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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Emotion Elicitation in Socially Intelligent Services: the Intelligent Typing Tutor Study Case</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andrej Košir</string-name>
          <email>andrej.kosir@fe.uni-lj.si</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marko Meža</string-name>
          <email>marko.meza@fe.uni-lj.si</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Janja Košir</string-name>
          <email>janja.kosir@pef.uni-lj.si</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matija Svetina</string-name>
          <email>matija.svetina@ff.uni-lj.si</email>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gregor Strle</string-name>
          <email>gregor.strle@zrc-sazu.si</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Scientific Research Centre, SAZU</institution>
          ,
          <addr-line>Novi trg 2, Ljubljana</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Ljubljana, Faculty, of Education</institution>
          ,
          <addr-line>Krdeljeva plošcˇad, Ljubljana</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Ljubljana, Faculty, of Electrical Engineering</institution>
          ,
          <addr-line>Tržaška cesta 25, Ljubljana</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University of Ljubljana, Faculty, of Electrical Engineering</institution>
          ,
          <addr-line>Tržaška cesta 25, Ljubljana</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>University of Ljubljana, Faculty, of Fine Arts</institution>
          ,
          <addr-line>Tržaška cesta 2, Ljubljana</addr-line>
          ,
          <country country="SI">Slovenia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <volume>16</volume>
      <issue>2016</issue>
      <abstract>
        <p />
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Bridging the gap between modern digital services and the
increasing demands and (often insu cient) capabilities of a
wide range of users is a challenging task. In recent years,
much focus has been given to user adaptation procedures in
socially intelligent services, including user modeling,
recommender systems, human-machine communication (HMC),
among many others [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. While there have been
substantial advances in many of these areas, the
state-ofthe art technology still lacks satisfactory means to e ciently
meet various user needs and/or tailor to their capabilities.
As the potential for new users of technology supported
services is growing (e.g. groups of elderly users), so is the
digital divide [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ]. This gap may manifest itself in many
forms. It may deprive a particular user group of e cient
use of a service (e.g., due to the lack of technological pro
ciency), it may be limited in scope and only partially attend
to users needs (e.g., the use of multiple services for a series
of common, integrated tasks), or for some user groups
offer no accessibility to a service altogether (e.g., e-banking
for the elderly users). In general, it results in frustration
and increased cognitive load, requiring signi cant e ort to
use a service (e.g. interaction, navigation, nding
information, etc.), instead of a service adapting to user needs and
capabilities.
      </p>
      <p>
        One way to address these issues is to establish and
sustain e cient (close-to-human) communication level between
a user and a service, with HMC at the core of
contextualization and adaptation procedures. Whereas natural
(humanto-human) communication is innate and in general requires
minimal e ort for the actors involved to sustain it, HMC
is void of both innateness and context, as well as of
nonverbal (auditory, visual, olfactory) cues. Thus, for a modern
digital service to be successful, it should be capable of
expressing minimal social intelligence [
        <xref ref-type="bibr" rid="ref45">45</xref>
        ]. Another important
and inherent property of natural communication is its
continuity in real-time. HMC should be able to exhibit some
level of social intelligence by generating and processing
social signals in near-real-time.1 To sustain the feedback loop
the user should be at least minimally engaged, with
nonverbal (social) signals (such as emotions) elicited at a
continuous (minimal delay) rate. Ideally, e ective HMC should
minimize the user-service adaptation procedures and
maximize the engagement and the intended use of a service. In
other words, a service is socially intelligent when it is
ca1The maximal tolerated delay is about 0:5 seconds.
pable of reading (measuring and estimating) user's social
signals (verbal and/or non-verbal communication signals),
producing machine generated feedback on these signals, and
sustaining and adapting according such HMC.
