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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A ective aspects as uncertain variables in decisional processes</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marco Polignano</string-name>
          <email>marco.polignano@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Computer Science, University of Bari 'Aldo Moro'</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The importance of emotional aspect in everyday decision is demonstrated by the copious psychological literature about the topic. Emotions are present in every action that we undertake, sure enough when we choose a song to listen we can observe that our decision is inuenced by the a ective state felt in that moment. A consequence of this irrational process is the diversity of choices that we can perform in events that look like equal using observable aspect. The process that a ects the user under a decision is naturally uncertain because there are aspects that involve internal user states like motivational aspects, personal preferences, social expectations and a ective states that are usually automatic and not possible to predict in a logical and rigid approach. In this work we will present a a soft reasoning approach that uses fuzzy rules for predict the emotional coherence of an item for the user during a decisional event.</p>
      </abstract>
      <kwd-group>
        <kwd>Emotions</kwd>
        <kwd>A ective Computing</kwd>
        <kwd>Fuzzy Logic</kwd>
        <kwd>Human Decision Making</kwd>
        <kwd>Recommender Systems</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Fuzzy logic is based on the philosophical concept that the reality is not de ned in
a precise and rigorous way such as the logical mathematics. This logic proposes
a exible interpretation of complexity, vagueness and plurality of the reality.
The idea of soft computing was formulated by Lot A. Zadeh[
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], a professor
at the University of California, Berkeley, who in 1964 began to realize that the
traditional rules of systems analysis were not applicable for treating many of the
problems of natural world. The process that a ects the user facing a decision
is a natural event that is appropriate for a soft logic as described by Jian [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
During this process the a ective aspect is very important because rst of all it
has a regulatory e ect that heavy in uences each decision we take. Low intensity
emotions have a positive advice role [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], on the contrary, hight intensity emotions
can be a potential source of biases for a clear and logical reasoning [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Moreover,
in situations where users have not a complete knowledge of the domain, and the
decision can produce risky consequences, negative and intensive emotions like
fear and sadness can narrow attention and generate less consciousness decision
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Finally, the user preferences abut elements of domain are strictly dependent
by the mood felt in the moment of decision. Emotions are a common natural
aspect of our life and they are also vague in their de nitions. The description
of what we can consider as emotion is one of the major problems of the eld as
described by [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], that tries to answer at six "perennial problems" that a ect
the descriptions of emotion's properties. Recent studies propose the concept
of emotion as an holistic outcome from a reasoning process that continuously
conceptualizes the internal bodily sensations and sensory input of the immediate
situation into emotions (Conceptual Act Theory) [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. This view well describes
the uncertainty and variability associated with the considered topic. We focus on
the following research questions to de ne a fuzzy model to support the emotion
formalization and handling:
{ How is it possible to formalize the emotional state of the user with a fuzzy
model that describes it?
{ How is it possible to reason using soft computing strategy and the fuzzy
emotional model of user emotions?
