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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A crowdsourcing toolbox for a user-perception based design of social virtual actors</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Magalie Ochs</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Brian Ravenet</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Catherine Pelachaud</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CNRS-LTCI, T ́el ́ecom ParisTech</institution>
        </aff>
      </contrib-group>
      <fpage>46</fpage>
      <lpage>57</lpage>
      <abstract>
        <p>One of the key challenges in the development of social virtual actors is to give them the capability to display socio-emotional states through their non-verbal behavior. Based on studies in human and social sciences or on annotated corpora of human expressions, di↵ erent models to synthesize virtual agent's non-verbal behavior have been developed. One of the major issues in the synthesis of behavior using a corpus-based approach is collecting datasets, which can be di cult, time consuming and expensive to collect and annotate. A growing interest in using crowdsourcing to collect and annotate datasets has been observed in recent years. In this paper, we have implemented a toolbox to easily develop online crowdsourcing tools to build a corpus of virtual agent's non-verbal behaviors directly rated by users. We present two developed online crowdsourcing tools that have been used to construct a repertoire of virtual smiles and to define virtual agents' non-verbal behaviors associated to social attitudes.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Virtual agents are increasingly used in roles that are typically fulfilled by humans,
such as tutors in virtual learning class, assistants for virtual task realization, or
play-mate in video game (e.g. [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]). To embody successfully these social roles,
virtual agents have to be able to express socio-emotional behavior during
humanmachine interaction. Indeed, several researches have shown that the expressions
of emotion may enhance not only the believability of the virtual agent [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] but
also the satisfaction of the user and his performance in task achievement [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ].
      </p>
      <p>
        One of the key challenges in the development of embodied virtual agents is
to give them the capability to display socio-emotional states through their
nonverbal behavior. Several virtual agents are already able to express emotions or
social attitudes through di↵ erent modalities such as facial expressions, gestures
or postures [
        <xref ref-type="bibr" rid="ref6 ref7 ref8 ref9">6–9</xref>
        ]. We can distinguish two main approaches to define the virtual
agent’s non-verbal behaviors associated to socio-emotional states: a
theoreticalbased approach and a corpus-based approach.
      </p>
      <p>
        The theoretical-based approach consists in exploiting the studies in human
and social sciences that have highlighted the characteristics of human’s
nonverbal behavior conveying socio-emotional state. For the expressions of emotion,
most of the computational models are based on the categorical approach
proposed by Ekman [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] describing the human facial expressions of the “big six”
basic emotions (joy, fear, anger, surprise, disgust, and sadness) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Other
psychological theories have been explored to define the emotional facial expressions
of virtual agents, such as the dimensional theory [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] or the appraisal theory [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        To gather more subtle and natural expressions, another approach is based on
the analysis of annotated corpora of human expressing socio-emotional states.
Based on an annotated corpus of humans expressions, di↵ erent methods to
synthesize virtual agent’s non-verbal behavior have been explored. Using a motion
capture system, the non-verbal behavior can be synthesized at a very low-level
by re-targeting the points tracked on a human face and body to a virtual mesh
(e.g. in [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]). Another method consists in applying machine learning technique on
the collected data to automatically generate the non-verbal behavior associated
to particular socio-emotional state (e.g. in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]). Finally, the corpus may also
be exploited by analyzing in detail the correspondences between the expressed
socio-emotional states and the characteristics of the displayed non-verbal
behaviors. Rules are then extracted and integrated in virtual agents (e.g. in [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]).
Most of the corpus-based models of virtual agent’s non-verbal behavior is based
on corpus of real humans.
