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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Modeling Emotion Understanding in Stories: Insights from Traumatic Brain Injured Patients</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Eleonora Ceccaldi</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cristina Battaglino</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rossana Damiano</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Valentina Galetto</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marina Zettin</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centro Puzzle</institution>
          ,
          <addr-line>Torino</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dipartimento di Informatica, Universita di Torino</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Dipartimento di Psicologia, Universita di Torino</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we describe a case study in emotion understanding in stories that leverages the contribution of traumatic brain injured people. In particular, we focus on moral emotions, leveraging the di erences in moral functioning that characterizes traumatic brain injured patients. By comparing the understanding of the moral and emotional aspects of characters' behavior in traumatic brain injured patients and in a control group of neurologically healthy subjects, we observed slight, yet meaningful di erences in the two groups. We describe the test methodology and results, discussing their implications for the design of rehabilitation applications that leverage virtual characters.</p>
      </abstract>
      <kwd-group>
        <kwd>emotions</kwd>
        <kwd>narrative understanding</kwd>
        <kwd>rehabilitation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Emotions play a fundamental role in stories, as acknowledged by scholars for
centuries, with contributions that range from philosophy [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and psychology [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]
to narratology [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and drama studies [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. Emotions in stories have been studied
also from a media-speci c perspective, by taking into account the expressive
means enabled by the media through which the story is delivered, from lm [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]
and videogame [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] to literary studies [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        By creating an emotional bond with the characters, through mechanism such
as sympathy, the audience experiences the process of identi cation that
contemporary aesthetics sees as the core of the narrative experience [
        <xref ref-type="bibr" rid="ref13 ref23">23, 13</xref>
        ]. The study
of how characters' emotions are understood by the audience is relevant to
understanding how this bond is constructed. In this paper, we try to shed light
on the understanding of characters' emotions through the insight provided by
a group of people with traumatic brain injuries (TBI). Our attempt leverages
the discrepancy observed in moral and emotional functioning in TBI patients to
assess the role of the rational and emotional components in the understanding
of stories. Traumatic brain injured patients are characterized by impairments
of social cognition, as described by Milders et al. [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Although it is very
difcult to nd clear indications on the characteristics of such impairments, it is
clear that they involve moral functioning. According to Milders et al. [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], moral
behavioural consequences of TBI tend to be more di cult than physical
impairments for caregivers to deal with. Although there is no theoretical account on
these moral impairments, the main di erences on moral functioning for
braindamaged patients seem to pertain to tasks involving moral emotions [
        <xref ref-type="bibr" rid="ref14 ref22">14, 22</xref>
        ].
      </p>
      <p>
        Computational models of characters, delivered by the AI research in virtual
agents [
        <xref ref-type="bibr" rid="ref25 ref3">3, 25</xref>
        ], provide a formal model of the characters' behavior and emotions
that can be compared with the expectations of the audience about what the
characters will do and feel. Moreover, computational models of characters
provide a formal framework for designing and implementing experiments about
story understanding. Once validated, these models can be straightforwardly
employed to drive the behavior of virtual characters in applications that range from
entertainment to education and rehabilitation.
      </p>
      <p>
        In previous work, Battaglino and Damiano [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] demonstrated through
experiments with users that a computational model of agent (the Moral
Emotional Agent, or MEA [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]) that encompasses moral values and emotions actually
matches the expectations of the audience about the behavior and the emotions
of characters in stories that concern moral dilemmas. Our methodology is aimed
at comparing the di erences in the understanding of emotions, and of moral
emotions in particular, in traumatic brain injured patients and control subjects
with no traumatic brain impairment. The approach we propose adapts to our
case study the methodology described by Battaglino and Damiano [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] to
evaluate the MEA model: the characters' emotions generated by the agent model
were compared with the emotions attributed to the character by the human
users, while here we compare them with the test and control group to study the
di erences between the two groups.
      </p>
      <p>This paper is organized as follows. In Section 2 we describe the agent model
we adopt for modelling story characters and its validations through experiments
conducted with human subjects. The scenarios employed for the original
experiments, re-used here for investigating the understanding of emotions by TBI
patients, are described in Section 3. The experiment is described in 4 and its
results are discussed in Section 5. Conclusion ends the paper.