      </p>
      <p>In general, we believe it is possible to alleviate some of the
main obstacles towards more e ective user-service
adaptation procedures by addressing the following:</p>
      <p>Non-intrusive user data acquisition. Some types of
user data (e.g., user's emotion state) should be tracked
in near-real-time. The problem is users do not like
obtrusive data gathering methods (e.g., to repeatedly ll
in questionnaires or use wearable sensors in everyday
situations). The state-of-the-art techniques for
nonintrusive user data acquisition are limited and can not
provide su cient high quality user data for the e cient
user-service adaptation procedures;
Contextualization. Contextualization refers to the
definition of circumstances relevant for speci c user-service
adaptation. E ective user adaptation is highly
contextsensitive as user involvement, attention and
motivation, as well as preferences, are to a large extent
context dependent. The emergent technologies of Internet
of things (IoT), wearable computing, ubiquitous
computing, and others, o er various building blocks to
model speci c contextualization tasks, however, user
interaction data is typically not taken into account;
Service functionality and content adaptation for the
user. Ideally, user adaptation procedure is
successful when the service is able to adapt to (and improve
upon) the user needs and preferences in near real-time.
As a result, the adaptation mechanisms of the
service need to go beyond generally applicable adaptation
procedures to address the speci c task-dependent and
user-interaction scenarios.</p>
      <p>The aim of the paper is to analyze the e ciency of emotion
elicitation in a socially intelligent service. The underlying
assumption is that emotion elicitation should be an integral
part of HMC, as it can greatly improve user-service
adaptation procedure. For this purpose, the experiment was
conducted using the socially intelligent typing tutor. The tutor
is a web-based learning service designed to elicit emotions
and thus improve learner's attention and overall engagement
in the touch-typing training. Emotion elicitation is utilized
together with the notion of positive reinforcement, where
the learner is being rewarded for her e orts through the
emotional feedback of the service. Moreover, the tutor is
able to model and analyze learner's expressed emotions and
measure the e ciency of emotion elicitation in the tutoring
process.</p>
      <p>The paper is structured as follows. Section 2 presents
related work, while Section 3 discusses general aspects of
emotion elicitation in socially intelligent services and then
presents the socially intelligent typing tutor. Section 4 presents
the experimental results on emotion elicitation in the
intelligent typing tutor. The paper ends with a general conclusion
and future work.</p>
    </sec>
    <sec id="sec-2">
      <title>RELATED WORK</title>
      <p>The research and development of a fully functioning
socially intelligent service is still at a very early stage.
However, various components that will ultimately enable such
services are under intensive development for several decades.
We brie y present them grouped according to the following
subsections.
2.1</p>
    </sec>
    <sec id="sec-3">
      <title>Social intelligence, social signals and nonverbal communication cues</title>
      <p>
        There are many de nitions of social intelligence
applicable in this context [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. The wider de nition used here is by
Vernon [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ], who de nes social intelligence as the person's
"ability to get along with people in general, social technique
or ease in society, knowledge of social matters, susceptibility
to stimuli from other members of a group, as well as insight
into the temporary moods or underlying personality traits of
strangers". Furthermore, social intelligence is demonstrated
as the ability to express and recognize social cues and
behaviors [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], including various non-verbal cues (such as
gestures, postures and face expressions) exchanged during
social interaction [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ].
      </p>
      <p>
        Social signals are extensively being analyzed in the eld of
human to computer interaction [
        <xref ref-type="bibr" rid="ref47">47</xref>
        ], [
        <xref ref-type="bibr" rid="ref46">46</xref>
        ], often under di
erent terminology. For example, [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] use the term 'social
signals' to de ne a continuously available information required
to estimate emotions, mood, personality, and other traits
that are used in human communication. Others [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] de ne
such information as 'honest signals' as they allow to
accurately predict the non-verbal cues and, on the other hand,
one is not able to control the non-verbal cues to the extent
one can control the verbal form. Here, we will use the term
social signal.
2.2
      </p>
    </sec>
    <sec id="sec-4">
      <title>Socially intelligent learning services</title>
      <p>
        Several services exist that support some level of social
intelligence, ranging from emotion-aware to meta-cognitive.