      </p>
      <p>
        Some researchers have proposed to create corpus of virtual agent’s non-verbal
behaviors. For instance, in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], a large amount of expressive virtual faces has
randomly been generated. They have then been rated with emotional labels by
numerous participants. This method has several advantages. First, it considers
directly the user’s perception of the virtual agent instead of replicating findings
of human’s non-verbal behavior on virtual agents. Moreover, a corpus of virtual
agent’s non-verbal behaviors avoids the problematic of acted human’s
expressions or the di culty to collect spontaneous expressions. Secondly, this method
may generate one-to-many correspondences between socio-emotional states and
non-verbal behaviors. Thus, in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], several facial expressions for each emotion
type have been identified. The main problem with this method is the number
of required participants (more than 400) for a repetitive and time-consuming
task of rating each facial expression (2904 facial expressions). In this article,
we propose an alternative methodology to identify the one-to-many
correspondences between socio-emotional states and non-verbal behaviors by building and
analyzing a corpus of virtual agent’s non-verbal behavior directly rated by users.
      </p>
      <p>
        One of the major issues in the synthesis of behavior using a corpus-based
approach is collecting datasets, which can be di cult, time consuming and
expensive to collect and annotate. A growing interest in using crowdsourcing to
collect and annotate datasets has been observed in recent years [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Crowdsourcing
consists of outsourcing tasks to an undefined distributed group of people, often
using Internet to recruit participants informally or through formal paid
mechanisms such as Amazon’s Mechanical Turk [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Online tools for crowdsourcing
have been developed to allow people to annotate human behaviors (e.g. in [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]).
Moreover, an evaluation of the crowdsourcing workers’ annotations showed that
their qualities are comparable to expert annotators [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. In order to build a rated
corpus of virtual agents’ non-verbal behaviors, we have implemented a toolbox to
easily develop online crowdsourcing tools. The objective of such a crowdsourcing
tool is to o↵ er the possibility to users to directly configure the virtual agent’s
non-verbal behaviors conveying particular socio-emotional states. For instance,
the users may have the task to define the virtual agent’s gestures and facial
expressions corresponding to the expression of certain attitudes such as
friendliness or dominance. This method avoids the traditional approach of creating a
repertoire of socio-emotional states by asking users to label a set of predefined
non-verbal behaviors. Instead, users are placed at the heart of the non-verbal
behavior creation process. Even if a finite set of animations is pre-defined, the
tool gives the users the impression to create the non-verbal behavior they believe
corresponds to a given socio-emotional state.
      </p>
      <p>To create such a crowdsourcing tool, the toolbox covers di↵ erent functionalities:
– the construction of an audiovisual corpus of virtual agent’s non-verbal
behaviors containing all the possible combinations of modalities (Section 2);
– the framework to develop and distribute the tool online (Section 3).
As use cases, we present two developed online crowdsourcing tools that have
been used to construct a repertoire of virtual smiles and to define virtual agent’s
non verbal behaviors associated to social attitudes (Section 4). We conclude and
discuss the limits of this method in Section 5.
2</p>
      <p>
        The GretaModular Platform to create corpora of
virtual agents’ non-verbal behaviors
The first step to develop the online crowdsourcing tool is to generate the videos
of virtual agents displaying di↵ erent combinations of facial expressions, gestures,
and postures. For this purpose, the platform we are using to animate a virtual
agent is GretaModular, a significantly improved version of the Greta system [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        GretaModular o↵ ers several modules, each dedicated to particular
functionality. The core modules, based on the SAIBA framework [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], include an Intent
Planner, a Behavior Planner and a Behavior Realizer to compute multimodal
expressions of communicative intentions. Additional peripheral modules endow
the system with several useful functionalities. For instance, the Gesture Editor
and the Facelibrary Viewer enable one to easily define new gestures and facial
expressions of virtual agents. Others modules, such the BML and FML file
readers, the Character Manager, the Ogre3D Player and the Video Capture module,
facilitate the creation of a corpus of virtual agent animations. Moreover, the
flexible architecture of the platform has been implemented with a graphical user
interface that allows a simple manipulation of the modules by drag and drop.
New modules may be easily developed and plug in to add new functionalities to
the system.