2</p>
      <p>
        Modelling story characters with the MEA agent
Moral values are especially relevant to the understanding of stories. According
to Bruner, who stressed the importance of stories in cognitive and social
psychology, one of the major functions of stories is the transmission of a culture's
values [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In Bruner's view, narrative characters are taken by the audience to
have not only beliefs and desires, but also values. In drama, the importance of
values is accrued by the fact, clearly stated by Elder Olson, that \Our emotions
are evidently functions of a system of values, and are regulated by that system"
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. The Moral Emotional Agent (MEA) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] accounts for the relevance of
values through an explicit moral component: in the MEA model, the emotional
state of the agent in response to a given situation is determined not only by its
congruence with the agent's goals but also by its congruence with the agent's
values. The experiments described by Battaglino and Damiano in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] show that
the predictions of the model about the story characters' actions and emotions
actually match the expectations of the users.
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>The MEA model</title>
      <p>
        Designed to implement virtual characters for linear and interactive storytelling,
the MEA model integrates into the well known Belief Desire Intention (BDI)
model [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] an emotional component that relies on the cognitive theory of
emotions by Ortony, Clore and Collins [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] (often referred to as OCC model). The BDI
model, inspired by the pioneering work of Bratman [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] on bounded rationality,
provides a theoretically sound and formally speci ed basis for the
implementation of virtual agents [
        <xref ref-type="bibr" rid="ref18 ref4">4, 18</xref>
        ]. In the BDI model, the agent forms practical
intentions (or plans) based on her/his beliefs in order to achieve her/his desires
(or goals).
      </p>
      <p>
        Here, we provide a sketch of the MEA model, focusing on the role of emotions
in its deliberation component; details can be found in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Formally, the agent
features a set of goals, which form the motivational component of the agent. The
agent's deliberation (Deliberation Process in Fig. 1) depends on the importance
of its goals and on the possibility for the agent to achieve them. Each goal is
associated with an importance of success and an importance of failure, and with
three di erent set of conditions: adoption conditions, success conditions and
failure conditions. When the agent believes that one of the adoption conditions
of a goal is veri ed in the world, the goal becomes an active intention and can
compete for being selected to become the active focused intention; if this is the
case, the agent tries to nd sequences of actions (i.e. plans) to achieve it. For
each plan, the agent computes its cost and probability of success.
      </p>
      <p>
        Following Van Fraassen's suggestion that moral values should be prioritized
[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], the moral dimension of the agent is formed by a set of values organized in
a scale. Each value is associated with a priority that speci es the importance
of the value for the agent, and with a set violation conditions. When one of the
violation conditions holds in the state of the world, the value is at stake. If the
violation condition does not hold anymore (and no other violation conditions
have become true), the value is brought back to balance.
      </p>
      <p>The values are the moral drive of the agent: they constrain the behavior of the
agent to its moral dimension and allow the agent to appraise the behavior of self
and others in moral terms.</p>
      <p>After the deliberation phase, the agent trades o its values against its goals
to choose a plan for execution (see Planning and Anticipatory Appraisal Process
in Fig. 1). The role of values in the agent's deliberation is mediated by the
emotional appraisal: for each plan, the agent appraises the consequences of the
plan in terms of the emotional states it would generate (Anticipatory Emotional
Appraisal). To do so, the agent calculates the Expected Emotional Reward utility
for each plan, based on the emotions generated by the expected consequences of</p>
      <p>Perceive  
(update  knowledge)  </p>
      <p>Events  </p>
      <p>Appraisal  and  Affect  </p>
      <p>Processes  
(generation  of  
emotions)  </p>
      <p>Execution  Process  
(executes  the  first  action  
of  the  current  plan)  </p>
      <p>Deliberation  Process  
(forming  active  
intentions  and  the  
active  focused  
intention)  </p>
      <p>Planning  and  
Anticipatory  Appraisal  </p>
      <p>Processes  
(finding  plans  and  
choose  the  best  plan)  
plans on the agent's goals and values. The agent will choose the plan that has
the best trade-o between positive emotions and negative emotions.</p>
      <p>
        The model was implemented into FAtiMa [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], a modular architecture
designed to develop emotional agents.
