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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Basic Emotion Recognition using Players Body and Hands Pose in Virtual Reality Narrative Experiences</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gabriel Peñas</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Federico Peinado</string-name>
          <email>email@federicopeinado.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Artificial Intelligence and Software Engineering Universidad Complutense de Madrid c/ Profesor José García Santesmases</institution>
          ,
          <addr-line>9. 28040, Madrid</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Currently, players position recognition in most Virtual Reality applications is limited to the evident usage, like translating players avatar within the virtual environment, or using the view point at head height, without considering the posture at any time. In this article, we propose studying the player's body and hand expression, not only to recognize obvious interaction patterns but poses that, even without conscience, transmit information about the basic emotions of such player. That way, each time it is played, the result is altered without a conscious effort, the experience of interactive narrative resulting of computing generation depends on the input signals, which adds a layer of depth and enriches system decision making and conversation with non-player characters, for example. Our proposal is based on a system that relies on a system with a neural network which can recognize poses, according to the specialists, associated to basic human mood. After a simple calibration and a reasonable training, this system can be used, without the need of additional accessories, with the main Virtual Reality devices existing today. This article also discusses new paths of research and applications that arise around this system, many in the field of computer entertainment, but also in other areas such as therapy for patients with emotional and social communication problems and disorders.</p>
      </abstract>
      <kwd-group>
        <kwd>Human-Computer Interaction</kwd>
        <kwd>Affective Computing</kwd>
        <kwd>Feelings Analysis</kwd>
        <kwd>Human Pose Recognition</kwd>
        <kwd>Interactive Narrative</kwd>
        <kwd>Dialog System</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Noting the current applications of Virtual Reality [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] we can observe that there is still
a great potential in the input signals information that has not been used, although it
has been studied with other devices [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. All virtual environments receive constant
feedback about the positioning of players body, mainly his head and hands, thanks to
head mounted displays (HMDs) and more sophisticated hand controllers (such as the
HTC Vive and the Oculus Touch). This constant information flow is very valuable
and allows us to translate subtle actions and movements from the player to the virtual
world [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], providing a greater immersive interaction than conventional usage.
      </p>
      <p>
        Even though may applications have used evident patterns to allow the player to
communicate with the game (waving hand, nodding, thumbs up, swipe, etc.), we
consider that it is possible to use all this data another way. Instead of recognizing
symbols of a somewhat natural and intuitive language that the player uses to
communicate, we will try to understand how such communication happens, even in
unconscious terms. During gameplay sessions in a Virtual Reality experience, user always
adopts a pose and this, in some way and according to nonverbal language experts [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
can reveal his mood against a situation that arises in a particular moment of the game.
If we can detect them, new possibilities are opened to achieve a more meaningful and
expressive interaction.
      </p>
      <p>
        Our first approach is to create a simple system using a neural network [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] that can
classify players poses. And once achieved, use that information to enrich interaction
with the system, specifically by modifying the dialogs with non-player characters and
redirecting all the narrative. Writing the conversations must consider those new
variables, being as important the message as how is it said. Therefore, it is added a new
layer of depth and realism to the experience, achieving greater credibility in the
interaction by using the mood analysis.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Using Emotions in Video Games</title>
      <p>
        Videogames have their own resources to provoke players emotions, a widely studied
phenomenon, about which we can mention Proteus Paradox [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. However, in almost
all the current videogames emotions are not taken as an input parameter, his pose and
gestures are completely ignored due to technological limitations that the medium
drags since its origins. As it was not possible to know the mood of the player
automatically, their emotions could be inferred, estimated, or even asked directly [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>There are many games that have tried, with mixed success, to make use of players
emotions to guide the narrative. For example, the Mass Effect series has elections in
conversations that allows us to specifically distinguish the kind of answer that we
want to give. This game can be included within the role-playing games (RPG) genre,
characterized, inter alia, by giving the player the freedom to choose how to interpret
the thoughts and emotions of his avatar, though often it is confused how they really
feel and what they want to transmit.</p>
      <p>
        Other games try to use more modern devices so the gameplay is affected by less
voluntary actions from the player, for example IMMERSE Project [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] uses Microsoft
Kinect to allow facial recognition, it uses a system to identify facial expressions
associated with emotions and thus alter the games behaviour. It is also the case of Stifled
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] that uses the microphone to draw sound waves that allow us to see the virtual
environment, these are generated by the voice or breathing that increases with your pace
and intensity at the same time as players nerves, thus achieves a balance because if
the player feels nervous he can see more around him which reduces his anxiety. The
ability to apply user emotions to interaction with non-player characters and adapt their
dialogues has also been studied before [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] but has not been developed or tested in
practical examples.