      </p>
      <p>
        In GretaModular, a repertoire of signals contains the description of non-verbal
behavior (facial expressions, gestures, postures) in BML (Behavior Markup
Language) [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. The links between non-verbal behaviors and communicative
intentions are specified in a lexicon. Communicative intentions are encoded with FML
(Function Markup Language) [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Furthermore, expressivity parameters can be
used to modulate the qualitative execution of non-verbal behaviors (e.g. fluidity
of gestures) [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
      </p>
      <p>
        Using GretaModular, one may create a corpus in 5 steps (Figure 1). The
appearance of the virtual agent has to be first chosen. The physical appearance of
the virtual agent may be selected in the Character Manager module of
GretaModular. The available virtual agents are illustrated Figure 2. The second step
consists in creating or completing the repertoire of signals in BML. In
GretaModular, a large set of signals has already been defined for the virtual agents of the
platform (Figure 2). One may easily design new signals using the Gesture Editor
and the Facelibrary Viewer of the GretaModular platform. Thirdly, the di↵ erent
links between non-verbal behaviors and communicative intentions are defined
in the lexicon. Moreover, di↵ erent expressive parameters of the virtual agent’s
non-verbal behavior may be configured. To generate the videos of the corpus, we
have developed a specific module, named the Plan Capture Controller Module,
built on the top of the video capture module. This module takes as input an
FML file describing the communicative intentions (e.g. emotions, beliefs) that
the virtual agent has to express through its verbal and non-verbal behavior [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
Given that communicative intention may be expressed through di↵ erent signals
and modalities, the module computes and loads all the possible animations
corresponding to the FML file (based one the lexicon in which the correspondences
between communicative intentions and behaviors are described), plays them and
captures each one of them in separate video files. For instance, the intention to
greet may be expressed by a head nod or a hand shake, with or without a smile.
For this communicative intention, the Plan Capture Controller module creates
4 di↵ erent video files of a virtual agent that greets in 4 di↵ erent manners. The
Plan Capture Controller module may generate the animations with di↵ erent
values of the expressive parameters. Finally, with GretaModular, one may rapidly
create a corpus of videos of virtual agents with di↵ erent appearances displaying
multimodal non-verbal behaviors with di↵ erent expressive parameters.
      </p>
      <p>
        So far, we have created two corpora of virtual agent’s non-verbal behaviors.
A first corpus has been dedicated to the virtual agent’s smiles. One hundred
and ninety two di↵ erent animations of a smiling virtual agent face have been
generated. The smiles varied on several morphological and dynamic parameters
defined from the theoretical and empirical research on human smiles [
        <xref ref-type="bibr" rid="ref26 ref27 ref28">26–28</xref>
        ]:
the cheek raising (Action Unit 6 - AU6), the lip press (Action Unit 24 -AU24),
the amplitude of the smile (Action Unit 12 - AU12), the symmetry of the lip
corners, the mouth opening (Action Unit 25 - AU25), the duration of the smile
and the velocity of the rise and of the decay of the smile. We have considered
two or three discrete values for each of these parameters: small or large smile (for
the amplitude); open or close mouth; symmetric or asymmetric smile; tensed or
relaxed lips (for the AU24); cheekbone raised or not raised (for the AU6); short
(1.6 seconds) or long (3 seconds) total duration of the smile, and short (0.1
seconds), average (0.4 seconds) or long (0.8 seconds) beginning and ending of
the smile (for the rise and decay). All the possible combinations of these discrete
values have been generated to create the corpus of the virtual agent’s smiles.
      </p>
      <p>
        A second corpus has been created to study the non-verbal behaviors
conveying the social attitudes of dominance, submissiveness, friendliness and
unfriendliness. For this purpose, we have generated 1440 videos corresponding to all the
possible combinations of the following parameters identified as cues of social
attitudes [
        <xref ref-type="bibr" rid="ref29 ref30 ref31 ref32 ref33">29–33</xref>
        ]: type of facial expressions (positive: smile, negative: frown or
neutral), the activated modalities (arm gestures, head gestures, both or none),
the amplitude of arm gestures (small, medium or wide), the power of arm
gestures (weak, normal or strong), the head position (upward, downward, tilted
aside or straight) and the presence of gaze avoidance (yes or no). The corpus
contains animations of two di↵ erent virtual agents, one with a female appearance
and one with a male appearance.