2.2
      </p>
    </sec>
    <sec id="sec-3">
      <title>Goals and values in emotional appraisal</title>
      <p>
        Following an established practice in virtual agents, the emotional component of
the MEA model relies on the paradigm of appraisal theories of emotions [
        <xref ref-type="bibr" rid="ref19 ref25">25, 19</xref>
        ].
In particular, the MEA model translates the appraisal process described by OCC
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] in terms of goal and value processing. In practice, the appraisal process
generates a desirability or (undesirability ) variable when an agent's goal is achieved
(or not achieved); it generates a probability variable depending on the probability
that an agent's plan succeeds; nally, it generates a praiseworthiness (or
blameworthiness ) variable when an agent's value is balanced (or put at stake)by the
execution of some action. Given the appraisal variables, then, the a ect
generation process generates emotions according to the following domain-independent
rules:
{ Joy (or Distress) if a desirable (undesirable) appraisal variable is
generated;
{ Hope (or Fear) if a likelihood appraisal variable is high (or low);
{ Pride (or Shame) if praiseworthy (blameworthy) appraisal variable is
generated and the responsibility is self-caused;
{ Admiration (or Reproach) if praiseworthy (blameworthy) appraisal
variable is generated and the responsibility is other-caused.
      </p>
      <p>The intensity of the emotions is based on multiplicative relationship between the
importance of values and goals, the e ort made (i.e. the cost of the plan) and
the probability of success of the plan.</p>
      <p>When both appraisal variables for values and goals are generated, the
following compound emotions arise: Grati cation (Joy and Pride), Gratitude (Joy
and Admiration), Remorse (Distress and Self-Reproach), Anger (Distress and
Reproach).</p>
      <p>Thanks to the anticipatory emotional appraisal, the behavior of the agent
is compelled by its moral values: for example, consider an agent who desires to
eat a chocolate candy, but should steal in order to obtain one. In this case, the
action that achieves the agent's goal threatens the moral dimension of the agent
putting at stake the value \honesty". The emotional state governs the con ict
that may arise from the agent's desires and moral values: the agent will opt for
stealing only if the positive emotions generated by the perspective achievement
of the goal of eating the chocolate candy outbalance the negative, moral emotions
generated by the blameworthy action of stealing. The same rules are employed
in the agent also for the appraisal of the events and the actions executed by self
or others (Appraisal and A ect Processes in Fig. 1).
3</p>
      <sec id="sec-3-1">
        <title>Narrative Scenarios</title>
        <p>
          The experiment described by Battaglino and Damiano in [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] is based on a testing
procedure that compares the predictions of the MEA model about the narrative
characters with the expectations of human subjects. The experiment included
three narrative scenarios, created with the help of a drama expert, and inspired
by well known literary works. An implementation of the MEA agent model [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]
was employed to model the behavior of a character in each narrative situation,
in order to guarantee that the described characters' behavior and emotions were
aligned with the choices and the emotional states predicted by the model. For
each scenario, two di erent courses of action (namely, two plans) were generated
by manipulating the priority of the values of the agent, but only one matched the
actual character's behavior in the narrative situation that inspired the scenario
(for simplicity, it was termed the \right" plan).
        </p>
        <p>
          For each scenario, the subjects were asked to act and feel according to the
characters' beliefs and values (as if they were doing practice in an acting school),
choosing between the two courses of action generated by the system and
selecting the appropriate emotions for the chosen option. The actions and emotions
selected by the testers were compared with the actions and the emotional states
generated by the model, in order to assess its validity and coverage. The
experiment revealed that the predictions of the agent model substantially matched the
expectations of the testers about the characters. Also, a comparison with the
scale of values declared by the testers revealed that it has not in uence on their
expectations about the character's behavior and emotions [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Scenario 1. Wallace and uncle George's roses: Wallace and Charlie are</title>
      <p>cousins. They live in the country where uncle George has a nursery of precious
roses he brings to gardening contests. Uncle George is very jealous of his roses.
