration of a socially-aware system for
collocated group activities taking place around a table. In an on-going study, the focus
shifts from a public situation to a more semi-public context, targeting team activities.
This scenario provides some advantages on the technical side and an optimal setting
for controlled studies.</p>
        <p>The conversation table is a socially aware system enhanced with sensors and
peripheral displays that support the group communication activity. The system is
equipped with Kinect sensors to get information about non-verbal behaviour of
group’s members. The conversation table continuously monitors the group social
dynamics and uses this knowledge to plan and deploy strategies to support and
influence the group behaviour through peripheral displays.</p>
        <p>The system follows the three main steps of the research approach:
• Recording natural individual and group interaction data detecting multimodal
behavioural cues;
• Learning models from these features to detect relevant social signals (e.g.</p>
        <p>dominance, equitable communication, subgroups);
• Generating appropriate feedbacks in real-time using the outputs of the models to
influence the group activity.</p>
        <p>Each of these steps presents challenges:
• The multimodal features extracted in real-time from the recording signals
(including vocal activity, gaze orientation, and head movements) need to be
identified and modelled in meaningful social signals such as group attention,
mood and cohesion.
• By combining these multimodal features and interpretations, the system needs to
reason about, plan and realize the actions to perform in response to a series of
constraints (e.g. correct timing, deliver the appropriate stimuli to the specific
target). To this end, continuous perception and interpretation of the group
dynamics is required to keep the system effective.
• The development and evaluation of such real-time continuous systems also
requires careful attention to the research methodology in terms of experimental
design and evaluation methods.</p>
        <p>We are currently in an advanced phase of development and we are planning to test the
system in the near future.
4</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Expected Contributions</title>
      <p>I believe that attending the CHItaly 2013 Doctoral Consortium will give me a chance
to share my work and vision on socially-aware systems with other students as well as
with senior researchers in the consortium. The participation to the DC will surely
provide me with an opportunity to get fresh perspectives on my project from
researchers with different backgrounds, hopefully getting guidance on future
directions of my project.
I am a psychologist, currently a second year PhD candidate in cognitive science at the
University of Trento (Italy) and at FBK - Fondazione Bruno Kessler, working under
the supervision of Dr. Massimo Zancanaro.</p>
      <p>I completed my MSc degree in experimental psychology and cognitive sciences at
the University of Padova (Italy) in 2011. During my studies, I worked at the Human
Technology Lab (HTLab) at the University of Padova (Italy) and I completed an
internship at the Helsinki Institute of Information Technology (HIIT), Finland.</p>
      <p>My current research interests are oriented towards human-computer interaction
(HCI) and co-located multi-user systems (e.g. interactive tabletops, public displays
and proximity-based technologies). The key point of my PhD project is to explore
how to design socially-aware multi-user interfaces for supporting co-located
interaction, applying theoretical frameworks and tools from cognitive science and
machine learning, such as social signal processing. As part of my research, I am
investigating the role of non-verbal behaviour in human-computer as well in
humanhuman interactions to investigate how multi-user systems can leverage this
information.</p>
    </sec>
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