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    <article-meta>
      <title-group>
        <article-title>A dialogue-based software architecture for gamified discrimination tests</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Antonio Origlia</string-name>
          <email>antonio.origlia@dei.unipd.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Piero Cosi</string-name>
          <email>piero.cosi@pd.istc.cnr.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Claudio Zmarich</string-name>
          <email>claudio.zmarich@cnr.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Rod a`</string-name>
          <email>roda@dei.unipd.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dept. of Information, Engineering, University of Padua</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institute of Cognitive Sciences, and Technology, CNR-ISTC</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Institute of Cognitive Sciences, and Technology, CNR-ISTC</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this work we describe the current stage of development of a software architecture designed to present discrimination tests to pre-school children in the form of gamified tasks. We interpret the problem of administering these tests as a dialogue model using probabilistic rules to generate customised tests on the basis of the child's performance. In the proposed architecture, the dialogue system controls a gaming setup composed of a virtual agent and a robotic companion that needs to be taught how to talk. This learning-by-teaching approach is used to camouflage a phonemes discrimination test that has the added value of being generated at runtime on the basis of the child's performance. We will describe the architectural components involved and we will describe how the dialogue system can make use of linguistic knowledge to generate the discrimination test and administer it by controlling the agents involved in the game.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Author Keywords
Gamification; software architecture; discrimination tests
INTRODUCTION
Phonetic perception abilities are in place and active already
in the fetus, and their integrity is necessary for a normal
functioning future speech development [
        <xref ref-type="bibr" rid="ref12 ref23">12, 23</xref>
        ]. Since the ability
to discriminate linguistic sounds is associated to the correct
acquisition and production of the same sounds, an alteration
of the same ability could contribute to the onset of speech
and language disorders [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. For this reason the evaluation
of the phonetic discrimination ability is important in order
to individuate at-risk subjects, allowing clinicians and
caregivers to operate in focused and specific ways. For preschool
children (from 3 years-old onward), the paradigms of
identification and discrimination are the same as used by adults
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      </p>
      <p>Copyright c by the paper’s authors.</p>
      <p>
        GHITALY17: 1st Workshop on Games-Human Interaction, September 18th, 2017,
Cagliari, Italy.
[
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. Among several types of discrimination tests, we choose
the standard AX or “same-different” procedure.
Traditionally, AX tests to evaluate the phonemes discrimination
capability of young children are designed as scripts and software
traditionally used to administer this kind of test also follows
scripts (e.g. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]). These contain a series of (non-) word pairs
presenting phoneme oppositions (i.e. ’pepi / ’pemi) in
different syllabic structures (i.e. CV-CV is a disyllabic structure
where each syllable has a single heading consonant). The
child is given the task to indicate, after listening to the
experimenter reading the stimuli, whether the two (non-)words are
the same or if they are different. These tests are designed
in such a way that consonants presenting a single
distinctive trait are opposed at each time (e.g. voiced/unvoiced,
sonorant/non-sonorant). Control stimuli are present in such
tests as pairs composed by the same word repeated twice and
by pairs composed by completely different words. This
approach is necessary as it is impossible for a human expert to
dynamically select word pairs that comply to a set of very
strict constraints. Specifically, each word pair must:
• present opposed consonants that differ in exactly one trait
• syllabic structure must be the same in the two (non-)words
• present the opposition in a precise position in the syllabic
structure (e.g. the head consonant of the second syllable)
• the accent must be in the same place in the two (non-)words
Given the young age of the considered subjects, it is
necessary to mask the test in a game-like scenario to make it less
imposing. Healthy contact with language, in the first years of
life, consists of a playful activity where parents and infants
engage protoconversations made of rhythmical and musical
content. This manifests the emotional regulation of primary
inter-subjectivity [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], where interaction with the caregiver,
either reciprocally directed or mediating access to objects of
interest for the infant, manifests the typical playfulness
often observed in mammals. At 9 months, secondary
intersubjectivity arises [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] and the baby’s interest moves onto