Charlie wants to make a gift to his girlfriend and asks Wallace to give him the
key of the nursery to get one.</p>
      <p>In this scenario, Wallace has to choose whether to be loyal to his cousin Charlie
or to uncle George. The system nds two plans: the plan giving key contains
the action of giving the key to Charlie, thus deceiving uncle George, and puts
at stake the value Honesty (priority 7:0), so Wallace will feel Shame emotion for
putting at stake this value; the plan refusing key contains the action of
refusing to give the key to Charlie and it puts at stake the value Loyalty to Charlie
(priority 8:5), so Wallace will again feel Shame.</p>
      <p>Assuming that the two plans have the same probability of success, Wallace's
anticipatory appraisal leads him to choose the plan with the highest EER: in any
case, Wallace will feel Shame, but will choose the course of actions that brings
him to a state in which the Shame intensity is lower, giving key: he gives the
key to Charlie and feels Shame for putting at stake the value Honesty.
Scenario 2. At school!: Tom is bullied by his classmate Pier. Pier has taken
from Tom the role of director of the school newspaper, putting around lies about
him. A few days later, Tom sees that Pier has forgotten his backpack with all
his stu in the locker room. Tom digs in Pier's backpack and nds evidence that
Pier copied the class test. Tom is now uncertain about what to do, whether to
take revenge against Pier or to pass through this situation.</p>
      <p>In this scenario, Tom has to choose if he wants to take vengeance or not. The
system nds two plans: the plan revenging contains the action of humiliating
Pier and puts at stake the value Pity (priority 7:5), so Tom will feel Shame, but
it also brings back to balance the value Justice (priority 8:5) put at stake by
Pier, and satis es the goal of being the director again, so Tom will feel Joy (for
satisfying his goal) and Pride (for restoring his value Justice) as well (which,
combined, give the Grati cation emotion); the plan letting go contains the
action of letting it and has no e ects on Tom's goals and values: If Tom performs
this plan, the situation doesn't change and the value Pity is not put at stake:
since the value Justice was put at stake by Pier before, Tom may still feel residual
Anger towards Pier. Assuming that the two plans have the same probability of
success, Tom chooses to execute the plan revenging and takes revenge on Pier:
Tom will feel Shame for putting at stake the value Pity, but will also feel Shame
and Grati cation (Joy and Pride).</p>
      <p>Scenario 3. A di cult choice: New York, 2003. Mark and Lucy are married
and they have a beautiful baby. Lucy has agreed to go a couple of years to Italy
for the job of her dreams: working as a curator of a famous art gallery in Rome.
Mark, however, has always wanted to be a judge in New York. Just when Lucy
has o cially accepted her job in Italy, Mark gets the seat as a judge in New York.
Mark's desires are of being with his family and having the work of his dreams as
well. Now, he has to choose whether to have the job or to stay with his family.
The system nds two plans: the plan staying contains the action of staying
in New York without his family, which satis es the goal of being a judge and
threatens the goal of being with the family, putting at stake the value Family
(8:0 priority), so he will feel Joy for satisfying his goal of being a judge, but also
Shame (for putting at stake a value) and Distress (for threatening the goal of
being with the family), which combine into the emotion of Remorse. The plan
leaving contains the action of going to Italy, which satis es the goal of being
with the family but threatens his goal of being a judge and puts at stake the value
Happiness (priority 8:5), so, again, Mark will feel Shame for putting at stake a
value, Distress for threatening his goal of being a judge, but Joy for satisfying
his goal of being with the family. The system chooses the plan staying since
it puts at stake the value with a lower priority (Happiness), due to the equal
importance of success of both goals: in any case Mark will feel Shame, but the
anticipatory appraisal would make him choose the course of actions that brings
him to a state of a airs in which the Remorse is lower.
4</p>
      <p>Testing moral emotion understanding in TBI patients
The methodology described in Section 3 was adapted to a new sample made up
of a group of TBI patients and a group of neurologically healthy participants.