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Related Works</title>
      <p>
        In literature there are some works that try to formalize emotions by a fuzzy
representation. The one proposed by El-Nasr[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], describes a framework for agents
decision making based on strategies of machine learning and the in uence
emotions in these processes. El-Nasr[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] presents a framework "FLAME" that,
starting from an external event, computes di erent steps for calculating emotions
using a fuzzy logic function de ned as a consequence of expectation and
desirability about the event. They are elaborated by the 'behavior selection
component' for the arti cial agent that adopts the reasoning system. Fuzzy Models
are also used for the human emotions recognition as described by Bakhtiyari[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
The author uses this strategy for identifying the 20 PANAS[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] emotions using
data coming from the interaction between user and computer. Similar models
are used by Esau[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] to formalize the emotional state by a dimensional fuzzy
hypercube among the dimensions happyness, surprice and sadness in according to
the Plutchik[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] model of emotions. These models will be the fundamentals for
this work.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>Emotions and Fuzzy models</title>
      <p>As seen before the decisional process includes di erent aspects that can't be
totally calculated and for this reason the idea is to develop systems able to
support the user during decisions, suggesting elements that could be appropriate for
the situation. Recommender Systems could be used for this task because they
are systems able to consider the user preferences through a User model and to
suggest elements in accordance with the context and characteristic of items
involved. Until now, the cognitive aspects are considered only marginally because
the e ort for developing a system able to detect and to use these information,
is to high compared with the increase of performance obtained. Instead of these
considerations we have seen that a ect in uence is one of the core aspects
designed by psychologists as a motivation of a decision. A system able to recognize
the user a ective state and to use it (emphatically system) as a parameter of
item selection is an important research challenge to resolve. The idea is to de ne
a model that is able to use a soft reasoning process for checking if a speci c item
is emotionally coherent with the user and context of the decision.</p>
      <p>
        The rst step, for applying this idea, is the identi cation of user mood in
the moment of decision. This is important because an item could be interesting
for the user in an emotionally state but not in another one. The a ect detection
can be done using implicit or explicit strategies. Explicit strategies are based
on methods that interact directly with the user asking her the emotion that
she feels. Questionnaires can be used to identify user personality traits and user
mood. Implicit strategies are based on data obtained monitoring users. One of
the most common source used for identi es user's emotions in a speci c moment
is video stream, an example in spontaneous context is provided by Tkalcic[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
The output of these systems is a percent distribution among a set of nite
elements. In accordance with this representation we can assert that the emotional
state of the user is de ned as a nite base set of n basic emotions e0, e1, ...en in
according to Esau[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Each emotion is described by a level of membership (ei)
n
in the interval [
        <xref ref-type="bibr" rid="ref1">0,1</xref>
        ] for the fuzzy sets Low, Medium, High with P (ei) = 1. The
i=0
emotions adopted are Joy, Sadness, Disgust, Relief, Hope, Fear as described in
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The output of this step is the composition of user's mood as a vector of
emotions associated with the correct fuzzy set. The intensity of user's a ective
state is another important factor to consider because, as described before, it can
in uence the user's perception of the context and preferences of items to choice.
For these reasons,it is a good indicator for estimating the emotional coherency
of an item. As previous, the value will come from the system of emotion
detection that provides a value in an interval [
        <xref ref-type="bibr" rid="ref1">0,1</xref>
        ] easily mapped with a function
of membership on the fuzzy sets Low, Medium, High. For deciding if an item
is emotionally coherent with the user a ective state it is necessary to identify
a main emotion able to represent the item considered. This association is very
important because it is useful for moving from the item representation to an
emotional domain. In this way the item looses his internal characteristic
representation and then it is considered by the system as an emotion. The operation
allows to group all the elements that are internally di erent but that generate
the same emotion in the user after its consume. The operation could be done
using a classi er as Neural Networks or Bayesian's Classi ers learned on domain
speci c dataset. For example, in musical domain many works are conducted
for the determination of a main emotion associated with a speci c song (Music
Emotion Recognition - NER) [12{14]. Sometimes this operation is not easy for
the lack of large dataset required for learning optimal rules for the classi cation
on an extended set of Emotions. For simplifying this operation we will consider
a simple set of category: Positive and Negative. But in more domain a much
complex classi cation can be required.