One of the more relevant examples is the intelligent
tutoring system AutoTutor/A ective AutoTutor [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
AutoTutor/A ective AutoTutor employs both a ective and
cognitive modelling to support learning and engagement,
tailored to the individual user [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Some other examples
include: Cognitive Tutor [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] { an instruction based system
for mathematics and computer science, Help Tutor [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] { a
meta-cognitive variation of AutoTutor that aims to develop
better general help-seeking strategies for students,
MetaTutor [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] { which aims to model the complex nature of
selfregulated learning, and various constraint-based intelligent
tutoring systems that model instructional domains at an
abstract level [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], among many others. Studies on a ective
learning indicate the superiority of emotion-aware over
nonemotion-aware services, with the former o ering signi cant
performance increase in learning [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ], [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], [
        <xref ref-type="bibr" rid="ref43">43</xref>
        ].
2.3
      </p>
    </sec>
    <sec id="sec-5">
      <title>Computational models of emotion</title>
      <p>
        One of the core requirements for socially intelligent
service is the ability to detect and recognize emotions, and
exhibit the capacity for expressing and eliciting basic a
ective (emotional) states. Most of the literature in this area
is dedicated to the a ective computing and computational
models of emotion [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], which are mainly based
on the appraisal theory of emotions [
        <xref ref-type="bibr" rid="ref48">48</xref>
        ]. Several challenges
remain, most notably the design, training and evaluation of
computational models of emotion [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], their critical analysis
and comparison, and their relevancy for other research elds
(e.g., cognitive science, human emotion psychology), as most
computational models of emotion are overly simplistic [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
2.4
      </p>
    </sec>
    <sec id="sec-6">
      <title>Physiological sensors</title>
      <p>
        The development of wearable sensors enabled the
acquisition of user data in near-real-time, as well as the research
and estimation of user's internal states (such as emotion and
stress level estimation) that started more than a decade ago
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Notable advances can also be found in the elds
of psychological computing and HCI, with the development
of several novel measurement related procedures and
techniques. For example, psychophysiological measurements are
being employed to extend the communication bandwidth
and develop smart technologies [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], along with the design
guidelines for conversational intelligence based on the
environmental sensors [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Several studies deal with human
stress estimation [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ], workload estimation [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], cognitive
load estimation [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], among others, and speci c learning
tasks related to physiological measurements [
        <xref ref-type="bibr" rid="ref49">49</xref>
        ], [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
2.5
      </p>
    </sec>
    <sec id="sec-7">
      <title>Human emotion elicitation</title>
      <p>
        The eld of a ective computing has developed several
approaches to modeling, analysis and interpretation of human
emotions [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. The most known and widely used emotion
annotation and representation model is the
Valence-ArousalDominance (VAD) emotion space, an extension of Russell's
valence-arousal model of a ect [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]. The VAD space is used
in many human to machine interaction settings [
        <xref ref-type="bibr" rid="ref50">50</xref>
        ], [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ],
[
        <xref ref-type="bibr" rid="ref32">32</xref>
        ], and was also adopted in the socially intelligent
typing tutor (see section 3.3.2). There are other attempts to
de ne models of human emotions, such as speci c
emotion spaces for human computer interaction [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], or more
recently, models for the automatic and continuous
analysis of human emotional behaviour [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Recent research on
emotion perception argues that traditional emotion models
might be overly simplistic, pointing out the notion of
emotion is multi-componential, and includes "appraisals,
psychophysiological activation, action tendencies, and motor
expressions" [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]. Consequently, and relevant to the
interpretations of valence in the existing models, some researchers
argue there is a need for the "multifaceted
conceptualization of valence" that can be linked to "qualitatively di erent
types of evaluations" used in the appraisal theories [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ].
      </p>
      <p>
        Research of emotion elicitation via graphical user interface
is far less common. Whereas several studies on emotion
elicitation use di erent stimuli (e.g., pictures, movies, music)
[
        <xref ref-type="bibr" rid="ref41">41</xref>
        ] and behavior cues [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], none to our knowledge tackle the
challenges of graphical user interface design for the purpose
of emotion elicitation.