      </p>
      <p>Nowadays we have better ways to detect emotions, and the devices have greater
computational power. On one hand, we have cameras with enough resolution that
allow us to recognize facial expressions from the users. Some devices use those same
cameras to track eye movement and position. There are also other devices like smart
watches that can measure pulse and share the information in real-time. The
information they provide is very useful, but their adoption is marginal within videogame
core players.</p>
      <p>However, thanks to the growth of Virtual Reality, the use of hand controllers is
becoming a standard, and their position is tracked with precision as the HMD. For the
HTC Vive, controllers are an essential part of the kit and the user must purchase them
altogether. This integration is facilitating the adoption by the players gradually, which
will allow the developers to have valuable information to work with, information that
is simple to apply to our experience without being artificial or generate user rejection.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Reading Players Body Methodology</title>
      <p>The goal of this research is top prove that we can create a system, based on a neural
network, that classifies players body postures while he enjoys an interactive narration
experience, all making use of existing and broadly use technologies. To achieve the
objective, we have developed an experiment based in a brief interactive sequence
where a conversation with a non-player character is taking place. This dialog is fixed
and has some branches that can be explored, guided by the pose adopted by the player
in each of the states of the conversation.</p>
      <p>The system requires of hardware component to track poses and show an immersive
vision in any direction, and a suitable software. We have used the HTC Vive 1
consisting of a HMD and two hand controllers, each one with six degrees of freedom
(DOF) that allows us tracking position and rotation at the same time. Our solution is
compatible with other devices supported by the OpenVR2 library, such as Oculus Rift
and OSVR, if they provide the three required elements: HMD and one tracking
control per hand. Note that our experience works while standing or seated because it only
tracks head and hands, not legs, chest, or waist.</p>
      <p>
        We only calculate poses when the user interacts in the conversation so erratic
movements are not a problem. The tracking system used in the HTC Vice gives us a
worst-case latency of 22ms with a relative error of 1.7cm [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>The implementation has been done using Unity3 game engine. This choice was
done because its ease of use in prototyping, allowing a fast integration of Virtual
Reality and a comfortable and effective programming in C# language. As said, we also
used the OpenVR library, not only because it supports multiple devices, but also
because it simplifies the procedure and it is becoming an industry standard.
Implementation is flexible and can be expanded both in the number of poses and the complexity
of them.
1 HTC Vive, https://www.vive.com/eu/, last access 2017/05/25.
2 OpenVR, https://github.com/ValveSoftware/openvr, last access 2017/05/25.
3 Unity 3D, https://unity3d.com, last access 2017/05/25.</p>
      <p>System workflow is as following: first step before using it preparing input data
from the devices. To do it we must perform a calibration where the user must perform
in two poses as shown in Figure 1: natural standing and T.</p>
      <p>This way we can get the natural position of the head and the distance of both
controllers to the HMD. We use this distance to normalize the data before it is sent to the
system, thus allowing us to acquire some independence from the user body
proportions.</p>
      <p>For the pose classification, we have a neural network previously trained with some
positive example cases. Obviously, the greater the number of there, greater will be the
accuracy of the classifier. In this experiment, we have used a simple network with
three layers:
• Input: 18 neurons (6 DOF * 3 devices).
• Intermediate: 30 neurons.
• Output: 3 neurons (one per pose).</p>
      <p>We decided to use a neural network, instead of other methods, because we needed a
fast system, ideal for real-time application as the experiment needs, although we
sacrifice some recognition capacity as counter effect; the primary goal is testing the
concept, not the implementation. If we vary the number of neurons in the middle layer or
the number of the intermediate layers, we can achieve greater precision at the expense
of higher resource use. The focus of this experiment was not obtaining the greatest
results in detection and therefore only we only used one intermediate layer achieving
good classification results and nice performance.</p>
      <p>Figure 2 shows the poses we considered in the example scene, they are easily
identifiable: neutral, aggressive, and defensive.</p>
      <p>These poses are generic and in our preliminary test do not seem to generate many
problems while used by different users, all them coming from the same region and
culture so they do them mostly the same way.</p>
      <p>
        We wrote a small survey to get feedback from the test subjects, the questions are
the following:
1. Genre. [1-Man/2-Woman]
2. Age. [0-N]
3. Education level. [1-Secondary/2-Bachelor/3-Degree/4-Master/5-PhD]
4. Number of experiences in VR simulations. [0-N]
5. Gaming level. [1-None/2-Casual/3-Hardcore/4-Competitive]
6. I enjoyed the experience. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
7. My attention was entirely on the experience. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
8. My perception was focused on the experience almost automatically. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
9. The environment was comfortable. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
10. I felt that the game was disorientating. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
11. I felt like I was a part of the game. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
12. The length was enough. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
13. The experience surprised me. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
14. I noticed that the NPC reacts to my poses. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
15. There is a high variety of poses. [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4 ref5 ref6">1-6</xref>
        ]
User takes control of an avatar that is talking with a non-player character having the
capacity of expressing the six universal basic emotions (joy, sadness, rage, fear,
surprise, and disgust) [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] plus a neutral one. A very recognizable facial expression
manifests these emotions as shown in Figure 3, as well as a set of body animations that
reinforce each emotion.