sharing the ways companions use objects as she starts to
interact with the material world in a more informed way. The
caregivers’ language also shifts, in this phase, from questions
and rhetorical comments to instructions and informative
comments to support the baby’s interest in participating to a task
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. This is “[. . . ] the start of cultural information transfer
between generations” [20, p. 74]. Playful behaviour adapts
to new roles as the child grows older but always stays in the
background, motivating access to cultural information,
reinforcing memory and supporting the creation of meaning [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
Language development strongly depends on inter-subjective
experiences: from the effective engagement of minds and
bodies depends cultural learning [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Although humans
appear to be born with a natural disposition towards cultural
learning [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], successful acquisition of cultural skills depend
on the interaction quality, especially considering social
feedback. Given the social nature of cultural transfer, it is not
enough to expose children to new words without providing
an adequate context to them. Engaging and meaningful
activities are especially important to attract interest in the
children and show them how words can provide the natural
pleasure that comes with gaining competence in interacting with
their loved ones and with peers. Storytelling has been
demonstrated to be a powerful mean to accomplish this as children
are born with “[. . . ] an abundant and early armament of
narrative tools” [3, p. 90]. Through storytelling, children
acquire skills related to the so called emergent literacy [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ],
which is a necessary prerequisite to mastering reading and
writing. These skills cover metalinguistic awareness,
cohesion and reference in oral communication and the capability
of making one’s own intentions known to others. Emergent
literacy capabilities “[. . . ] are acquired first in language play
and in storytelling. Many of them are acquired in the context
of childrens interactions with peers, in early play contexts.”
[5, p. 76]. Once again, the importance of social context
and playful interaction is highlighted concerning the
acquisition of literacy skills. Wordplay for children appears to be
based on matching and substituting words on the basis of their
sound rather than their meaning as they appear to [5, p. 78]
“[. . . ] derive tremendous pleasure from rhyming words (“you
silly”; “no, you pilly”) or words that sound similar (adult:
“Indians lived in a teepee”; child: “pee-pee!”)”. In order to
become meaningful and precious for children, teaching
activities need to have a basis of experiences showing language as
a tool to provide pleasure in social activities. In this paper,
we will present a software architecture designed to present
discrimination tests in a playful setup depicting a social
situation with different kinds of virtual agents. This ongoing work
builds upon the experience of the Colorado Literacy Tutor [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]
and of the Italian Literacy Tutor [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        SYSTEM ARCHITECTURE
The scripted approach has the disadvantage of not being able
to adjust the test depending on the subject’s performance. As
a limited amount of time is available to administer the test
before the child gets tired, choosing the most informative
stimulus at each step of the test would represent an advantage when
information is clearer on some traits and more uncertain on
others. Being able to concentrate on collecting information
on specific aspects of linguistic competence that have been
observed to be challenging for the child would optimise the
available time. The system architecture we designed to
administer the discrimination tests has two main purposes:
• dynamically adapt the test to the child’s performance;
• support groups of virtual agents to establish social setups
To pursue the first goal, we represent the discrimination test
as a dialogue model where each stimulus, once paired with
the child’s answer, generates a new stimulus as a system
response. This stimulus is selected depending on a utility
function taking into account linguistic knowledge and the child’s
performance. From an architectural point of view, this reflects
in a dialogue manager acting as the system’s controller and in
linguistic knowledge being distributed between the dialogue
manager and a database of Italian words. The dialogue
manager is provided with the capability to establish which kind
of information can be obtained by presenting each available
stimulus and with a non-words generator using phonotactic
rules to avoid structures not belonging to the Italian language.
The database contains morpho-syntactic, phonological and
frequency data about words to improve the quality of the
selected stimuli. To present the discrimination test in a social
setup, the dialogue manager controls a set of virtual agents
with different characteristics. In our case, a virtual avatar
is presented on a computer screen and acts as the game’s
guide while a social robot is used to implement a
learning-byteaching approach, detailed in Section . The virtual avatar is
controlled using the Unreal Engine 41 and its voice is
dynamically generated using the Mivoq Voice Synthesis Engine2.