      </p>
      <p>Mood and Intensity of the emotional state are used for the identi cation of
the emotional coherence of the considered item. The soft reasoning will use rules
as follow:</p>
      <p>IF
THEN</p>
      <p>Joy(U) is A
AND Sadness(U) is B
AND Disgust(U) is C
AND Relief(U) is D
AND Hope is E
AND Fear is F
AND EmotionalIntensity(U) is G
AND ItemEmotion(I) is H</p>
      <p>
        EmotionalCoherence(U,I) is L;
where U is the User and I is the speci c Item. A defuzzy cation process based
on the centroid of the previous results will provide a value between -1 and 1 for
emotional coherence that will be used as information about what the user like in
that state. This can be used as element of an a ective user pro le used by
Recommender Systems able to support the user in decisional tasks. The fuzzy rules
necessary to cover all the possible permutation will be learned automatically
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] by the information that the system will gather from the user interactions
in the domain. This is a ground requirement because the number of rules is
very high and as previous discussed these reasoning are automatic and di
cult to formalize. A problem to face can be the presence of only few interaction
data. A solution that is a good agreement between accuracy and data quantity
can aggregate users that show a 'similar' personality. This assumption is possible
supposing that users, with similar personality,will have an also similar emotional
coherence on the same item.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Applications in real domains</title>
      <p>A systems able to identify and select items, emotionally coherent with the user
state, can be used in di erent application scenarios. The most common is in the
music and lm domains. When a subject listen a song or watch a movie,
emotion are naturally evoked and in this domain it is easy to understand them and
use that a ects for suggesting a new element that she could like in that state.
If we observed the user with a strategy that assign for each item and mood
an emotional coherence value, we can use that elements as seeds for suggesting
similar items in new situations. In that scenario, as example, we can adopt the
following pipeline. First we will observe the user for some time. We will collect
his mood, the intensity of that state and the main emotion of the item selected.
The coherence value will be learned observing the user emotional reaction or
analyzing his textual feedback. Applying this strategy, after some interactions
with the system, we will have all the fuzzy rules that we need for calculating
the emotional coherence of a new item in the speci c user emotional state.
During the recommendation step, rst we will detect the current user mood and
intensity (e.g., joy:high, sadness:low, disgust:low,relief:medium, hope:medium,
fear:low; intensity: medium). After that, we will cycle on all the items in catalog
and we will check if there are rules that generates an high emotional coherence
value. If this happen, all the elements selected will be used by the Recommender
System for more ltering operation (e.g. selection considering user explicit genre
preferences) and after they will be proposed to the user. A di erent application
that concerns video that we can imagine is for advertising purposes. If we can
detect the user mood rst of the watching and also during all the duration of a
video we can identify his positive and negative emotions during it. In this way
we can understand the correlation among the user mood, the intensity of that
state and the items. As rst we can generate the correspondent fuzzy rules and
use them for suggest emotionally coherent elements.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Evaluation planning</title>
      <p>The evaluation of systems that work with user personalization and more in
the speci c with user emotions can be really di cult to do, and an "in vitro"
evaluation can be done only if datasets with enough information are available,
but until now,as much of my knowledge, they are not public. For this reason
we are going to planning an "in vivo" evaluation. The idea is to use our music
recommendation system for providing music suggestions to the user. In the rst
step we will detect the user mood and intensity, we will ask to provide us ve
songs that she likes in that moment and after we will provide her some new songs
coherent with the fuzzy rules learned. For each song we will ask her if she like
it; if she know it; if she consider it coherent with her current mood. The data
gathered will be used for evaluating the accuracy of the model and the ability
to generate serendipity.
6</p>
    </sec>
    <sec id="sec-6">
      <title>Remarks and Ongoing Work</title>
      <p>Emotions are an important aspect that in uences people's behaviours and life
events. When a person faces a decision task, like the choose of a lm, a song
or a nancial investment, she performs a cognitive process to choose the
solution that will generate positive consequence. In this process, desirability and
expectation, detected from the user emotions, in uence the nal decision. The
proposed approach to the problem promotes the area of computer science that
uses the soft reasoning as a strategy for formalizing all the problems that involve
the natural vagueness. As described, the emotional in uence in the human
decisional process is well representable by this kind of assumptions. The fuzzy rules
proposed resume partially the role of mood and emotions in the decision event
obtaining an emotional coherence value usable in system that can support the
user during this task, like Recommender Systems. The de nition of a complete
computational model of emotions for Emotion Aware recommender Systems is
the purpose of the author's doctoral studies.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgment</title>
      <p>This research has received funding from the European Unions Horizon 2020
research and innovation programme under the Marie Skodowska-Curie grant
agreement No 691071.</p>
    </sec>
  </body>
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