      </p>
      <p>
        During the conversation, which is shown in Figure 4 in a tree-like shape, it is possible
to visit several branches, and, in this example, the player only has one sentence to
give to the non-player character as answer to whatever is said in each node [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. In
fact, is the pose taken by the player what confirms the mood and guides the
conversation towards a direction. This conversation is, therefore, very reduced, but allows us
to make use of all the available poses and test if all the basic emotions implemented
work how they should.
      </p>
      <p>The system is highly parametrized in such way that we can make changes easily in the
neural network, such as the number of neurons in each layer, and the number of
layers. For this example, we trained the network each of the three poses using 25 positive
examples per pose. Of these 25 examples per pose, we divided them in blocks of five
done by 5 different people to give a greater variety to them. This way we have some
variety in the training examples.</p>
      <p>The main structure of the trainer and recognizer is simple to promote efficiency but
works with great results.</p>
      <p>Consists of a manager that deals with the control of the various states of the tool, their
names are very explanatory as shown in Figure 5. The manager also deals with the
tracking of the three elements (display and hands). The recognizer and the trainer
manage control in a different way the neural network each one contains, while the
first only applies input data to see the obtained result, the second generates iterations
with all the examples of each pose to recalculate the weights between the neurons in
the network. There is also a Utils class than mainly deals with the file read and
writing.
We tested the experiment with 10 people, half men, half women, and all of them
between 30 and 60 years and higher education. In terms of experience with Virtual
Reality simulation environments it was none or negligible (a couple of sessions at most).
Relation with videogames was more heterogeneous since there were some who have
practically never played to regular players.</p>
      <p>After trying the experiment with these users, we observed that there is an initial
reaction of surprise once the subjects realize the ability the non-player character can
vary is answers. Although they are not conscious during the test that it is due to their
poses, as they were not informed of that, after explaining the workings they say it
looked like the NPC reacts to their feelings as he was reading their minds.</p>
      <p>On the other hand, it is noteworthy that the number of poses and nodes of the
current conversation are still very few, even more considering that the subjects tend to go
through the same branches of the conversation, visiting a reduced number of nodes.
Generating a more complex conversation could improve replayability.</p>
      <p>The negative part of the findings is that, being a reduced number of poses, the
system is not able to recognize all the different types of mood the player can have,
training more poses could provide very interesting information that now are completely
ignored by the system. Also, as the test conversation is short, sessions pass too fast
and the players do not develop an intellectual or sentimental attachment to the story.</p>
      <p>All this information is obtained from the survey results shown in Table 1.</p>
      <p>With this experiment, we achieved a new way to add a greater depth and
immersion to the narrative experiences in Virtual Reality. The most remarkable achievement
is the possibility of integration into more complex conversation or, directly, detect the
user mood at any time to guide the story to new horizons.</p>
      <p>This has direct implications in videogame design and allows developers to create
new experiences reactive to the player and with a low latency response to the users’
feelings. The fact that the system is simple does not make the experience design as
simple. The number of different conversations that can be developed with this new
input grows exponentially and requires high skill in the creation of interactive
dialogues with quality and sense.
5</p>
    </sec>
    <sec id="sec-4">
      <title>Conclusion</title>
      <p>With a simple use of available tools, we can create conversations with greater
meaning, more immersive and offering more emotional and complex content. We revealed
also with this experiment a lack of interaction in videogames, particularly in Virtual
Reality environments.</p>
      <p>Interaction with systems is based merely on voluntary actions of the user, without
taking care of subconscious elements as the emotions. If we use them, systems could
adapt to the necessities of whoever is using them. Not only that, but we can also
achieve a more natural connection in the communication between the users and the
systems, a communication that can be more comfortable and productive.</p>
      <p>We also make evident the extreme linearity of the videogame narrative. Breaking
that barrier is complicated because the huge amount of content we must generate is
complex and costly. It is not suitable for all games or players, but it could improve
those with a strong narrative component.</p>
      <p>We see many lines of further research:
• Adding devices with more complex expressive information, like data gloves, hand
recognizers as Leap Motion4 or full body motion tracking.
• Adding more varied devices that can give other parameters as the pulse, breathing,
eye tracking and pupil dilation. This could provide more precision classifying the
mood and detecting other poses that cannot be done only with the pose.
• Test other A.I. techniques that improve the system, either by having greater
efficiency in real-time recognition, or able to recognize more complex elements.
• Implementing a gesture recognition that reinforces the data obtained from the
poses. This can provide more subconscious information that can reveal contradictions
between the pose the player is performing ant what he really feels.
• New methods of emotion guided narrative to develop deeper worlds that adapt
every game session, even chatbots with emotion information in the conversations.</p>
    </sec>
  </body>
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