      </p>
      <p>
        In the intelligent typing tutor, user emotions are elicited
by the graphical emoticons (smileys) via the dynamic
graphical user interface of the service. The choice of emoticons
was due to their semantic simplicity, unobtrusiveness, and
ease of continuous measurement { using pictures as a stimuli
would add additional cognitive load and likely evoke multiple
emotions. This approach also builds upon the results of
previous research, which showed that human face-like graphics
increase user engagement, that the recognition of emotions
represented by emoticons is intuitive for humans, and that
emotion elicitation based on emoticons is strong enough to
be applicable [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. The latter assumption is veri ed in this
paper.
3.
      </p>
    </sec>
    <sec id="sec-8">
      <title>EMOTION ELICITATION IN SOCIALLY</title>
    </sec>
    <sec id="sec-9">
      <title>INTELLIGENT SERVICES: THE TYPING</title>
    </sec>
    <sec id="sec-10">
      <title>TUTOR STUDY CASE</title>
      <p>The following sections discuss the role of emotion
elicitation in socially intelligent services and its importance for
e cient HMC. General requirements and the role of emotion
elicitation are discussed in the context of our study case {
the intelligent typing tutor. Later sections present the
design of the intelligent typing tutor and its emotion elicitation
model.
3.1</p>
    </sec>
    <sec id="sec-11">
      <title>General requirements for a socially intelligent service</title>
      <p>A given service is socially intelligent if it is capable of
performing the following elements of social intelligence:
1. Read relevant user behavior cues: human emotions are
conveyed via behaviour and non-verbal communication
cues such as face expression, gestures, body posture,
color of the voice, etc.
2. Analyze, estimate and model user emotions and
nonverbal (social) communication cues via computational
model: behavior cues are used to estimate user's
temporary emotion state. Selected physiological
measurements (pupil size, acceleration of the wrist, etc.) are
believed to be correlated with user's emotion state and
other non-verbal communication cues. These are used
as an input to the computational model of user
emotions and other non-verbal communication cues.
3. Integrate and model machine generated emotion
expressions and other non-verbal communication cues:
for example, the notion of positive reinforcement could
be integrated into a service to improve user
engagement, taking into account user's temporary emotion
state and other non-verbal communication cues.
4. Generate emotion elicitation to improve user
engagement: continuous feedback loop between user emotion
state and machine generated emotion expressions for
purpose of emotion elicitation.
5. Context and task-dependent adaptation: adapt the
service according to the design goals. For example,
in the intelligent typing tutor case study, the intended
goal is to improve learner's engagement and progress.
The touch-typing lessons are carefully designed and
adapt in terms of typing speed and di culty to meet
individual's capabilities, temporary emotion state and
other non-verbal communication cues.</p>
      <p>Such service is capable of sustaining e cient, continuous
and engaging HMC. It also minimizes user-service
adaptation procedures. An early-stage example of socially
intelligent service is provided below.
3.2</p>
    </sec>
    <sec id="sec-12">
      <title>Typing tutor as a socially intelligent service</title>
      <p>The overall goal of the socially intelligent typing tutor
is to improve the process of learning touch-typing. For
this purpose, emotion elicitation is integrated into HMC
together with the notion of positive reinforcement, to amplify
the attention, motivation, and engagement of the individual
learner. In its current form, the rudimentary model of
emotion elicitation utilizes emoticon-like graphics via the
graphical user interface of the service, presented to the learner in
real-time (see section 3.3). The tutor uses state-of-the-art
technology (3.2.1) and is able to model, measure and analyze
emotion elicitation throughout the tutoring process.
3.2.1</p>
      <sec id="sec-12-1">
        <title>Architecture and design</title>
        <p>Typing tutor's main building blocks consist of:
1. Web GUI: to support typing lessons and machine
generated emotion expressions via emoticons (see Fig. 1);
2. Sensors: to conduct physiological measurements and
monitor user status (wrist accelerometer, camera,
emotionrecognition software to estimate user emotions, eye
gaze, pupil size, etc.);
3. Computational model: for measuring user emotions
and attention in the tutoring process;
4. Recommender system: for modelling machine
generated emotion expressions;
5. Typing content generator: which follows typing
lectures designed by the expert.</p>
        <p>Real-time sensors are integrated into the service to gather
physiological data about the learner. The recorded data is
later used to establish the weak ground truth of learner's
attention and the e ciency of emotion elicitation. Both are
further estimated through the human annotation procedure,
based on the carefully designed operational de nition and
veri ed using psychometric characteristics. The list of
sensors integrated in the tutor includes:</p>
        <p>Keyboard: to monitor cognitive and locomotor errors
that occur while typing;
Video recorder: to extract learner's facial emotion
expressions in real-time;
Wrist accelerometer and gyroscope: to trace the hand
movement;
Eye tracking: to measure pupil size and estimate learner's
attention and possible correlates to typing performance.</p>
        <p>The intelligent typing tutor is publicly available as a
clientserver service running in a web browser (http://nacomnet.