The synthetic voice has a number of advantages: it allows the
system to be easily updated as the proposed stimuli are not
pre-recorded, it allows the 3D characters to address the child
by calling her by name, thus establishing a closer
relationship, and it can be adapted to different kinds of characters. In
the specific case of Mivoq, personalised voices and specific
prosodic styles can also be synthesised, opening to a number
of applications for game-like software artefacts. A tablet
interface, also controlled using the Unreal Engine 4, is provided
to the child to evaluate the proposed stimuli. Since the ability
to adequately use a tablet interface appears to be reliable for 5
years old and onwards children [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], this is the minimum age
recommended to apply this technology. The robot used in our
implementation is Nao3, which is a well established robotic
platform to work with children. The dialogue manager does
not make assumptions about the nature of the virtual agents it
is connected to. The commands it generates are the same for
both the robotic platform and for the 3D character (i.e.
Synthesise, Speak. . . ). Command implementation is delegated
to the specific platform to separate the test logic from its
actual implementation. The full schema of the architecture we
present is shown in Figure 1. In the following sections, we
detail how each module was designed and its role in the
general setting. While the system we are developing is able to
administer the test without human supervision, we do not
exclude the human expert from the experimental setup. The
presence of a reference human figure is important to reassure
1www.unrealengine.com
2www.mivoq.it
3www.softbank.jp/en/corp/group/sbr/
the child and to integrate the obtained results in the light of
direct observation of the child’s behaviour. In these
development stages, moreover, the experience of practitioners is
precious to improve the quality of the overall experience without
altering the validity of the test.
      </p>
      <p>
        LINGUISTIC KNOWLEDGE BASE
With the advent of the Big Data and, in particular, with the
increasing availability of Linked Open Data, the need to
establish a representation format suitable for dynamic, rapidly
changing and interconnected objects arose. RDF represents
the most widely used solution to this need and has been
adopted to implement the most widely known repositories of
linked knowledge available today. An alternative to RDF is
now represented by graph databases. Neo4J [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] is the graph
database solution we used in our architecture. It is an open
source graph database manager that has been developed over
the last sixteen years and has been applied to a high number
of tasks related, among others, to data representation [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and
visualisation [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In Neo4J, nodes and relationships may be
assigned labels, which describe the type of the object they are
associated to. In this work, labels are mainly used to
represent morpho-syntactic characteristics of words and the nature
of the relationships among nodes. Nodes and relationships
may have properties, which are used here to store the details
of each single node or relationship. Labels and properties
are the main way used by Neo4J to filter data and retrieve
answers to user queries. In this work, we use the
MultiWordNetExtended (MWN-E) dataset [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], as the knowledge base to
control the decision process for the discrimination test. The
MWN-E dataset is based on the MultiWordNet dataset [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
and extended by introducing morpho-syntactic data (e.g.
gender, number. . . ), derived forms (e.g. plurals, conjugations. . . )
and SAMPA pronunciations. Also, phonological
neighbourhoods are computed and are of particular interest for this
work. A word A is defined to be a phonological
neighbour of the word B if it is possible to obtain B by altering
the phonological representation of A using exactly one
Insertion/Deletion/Substitution operation. Phonological
neighbourhoods are represented by establishing relationships of
type HAS PHONOLOGICAL NEIGHBOUR between two
words if the Minimum Edit Distance of their phonological
transcriptions equals 1. This kind of relationship has a
distance property that, in these cases, is set to 1. Relationships
of type HAS PHONOLOGICAL NEIGHBOUR are also
established between words that have the same pronunciation but
have different written forms. In this case the value of the
distance property is set to 0. Other than the data included in the
version presented in [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], the MWN-E version used in this
work also contains frequency data for the terms in the
vocabulary presented in the Primo Vocabolario del Bambino
(Children’s first vocabulary) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and from the Italian Wikipedia4.