      </p>
      <p>Online Crowdsourcing tools for the user design of
virtual agent’s non-verbal behaviors
In order to create crowdsourcing tools based on virtual agent’s non-verbal
behaviors corpora, we have created a framework using Flash technology to enable
broad distribution on the web. The framework allows one to develop a web
application in which users have the task to define the non-verbal behaviors of a
virtual agent associated to particular socio-emotional states. The interface of the
application is composed of 4 parts (Figures 3 and 4):
1. the upper part contains a description of the task;
2. the left part contains a video showing the virtual agent animation, in a loop;
3. the right part contains a panel with the di↵ erent non-verbal parameters that
the user can change to define the virtual agent’s non-verbal behavior. Any
time the user changes the value of one of the parameters, a corresponding
video is automatically played;
4. the bottom part contains a Likert scale that allows users to indicate their
satisfaction with the created animation.</p>
      <p>To develop the crowdsourcing tool, one has to define the tasks of the users.
The panel of the non-verbal parameters has to correspond to the parameters
considered in the creation of the corpus of virtual agents’ non-verbal behaviors
(Section 2). The videos displayed according to the selected parameters are
directly extracted from the corpus. The Flash framework includes a connection
with a database to record the responses of the users.</p>
      <p>Using this framework, two crowdsourcing tools have been developed:
E-Smilescreator and GenAttitude. The interfaces of these tools are illustrated in Figures
3 and 4. The objective with the E-smiles-creator tool is to study the
morphological and dynamic characteristics of di↵ erent smile types. Through the interface
of the E-smiles-creator (Figure 3), the users have the tasks to create di↵ erent
types of smile (amused, polite, and embarrassed). To create each of these smiles,
the users select the parameters of the smile with the radio buttons (Panel 3,
Figure 3). These parameters correspond to those used to create the corpus of
virtual smiles. The corresponding video contained in the corpus is automatically
loaded and played (Panel 2, Figure 3). With the GenAttitude tool (Figure 4),
the objective is to identify virtual agents’ non-verbal behaviors corresponding to
the expression of di↵ erent attitudes. The users have the tasks to configure the
non-verbal behavior of the virtual agent corresponding to the expression of a
particular social attitude (dominant, submissive, hostile, or friendly) for a given
communicative intention. For instance, the users have the tasks to configure the
non-verbal behavior of the agent when it is asking something with a dominant
attitude. The parameters of the non-verbal behavior (Panel 3, Figure 4)
correspond to those used to create the corpus of videos (Section 2).</p>
      <p>Finally, with the crowdsourcing tools, users unconsciously rated videos of
the corpus (of the virtual agents’ non-verbal behaviors) with pre-defined labels
(emotions or social attitudes). However, not all the videos of the corpus are
rated. Only those that appear as relevant for the pre-defined labels are rated.
4</p>
      <p>Analysis of the collected data on virtual agents’
non-verbal behaviors
Through the developed crowdsourcing tools presented above, we have collected
1044 smile descriptions (from 348 participants among which 195 females; mainly
French, with a mean age of 30 years) and 925 non-verbal behavior descriptions
corresponding to social attitudes (from 170 participants among which 50 females,
mainly French, with a mean age of 29 years), in one week. The participants
were recruited via online mailing lists (they were not payed). The average level
of satisfaction of the participants (5,3 on a Likert Scale of 7 points, Panel 4)
shows that the participants were globally satisfied by the interface to create
the animations. Moreover, the positive comments posted by the participants
show that their user experience was funny and enjoyable. We have analyzed the
collected data to create a repertoire of non-verbal behaviors conveying di↵ erent
emotions and social attitudes.</p>
      <p>The levels of satisfaction indicated by the participants (Panel 4, Figures 3
and 4) was used to give higher weight to the non-verbal behaviors with a high
level of satisfaction1. We made the assumption that the non-verbal behaviors
with a high level of satisfaction were more reliable that those with low level.