lucami.org/test/desetprstnon tipkanje). Data is stored on
the server for later analyses and human annotation
procedures. Such architecture allows for crowd-sourced testing
and e cient remote maintenance.
3.3</p>
      </sec>
    </sec>
    <sec id="sec-13">
      <title>Emotion elicitation in the intelligent typing tutor</title>
      <p>
        The role of emotion elicitation in the intelligent typing
tutor is that of e cient HMC and reward system. The
positive reinforcement assumption [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] is used in the design of
the emotion elicitation model. Positive reinforcement argues
that learning is best motivated by a positive emotional
responses from the service when learners ratio of attention over
fatigue goes up, and vice versa. Here, machine generated
positive emotion expressions act as rewards, with the aim
to improve learner's attention, motivation and engagement
during the touch-typing practice. The learner is rewarded
by a positive emotional response from the service when she
invest more e ort into practice (the service does not support
negative reinforcement). According to the positive
reinforcement assumption, the rewarded behaviors will appear more
frequently in the future. Negative reinforcement is not used
for two reasons: there is no clear indication how negative
reinforcement would contribute to the learning experience,
and it would require an introduction of additional
dimension, making the research topic of the experiment even more
complex.
3.3.1
      </p>
      <sec id="sec-13-1">
        <title>Machine emotion model</title>
        <p>The intelligent typing tutor uses emotion elicitation to
reward any behavior leading to the improvement of learner's
engagement with the service. The rewards come as positive
emotional responses conveyed by the emoticon via
graphical user interface. The machine generated emotion responses
range from neutral to positive (smiley) and act as stimuli for
user (learner) emotion elicitation. For this purpose, a subset
of emoticons from O cial Unicode Consortium code chart
(see http://www.unicode.org/) was selected and
emoticonlike graphical elements were integrated into the newly
designed user interface of the service shown in Fig. 1.</p>
        <p>
          Emotional responses are computed according to the
learning goals of the tutor. To improve learner's attention and
overall engagement in the touch-typing practice, the
emotional feedback of the service needs to function in real-time.
As mentioned above, the positive reinforcement assumption
acts as the core underlying mechanism for modelling
machine generated emotions. At the same time such
mechanism is suitable for dynamic personalization, similar to the
conversational RecSys [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. In order to implement it
successfully, the designer needs to decide on 1. which
behaviors need to be reinforced to appear more frequently, and 2.
which rewards, relevant for the learner, need reinforcement.