In the experiment, both groups (the test and control groups) were asked to
execute the test; then, we compared the answers of the two groups with the
predictions of the model and observed the di erences between them. The goal
was to gain insight on the moral and emotional functioning of the TBI patients
and on the di erences with the group of neurologically healthy subjects (which
was known to correspond to the predictions of the agent model from the previous
experiment). The MEA agent functioned here as a formally represented model of
the understanding of the character's behavior and emotions, validated through
the experiment described in Section 3.</p>
      <p>Our hypothesis was that the impairment of moral emotion reasoning that
characterizes TBI patients would let di erences emerge concerning moral
emotions, without necessarily a ecting their capability to reason about the moral
implications of actions. Finding such pattern would also con rm the two-fold
nature of the utilitarian and emotional nature embedded in the design of the
MEA agent.
4.1</p>
    </sec>
    <sec id="sec-5">
      <title>Description of the test</title>
      <p>Test procedure and material. The experiment was conducted online, via a
text-based web interface. For each scenario, a short text introduced the character
and her/his values, then a narrative situation was described that put a stake
the character's values. The scale of values was presented to participant not in a
numerical format but with a gurative scale, in order to make the values priorities
apparent at rst glance (see Fig. 3). The task of identifying the expected course
of action and emotions for the character was introduced to the participants as a
game: the participants were asked to pretend they were exercising identi cation
in an acting class, in order to leverage their capability to take the point of view of
the character and behave \as if" they were the in the character's shoes. For each
scenario, a pair of alternative actions were submitted to the participants, who
also had to select a set of appropriate accompanying emotions. Each narrative
situation was encoded in formal terms as described in Section 2 and the resulting
formalization was employed to generate the behavior of the main character.</p>
      <p>Protocol'</p>
      <p>Summary
Character’s
scale of
values</p>
      <p>Play the
game!</p>
      <p>First, two TBI patients, whose cognitive pro le was similar to that of other
TBI participants, were asked to participate in the study in order to test if their
cognitive impairments (i.e. reading di culties, attention de cits) would cause
them to nd the tasks di cult or impossible to complete. Therefore, the
methodologies were slightly modi ed in their verbal content in order to be simpler and
shorter (as patients were very slow in reading, taking more than 60 min. for each
test).</p>
      <p>Participants. The clinical sample was made up of TBI patients recruited from
the Puzzle rehabilitation center in Turin (Italy); the healthy participants were
volunteers. 13 TBI patients and 13 control subjects participated in the
experiment. TBI patients received the tests from the experimenter, while healthy
participants completed the tasks at home, via an online form. The experimenter's
help was needed to avoid noise from reading/comprehension/movement
impairments often occurring in this kind of patients, as emerged in the aforementioned
trials.</p>
      <p>Measures. The participants' answers were transformed into scores in order to
allow comparisons between groups. For this test, the following variables were
taken into account, and a score was computed for each:
{ Action total score (score=1 each time participants guessed the agent's
`right' action according to the MEA model);
{ Emotion total score (score=1 each time participants chose the emotion
predicted according to the MEA model);
{ Moral emotion score (score=1 each time participants chose the emotion
predicted according to the MEA model; only for moral emotions, being them
admiration, contempt, grati cation, gratitude, pride, shame, anger, blame);
{ Non moral emotion score (score=1 each time participants chose the
emotion predicted according to the MEA model; only for non moral emotions,
being them joy, sadness, hope and fear);
{ Error total score (score=1 each time participants both chose an emotion
in disagreement with the MEA model and missed those predicted by the
model);
{ Moral emotion error score (score=1 each time participants both chose
an emotion in disagreement with the MEA model and missed those predicted
by the model; only for moral emotions);
{ Non moral emotion score (score=1 each time participants both chose an
emotion in disagreement with the MEA model and missed those predicted
by the model, only for non moral emotions).
4.2</p>
    </sec>
    <sec id="sec-6">
      <title>Results</title>
      <p>We performed statistical tests to compare the performance of the two groups.