In fact, we oversampled the corpora such as each created non-verbal behavior
was duplicated n times, where n is the level of satisfaction associated with this
non-verbal behavior. For instance, a smile with a level of satisfaction of 7 was
duplicated 7 times whereas a smile with a level of satisfaction of 1 was not
duplicated. The resulting data sets were composed of 5517 descriptions of smiles
and 4947 non-verbal behavior descriptions conveying social attitudes.</p>
      <p>
        To analyze the collected data and construct computational models, di↵ erent
methods have been explored. Concerning smiles, we used a decision tree learning
algorithm to identify the di↵ erent characteristics of the amused, polite, and
embarrassed smiles in the corpus. The decision tree has the advantage to be
well-adapted to qualitative data and to produce results that are interpretable
and that can be easily implemented in a virtual character. The nodes of the
decision tree correspond to the smile characteristics and the leaves are the smile
types. Di↵ erent leaves correspond to the same smile type enabling one to identify
one-to-many correspondences between smile types and facial expressions. The
virtual agent may then express the same type of smile in di↵ erent manners
during an interaction to avoid repetition of the exact smile pattern. Previous
research has shown that the non-repetitive behaviors of a virtual agent improves
its perceived believability [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. A perceptive study has validated most of the smiles
as appropriate in amused, polite or embarrassed situations. The smiles decision
tree and the validation study are described in more details in [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ].
1 Note that the data could be analyzed without oversampling.
      </p>
      <p>
        For the second corpus, we have explored another method of analysis: the
corpus of the virtual agents’ non-verbal behaviors associated to social attitudes
has been used to create a Bayesian network. A Bayesian network is a directed
acyclic graph that represents causal relations between variables, the strength of
these relations being represented by conditional probabilities. The structure of
the network has been defined based on a statistical analysis of the corpus. The
input nodes of the model are the social attitudes (dominant, submissive, friendly,
or hostile) and the communicative intentions. The outputs are the characteristics
of the non-verbal behavior that should convey a given communicative intention
with a particular attitude. The Bayesian network directly represents the
causee↵ ect relations between our input variables (communicative intentions and social
attitudes) and output variables (the non-verbal behavior parameters). The
parameters of the model (i.e. the probability of the edges) are directly extracted
from the built oversampled corpus. The probabilistic nature of such a model
enables us to introduce variabilities in the outputs, particularly relevant for
modeling human-like uncertain behavior. Once again, the model may be used
to determine one-to-many correspondences between attitudes and non-verbal
behaviors. Moreover, the model provides a probability that the virtual agent’s
non-verbal behavior is perceived with the expected attitude. Also, the same
Bayesian network can be used to infer the probabilities for the input variables
given the output values. This could be use to retrieve the most likely attitude and
intention given the nonverbal behavior parameter values. The Bayesian model
is detailed in [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ].
5
      </p>
      <p>Conclusion
In this article, we have presented a toolbox that enables one to create a
crowdsourcing tool to build corpus of virtual agents’ non-verbal behaviors. We have
presented two use cases that aimed at analyzing the links between the
characteristics of a signal (the smile) or of a multimodal behavior to the expression of
emotions or social attitudes. Instead of asking users to rate a set of virtual agent
animations, we have proposed an approach in which the user has the impressions
to directly design the virtual agent’s non-verbal behavior. The large number of
participants, their levels of satisfaction and their positive posted comments
indicate that the proposed tasks and interface are satisfying and attractive. The size
of the obtained corpus enables one to apply di↵ erent methods from a statistical
analysis to machine learning techniques.</p>
      <p>In future works, we aim at improving the interfaces of the crowdsourcing
tools. In the current version, the values of the non-verbal behavior’s parameters
are selected through radio buttons. Continuous values indicated with sliders
could enable us to obtain a more fine-grained description of the virtual agent’s
non-verbal behaviors. Moreover, the Bayesian network model resulting from the
GenAttitude tool has to be evaluated during interaction with users to ensure
that the non-verbal behaviors convey the expected attitudes.
Acknowledgment
This research has been supported by the European projects NoE SSPNet and
IP REVERIE. The authors would like to thank Andr´e-Marie Pez and Pierre
Philippe for the implementation of the GretaModular platform.</p>
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