3.3.2
        </p>
      </sec>
      <sec id="sec-13-2">
        <title>User emotion model</title>
        <p>
          User (learner) emotions are elicited via tutor's graphical
user interface, based on the machine generated emotion
expressions from (3.3.1). The VAD emotion model is used
for representation and measurement of learner elicited
emotions, similar to [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. The VAD dimensions are then
measured in real-time by emotion recognition software (see
section 4.1).2
2Here, we only discuss valence
uV and arousal uA, the
        </p>
        <p>Two independent linear regression models are used to
model user emotion elicitation as a response to the
machine generated emoticons. The models are tted as follows:
the measured values of user emotion elicitation for valence
and arousal are tted as dependent variables, whereas the
machine generated emotion expression is tted as an
independent variable (Eq.1). The aim is to obtain the models'
quality of t and the proportion of the explained variance
in emotion elicitation.</p>
        <p>uV = 1V m + 0V + "V ;
uA = 1A m + 0A + "A;(1)
where m stands for one dimensional parametrization of the
machine emoticon graphics, ranging from 0 (neutral
emoticon) to 1 (maximal positive emotion expression). Notations
1V and 1A are user emotion elicitation linear model
coe cients, 0V and 0A are the averaged e ects of other
in uences on user emotion elicitation, and "V and "A are
independent variables of white noise.</p>
        <p>The linear regression model was selected due to the good
statistical power of its goodness of t estimation R2. There
is no indication that emotion elicitation is linear, but we
nevertheless believe the choice of the linear model is
justied. The linear model is able to capture the emotion
elicitation process, detect emotion elicitation, and provide valid
results (see section 4.2). Residual plots (not reported here)
show that linear regression assumptions (homoscedasticity,
normality of residuals) are not violated.</p>
        <p>To further support our argument for emotion elicitation
in the intelligent typing tutor, we statistically tested our
hypothesis that a signi cant part of learner's emotions is
indeed elicited by the machine generated emoticons. We did
this with the null hypothesis testing H0 = [R2 = 0] (see
section 4.2), which demonstrated good power compared to
the statistical tests by some of the known non-linear models.</p>
      </sec>
    </sec>
    <sec id="sec-14">
      <title>USER EXPERIMENT: THE ESTIMATION</title>
    </sec>
    <sec id="sec-15">
      <title>OF USER EMOTION ELICITATION</title>
      <p>The following sections give an overview of the user
experiment and results on emotion elicitation in the intelligent
typing tutor.
4.1</p>
    </sec>
    <sec id="sec-16">
      <title>User experiment</title>
      <p>The experiment consisted of 32 subjects invited to
practice touch-typing in the intelligent typing tutor (see 3.2),
with the average duration of the typing session approx. 17
minutes (1020 seconds). The same set of carefully designed
touch-typing lessons was given to all test subjects. User data
was acquired in real-time using sensors (as described in
section 3.2), and used as an input to the computational model
of machine generated emotion expressions, and recorded for
later analysis. For the preliminary analysis presented here,
ve randomly selected subjects were analysed on the
segment of the overall duration of the experiment.3 The test
segment spans from 6 to 11:5 mins (330 seconds) of the
experiment.</p>
      <p>The test segment used for the analysis is composed of the
two primary dimensions for measuring emotion elicitation.
3To simplify the presentation of the experiment results.
Note that similar results were found for the remaining
subjects.
following steps:4
1. Instructions are given to the test users: users are
personally informed about the goal and the procedure of
the experiment (by the experiment personnel);
2. Setting up sensory equipment, start of the experiment:
a wrist accelerometer is put on, the video camera is
set on, and the experimental session time recording is
started (at 00 seconds);
3. At 60 seconds: machine generated sound disruption of
the primary task: "Name the rst and the last letter
of the word: mouse, letter, backpack, clock";
4. At 240 seconds: machine generated sound disruption
of the primary task, "Name the color of the smallest
circle", in the gure (Fig 2). This cognitive task is
expected to signi cantly disrupt learner's attention away
from the typing exercise;
5. The test segment ends at 330 seconds.</p>
      <p>During the experiment, users' emotion expressions are
analyzed using Noldus Observer video analysis software http:
//www.noldus.com. The recordings are in sync with the
machine generated emoticons, readily available for analysis
(see next section 4.2).
4.2</p>
    </sec>
    <sec id="sec-17">
      <title>Experimental results</title>
      <p>The analysis of the experimental data was conducted to
measure the e ectiveness of emotion elicitation. The x-axis
times for all graphs presented below are relative in seconds
[s], for the whole duration of the test segment (330 seconds).