We compared the means using Mann-Withney test (suitable for di erent-sized
samples), using SPSS Statistics (IBM). Sample size was n=13 for TBI patients
and n=11 for healthy participants (due to participants' drop-out).</p>
      <p>Table 4 summarizes the results we found. No statistically signi cant di
erence was found between groups. Nevertheless, the mean di erence for the moral
emotion total score is close to signi cance (p. &lt; .063). Mean di erence for the
 
 
 
 </p>
      <p>Measure 
Action score 
Emotion total score 
Moral emotion score 
Non moral emotion score 
Error total score 
Error moral emotion score 
Error non moral emotion score 
3.31 (1.109) </p>
      <p>TBI </p>
      <p>M (SD) 
Action total score is also worntohnmmentioning; TBI patients don't seem to di er
actio moral  oral  emoti
from healthy subjects for this ekminotdi of task, thus suggesting it to be more similar
ntot emoti on 
to a reasoning thaanlscto aonn emotoino nal tottaaslsk. Percentages fornoancmtiooranlecmhoice did not
Group di er amon g the towreo  grsocuorpes  (ssecoereT  abcleore5 ); theermroroscroeren otice_aebrrloersdcoiree rence fomrotrahleem_errorscore 
Controlsr st sceMneaarni o (\A2t.0s0c hoo1l."36) , wi1t.h09 TBI2.4p5a tients per1f0o.2r7m  ing sligh2t.l6y4  better than
the conNtr ol group, 1s1h ould11n  ot su11r prise11a s controls ha11d  to becom1e1 used to the
methodSotldo. gies by.6t3h2e m1s.e5l6v7e s. .831  2.067  2.832  1.027 </p>
      <p>As tDheeviattiaobn le shows, scores for emotions (both moral and non-moral) are
TBI  higher fMoeranT  BI pa2.r1t5i cipa2n.1t5s : al1t.2h3o ugh3.3a8p parently 1s1u.3r1p rising (ac3c.3o1r ding to our
hypothesis), this ca1n3 be explaine1d3 by ob13s erving the er1r3o  r scores. For both moral</p>
      <p>N  13  13 
and non-moral emotions, in fact, healthy participa2.n3t9s4  show lo1w.1e0r9 scores, thus
Std.  .801  .801  .832  .768 </p>
      <p>Deviation 
Total  suggestiMnegan  1.17 </p>
      <p>
        that th2e.08T  BI1p.7a9t ients' bett2e.9r6 performan1c0e.8c3 ould be a3s.c0r0i bed to their
tendencNy  to oversele24c t emo2t4i ons (2a4s  it ca2n4 be seen in Ta2b4 le 6). For e2x4a mple, in the
scenarioSt\dA. t scho.o7l1"7,  T1B.2I50p art.i8c1i6p an1t.s54s6e lected gra2t.i5t9u9d e, pride1.a1n03d  admiration
as conseDqeuvieatniotn emotions for the plans, while none of the controls did. However,
w e believe larger samples are needed to further assess this di erence.
 
5  Discussi on
Our work moves from the fact that, according to current literature, people that
su ered from traumatic-brain injury tend to exhibit impaired moral
functioning, even in the chronic phase of the injury. By \impaired moral functioning"
we mean the meta-cognitive and interpersonal aspects of human behavior (e.g.
being emphatic). With respect to the original experiment [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], our experiment
was performed with TBI patients and with a control group of neurologically
intact subjects. The goal of our experiment was to compare the expectations
of TBI individuals about the narrative characters with the behavior and
emo 
FTiagb.le6 .2: OEvmeortvioienw chooficteh feor ethmeo ttwioon gsrosueplesc. te d by the TBI and control group for each
s cenario (the rst column of each scenario shows the emotion type predicted by the
sqyusateli me m).oFzrioonmi htaonpnoto scbeolttot oi mso,gtgheetti TrsBtI gcrhoeu hpanisnno osnc-emltoo rl’aalzieomneo tgiiounssta,?t hsecesneacorino dpegrr oup
(slicgehntargiore. y) is moral emotions, the third group (dark grey) is compound emotions.
tions generated by the MEA agent model, and to compare both with the control
group, in search for insight about the nature of the impairment of TBI patients
and the moral-emotional reasoning in general. To the best of our knowledge, no
contributions thoroughly describe or help assessing these impairments.