Currently, MWN-E consists of 292282 nodes containing
1536550 properties. 943174 relationships among these nodes
are found, phonological neighbourhood relationships at
distance 1 representing the majority. The querying language
used to extract data from a Neo4J database is Cypher. Cypher
      </p>
    </sec>
    <sec id="sec-2">
      <title>4Data extracted from the 20/04/2017 Wikipedia.it dump</title>
      <p>is designed to be a declarative language that highlights
patterns structure by using an SQL inspired ascii-art syntax. A
brief overview of the syntactic elements of Cypher queries
is given here to help understanding the example queries
presented in this paper. The reader is referred to the online
Cypher manual5 for a more detailed presentation of Cypher.
As in graphical representations of graphs nodes are usually
represented by circles, in Cypher nodes are represented by
round brackets. For example, the query MATCH (n:VERB)
RETURN n returns all the nodes of the graph labelled as
verbs. In the same way, since relationships are usually
represented by labelled arrows in graph schemas, relationships
between nodes are described by using ASCII arrows, too.
The query MATCH (m)-[:DERIVES FROM]-&gt;(:VERB
word: ’essere’) RETURN m returns all the nodes
that contain a term that derives from the essere (to be) verb.
The SQL-like WHERE clause may also be used to filter
results using boolean logic. The query shown in Figure 2 shows
how to obtain a pair (w1, w2) consisting of dysyllabic words
that are phonological neighbours and are obtained by
substituting the /p/ phoneme in the first word with the /b/ phoneme
in the second word. Sets of words to be excluded after having
been presented are also included (in this example, cubo and
cupo) as well as the sorting logic. The first part of the Cypher
query matches words that are linked by phonological
neighbourhood relationships at distance 1, regardless of arc
orientation. A filter is then applied on the syllabic structure using
a regular expression on the SAMPA transcription property.
In this case, only words presenting a CV-CV structure with
the accent on the first syllable and presenting the phonemes
/p/ and /b/ in opposition on the head of the second syllable
are accepted. The regular expression is dynamically
generated by the dialogue system depending on the opposition to
present and on the word structure complexity. The former
comes from a decision process implemented in the dialogue
manager while the latter becomes more complex as the words
available for the each considered structure become less
informative, as in the case of words presenting oppositions that
have already been investigated.</p>
      <p>
        OPENDIAL
Opendial [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] is a dialogue management framework based on
probabilistic rules aiming at merging the best of rule-based
and probabilistic dialogue management. In cases where a
good amount of previous knowledge about the domain is
possessed by the dialogue designer with specific needs of
finetuning rules, the rule based approach can be integrated with
probability and utility-based reasoning to fine tune the
system’s response. Probabilistic rules, in Opendial, are used to
setup and update a Bayesian network consisting of variables
representing the dialogue state. Depending on this, the
dialogue manager selects the most probable user action given a
set of, possibly inaccurate, inputs. Using a set of utility
functions provided by the dialogue designer, the manager
computes the most useful system reaction, possibly generating
natural language responses or executing actions. In
Opendial, it is possible to apply a priori estimates on future values
of state variables. The probability distributions providing a
      </p>
    </sec>
    <sec id="sec-3">
      <title>5https://neo4j.com/developer/cypher-query-language</title>
      <p>
        priori estimates can be updated, using Bayesian inference,
after the actual observation arrives to dynamically improve
the model. In Opendial, dialogue domains are described in an
XML format specifically designed for the dialogue system.