The estimation is based on the emotion elicitation model
(1) tting. To detect the time when the emotion elicitation
is present, we conducted the null hypothesis testing H0 =
[R2 = 0] at risk level = 0:05. The emotion elicitation is
determined as present where the null hypotheses is rejected,
and not present otherwise.</p>
      <p>An example of valence and arousal ratings for a randomly
selected subject is shown in Fig. 3.</p>
      <p>The model (1) is tted using linear regression on the
measured data for the duration of the test segment. The data is
4Due to limited space, the two disruption parts of the
experiment (Steps 3. and 4.) are not further discussed.
sampled in a non-uniform manner due to the technical
properties of the sensors (internal clocks of sensors are not
sufciently accurate, etc.). The data is approximated by
continuous smooth B-splines of order 3, according to the upper
frequency limit of measured phenomena, and uniformly
sampled to time-align data (we skip re-sampling details here).</p>
      <p>To t the regression models the 40 past samples from
the current (evaluation) time representing 4 seconds of
realtime were used. These two value were selected as an
optimum according to competitive arguments for more
statistical power (requires more samples) and for enabling to detect
time-dynamic changes in the e ectiveness of emotion
elicitation (requiring shorter time interval leading to less samples).
Note that changing this interval from 3 to 5 seconds did not
signi cantly a ect the tting results. Results are given in
terms of RV2 , RA2 representing the part of explained variance
of valence and arousal when the elicitation is known, and in
terms of a pV , pA-values testing the null hypothesis
regression models H0V = [RV2 = 0], H0A = [RA2 = 0], respectively.
The time dynamics of emotion elicitation is represented by
p-values pA and pV on Fig. 4.</p>
      <p>In order to estimate the e ect of emotion elicitation, the
percentages were computed on the number of times the
elicitation was signi cant. The analyzed time intervals were
uniformly sampled every 2 seconds. The results are shown
in Table 1. It turned out that the test interval sampling had
no signi cant impact on the results.</p>
      <p>P-values: arousal
50
100
150
200
250
300
350</p>
      <p>We also analyzed the reduced percentages. These are 5%
lower than the measured ones, since the signi cance testing
was performed at a risk level = 0:05 and approximately
5% detections are false (type I. errors). Note that
Bonferroni correction does not apply here. However, we
nevertheless computed the above given percentages using Bonferroni
correction and it turned out the percentages drop
approximately to one half of the reported values.</p>
      <p>The strength of emotion elicitation is shown in the linear
regression model R2 as a function of time (Fig. 5).
50
100
250
300</p>
      <p>350</p>
      <p>The strength of emotion elicitation e ect is signi cant,
but also varies highly (Fig. 5). Similar results were detected
among all test subjects. However, it is too early to draw any
meaningful conclusions on the reasons for high variability
at this stage, as many of the potential factors in uencing
emotion elicitation need further analysis.</p>
      <p>To estimate the average strength of emotion elicitation,
the average values of R2 were computed for the ve
selected subjects (as in Table 1) { these values are part of
the explained variance for learner emotions when the
machine generated emotion is known. The average value of R2
varies across test subjects from 18:3% to 24:5% for valence
and 19:7% to 31:4% for arousal, for all time intervals (when
signi cant or non-signi cant elicitation is present). If we
average only over the time intervals when the elicitation is
signi cant, the average value of R2 varies across test
subjects from 32:5% to 39:3% for valence and 36:3% to 44:9%
for arousal (see Table 2).</p>
      <p>Observe that there is considerably less variability among
the subjects in terms of elicitation strength (average R2),
compared to the proportions of time the elicitation is
significant (see Table 1).</p>
    </sec>
    <sec id="sec-18">
      <title>CONCLUSION AND FUTURE WORK</title>
      <p>The paper discussed the e ciency of emotion elicitation in
socially intelligent services. The experiment was conducted
using the socially intelligent typing tutor. The overall aim
of the intelligent typing tutor is to elicit emotions and thus
improve learning and engagement in the touch-typing
training. Emotion elicitation is utilized together with the notion
of positive reinforcement. The tutor is able to model and
analyze learner's expressed emotions and measure the e
ciency of emotion elicitation in the process. Experimental
results show that the e ciency of emotion elicitation is
signi cant, but at times also varies highly for the individual
learner and moderately among learners.</p>
      <p>Future work will focus on reasons for variations in emotion
elicitation by analyzing potential factors, such as the e ects
of machine generated emotion expressions on emotion
elicitation, learner's emotional state, cognitive load, attention,
and engagement, among others.</p>
    </sec>
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        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>