      </p>
      <p>
        Nonetheless, many authors have focused on the di erences for moral
judgment that can be found in brain-damaged individuals. Greene [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and Martins
et al. [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] illustrate how brain damaged individuals di er from healthy
participants for moral personal dilemmas. According to Greene's perspective [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ],
personal moral dilemmas are those engaging emotional responses while
evaluating the dilemma, whereas non-personal and non moral dilemmas elicit no
emotional response. When facing a moral personal dilemma, TBI participants
di er from neurologically intact individuals whilst they don't seem to di er when
the dilemma elicits no emotion. According to Greene [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], personal moral
dilemmas activate medial front gyrus, superior frontal gyrus while non-personal moral
dilemmas engage dorsolateral and prefrontal areas; the same pattern can be
observed when evaluating non-moral dilemmas. According to Moretti, Dragone and
DiPellegrino [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], TBI individuals whose brain damage includes areas such as the
ventromedial prefrontal cortex are able to perform moral judgements (in terms
of right-wrong), but seem compromised in the emotional counterpart. Authors
describe this as a \moral emotions selective impairment". Also, Hutcherson and
colleagues [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] described the interplay between utilitarian and emotional
appraisal during moral judgment involving to moral values. According to their
work, utilitarian and emotional moral appraisals are computed independently
and then integrated in a moral value response. We believe the emotional appraisal
is what makes TBI patients' performance impaired, thus causing nonstandard
moral judgments. Thus our results seem in line with current literature on
emotional processing in brain damaged individuals; taken altogether these ndings
add further evidence to the suitability of the MEA model previously evaluated
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. The di erence we found is, in fact, what could be expected according to
current studies on TBI.
      </p>
      <p>
        We also had the secondary aim of gaining preliminary data for the
development of a rehabilitative tool where TBI patients face moral situations, training
their ability to perform moral reasoning and reasoning on their moral emotions.
In this perspective, the results obtained were encouraging. On the one side, the
experiment con rms the feasibility of this type of rehabilitation, accrued by the
interest showed by the comments of the TBI patients: A said: \this test allowed
me to think about the values that shape my moral judgment, helping me
understand how every action comes after deep and elaborate reasoning"; R. believes
this test \is important, as it makes my head start". On the other side, the
indirect validation of the MEA model it provides opens the way to the exploitation of
virtual agents in narrative-based rehabilitation application. The literature about
serious games for rehabilitation mainly focuses on the design and
implementation of empathetic agents who respond to the emotional states of the patients
by providing emotional cues through verbal and non verbal behavior [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Our
work goes in a complementary direction: here, we hypothesize the use of virtual
agents for narrative games that train the recognition of emotions and empathy in
patients who have some impairment in this area. Following an established
practice in rehabilitation [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], virtual characters may be exploited to train patients
to appraise moral emotions in self and others.
6
      </p>
      <sec id="sec-6-1">
        <title>Conclusions</title>
        <p>
          Although it was not possible for us to nd the key features of the impaired
moral functioning in people who su ered from TBI described in literature, it
is clear how, in order to shed more light on such di erences, research must
focus on emotion processing (rather than on reasoning). This follows what is
stated by the mental models theory perspective on moral reasoning [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]: according
to this perspective, moral reasoning is just regular reasoning that happens to
concern moral issues. The TBI participants included in our study were in a late
stage of their rehabilitation, thus their reasoning could be compared to those
of neurologically intact individuals; nonetheless they di er from controls more
signi cantly in their performance for those tasks requiring (moral or non-moral)
emotional processing. We believe this indicates emotions as the key feature to
investigate in order to analyze moral impairments following TBI.
        </p>
        <p>We also believe that the interaction with virtual characters whose emotional
state includes a moral emotional component could be useful to help TBI patients
to train their emotional moral functioning and their understanding of moral (but
also non-moral) emotions. So, our future work includes further investigations on
the moral and emotional functioning of TBI patients with the help of virtual
character by using larger groups of patients and more focused experiments.</p>
      </sec>
    </sec>
  </body>
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