This is composed of a set of models triggered by variable
updates and containing sets of rules to change the dialogue
state. Opendial supports unification in its dialogue
specification language so that variables can be included to obtain
generic rules. In the example shown in Figure 3, a part of the
model that identifies opposing traits given two phonemes is
presented. The condition for the considered rule to fire is that
the two phonemes in the opposition variable are not the same
one. If the condition is verified, a custom HasTraits function
is used to determine if the two phonemes have the sonorant
trait. Then, the probability of the set of opposing traits to
contain the sonorant trait is equal to the XOR of the result
obtained by applying the HasTraits function on the considered
phonemes. Opendial can also be extended with Java-based
plugins and functions. In our case, we developed a set of
plugins to connect the dialogue system to the Neo4J database
and to the remote actors providing the user interface. We also
developed the custom function to compute the set of opposed
traits given two phonemes and a utility model to select the
most informative stimulus at each step. The system makes
use of the prediction and feedback mechanism provided by
Opendial to build the probability distributions describing the
likelihood of a subject to discriminate a specific trait. This is
used to select the next stimulus that improve the user model
the most, given previous answers. This approach results in an
adaptive test. The description of the utility model is beyond
the scope of this work so we provide only a brief description
of the aspects it takes into account. The model considers the
information entropy for each trait, the syllabic structures
already used to present the available oppositions, the number of
traits opposed in each possible phoneme pair and the intrinsic
phoneme complexity evaluated on an acquisitional basis [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ].
For all these aspects, a specific utility value is computed. The
obtained measures are combined into a utility value that is
used to select the best stimulus at each step.
      </p>
      <p>INTERFACE
The interface proposed to the child to mask the discrimination
test supports a narrative in which the Nao robot wants to learn
how to speak and the 3D character needs the child’s help to
teach it. A three-polar setup, shown in Figure 4, is established
to involve the child in a socially engaging situation. Through
this learning-by-teaching approach, the child is given an
authoritative role to avoid making him feel threatened or
evaluated. When the system starts, an introductory scenario is
presented and the 3D character, shown in Figure 5, introduces
itself. The scenario ends with the 3D character asking the
child to caress Nao in order to wake it up. This has both the
goal of providing the invitation to play and to establish
physical contact between Nao and the child. Whether the physical
attributes of robots constitute an advantage for acceptability
per se is still a debated issue. In our work, we attempt to fully
exploit the physical presence of the robot by presenting tasks
that require the child to physically interact with it. By
proposing activities that a 3D character simply cannot be involved
into, we attempt to capitalise on the robot’s potential to
provide a more engaging multisensorial experience. Caressing is
also a powerful social mean to build attachment. On the other
hand, the high level of control over the 3D character
movements allows to efficiently represent its higher competence in
the considered setup: differently from Nao, this avatar can
move the lips and change its facial expressions, providing
effective indications on how to continue playing. An advantage
of the presented architecture is that different virtual agents
can be combined to build the test upon the various
advantages they offer. After a tutorial session where Nao performs
a small set of funny behaviours, the child is introduced to
the actual test. The dialogue manager selects the most
appropriate stimulus and coordinates the two agents so that one
presents the first (non-)word and the second presents the
second. The child is given one possibility to listen to the stimulus
again and is required to provide a same/different feedback
using an evaluation card that appears on the tablet. The interface
to provide feedback is shown in Figure 6.</p>
      <p>CONCLUSIONS AND FUTURE WORK
We have presented the work-in-progress on an architectural
setup that has been designed to administer gamified
discrimination tests. We interpret the test as a dialogue model between
the child and a group of virtual characters controlled by a
single artificial intelligence. Instead of providing pre-scripted
tests, we propose an approach where the test is dynamically
generated. The system is able to exploit a significant amount
of linguistic knowledge to automatically select the most
informative stimulus to present at each time. The architecture
does not make assumptions about the nature of the virtual
agents involved and can be reused to design other types of
test. Future work will consist of evaluating the usability and
appreciation of the discrimination test we are designing with
children that do not show problems in language acquisition
to establish a baseline that will be useful to evaluate the
approach on children with potential language problems. Also,
the possibilities given by the Mivoq engine to train
personalised voices will also be explored.</p>
      <p>ACKNOWLEDGMENTS
Antonio Origlia’s work is supported by Veneto Region and
European Social Fund (grant C92C16000250006).</p>
    </sec>
  </body>
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