=Paper=
{{Paper
|id=Vol-2068/symcollab7
|storemode=property
|title=Implicit Ambient Surface Information: From Personal to Interpersonal
|pdfUrl=https://ceur-ws.org/Vol-2068/symcollab7.pdf
|volume=Vol-2068
|authors=Katsumi Watanabe,Makio Kashino,Kimitaka Nakazawa,Shinsuke Shimojo
|dblpUrl=https://dblp.org/rec/conf/iui/WatanabeKNS18
}}
==Implicit Ambient Surface Information: From Personal to Interpersonal==
Implicit Ambient Surface Information: From Personal to Interpersonal Katsumi Watanabe Makio Kashino Waseda University NTT Communication Science Laboratories, Tokyo, Japan Kanagawa, Japan kw@waseda.jp kashino.makio@lab.ntt.co.jp Kimitaka Nakazawa Shinsuke Shimojo University of Tokyo California Institute of Technology Tokyo, Japan Pasadena, USA nakazawa@idaten.c.u-tokyo.ac.jp sshimojo@caltedh.edu ABSTRACT INTRODUCTION We have proposed a novel concept: “Implicit Ambient Wisdom computing and the consequential harmonious Surface Information” (IASI), which is based on the notion collaborations between humans and machines can that information on the surface of an agent (e.g., bodies and contribute meaningfully to many potential application fields, machines) is implicitly processed and affects collaborations such as learning and teaching [1], enhancing working between agents. To utilize IASI, it is necessary to develop experience, and promoting sports and cultural activities. technologies and analysis methods that can recode and During such processes, dynamic, mutual interactions are decode implicit signals that appear on the surface of the embedded as implicit and embodied knowledge [2], which body without disrupting the intended actions of users. We are hard to realize or understand from the first-person sought to gain insight into IASI and to utilize it to establish perspective of humans (or machines). Cognitive science has intelligent information processing systems by measuring investigated some interactions between more than two implicit body movements, physiological responses, and persons (e.g., [3,4]). However, the workings of implicit mental states and thereby accumulate scientific knowledge processes of embodied knowledge are largely unknown, for theoretical advances. We have applied this concept to and technologies utilizing such embodied knowledge will measuring physiological states and body movement of a be vital for development of wisdom computing and single athlete, and here describe a few studies, and then harmonious human−machine collaborations. propose future directions, with greater focus on the mental and interpersonal aspects of IASI. Based on research projects on implicit information, we have proposed a novel concept: “Implicit Ambient Surface Author Keywords Information” (IASI). This is based on the notion that Ambient; Argumentation; Implicit; Interpersonal; Sport information on the “surface of an agent (e.g., bodies and ACM Classification Keywords machines)” is implicitly processed and influences H.5.m. Information interfaces and presentation (e.g., HCI): interactions. In order to utilize IASI, it is important to Miscellaneous. develop technologies that recode and decode implicit body movements and physiological responses without disrupting the intended actions of users. A recent advance in performance material capable of measuring biometric information will provide a good point of initiation. © 2018. Copyright for the individual papers remains with the In the project (“Intelligent Information Processing Systems authors. Copying permitted for private and academic purposes. based on IASI,” we aim to gain understanding of SymCollab '18, March 11, Tokyo, Japan. information that exists on the surfaces of the human body and machines but are largely ignored. We intend to utilize this information to establish intelligent information processing systems for creative human−machine collaboration. In particular, we have tested technologies that recode and decode implicit body movements and physiological responses in the actual field, and have accumulated scientific knowledge for theoretical advances. While we have discovered multiple important and/or interesting findings and there have been numerous outputs from our research at this point, we introduce the results of a selected set of such studies in the following sections. IMPLICIT AMBIENT SURFACE INFORMATION IN ACTUAL SPORTS FIELDS In order to test the developed technologies and proposed theories and to aim for higher quality activities of humans in collaborations with machines, we first targeted practical Figure 1. Model obtained by subtracting heart rates (HR) in fields (e.g., sports). Among other fields, we focused on practice sessions from those in the actual field in baseball play. sports, because implicit, embodied knowledge has been Note that HRs are generally higher and more variable in the claimed to be important in sports, but we think it has not actual field. The prediction model is used for computing the been well examined. One potential use of such information HR difference online in the actual field. Physical activities is to provide feedback of implicit processes to athletes were measured by the output of acceleration sensors. and/or to coaches, to facilitate physical and mental regulation, and metacognition of their bodies and minds. The recent development of hydrophilic high body- compatibility sensors has enabled us to measure body activities and heart rate continuously and stably. We have used these in several procedures to separate mental states from body states and activities. In essence, this involves measuring physical activities by means of acceleration sensors, and heart rate by means of hydrophilic sensors, and then developing a specific model to predict heart rate from physical activities during practice sessions, which is then subtracted from the actual heart rate. This concept is simple, Figure 2. Difference in HR in the actual field during baseball but is has been quite difficult to test and obtain a sufficient play from single player. The blue line represents the predicted amount of data in the real sports field. HR from the physical activities at a given time. The orange regions indicate the time when the player was under mild In order to resolve this lack of data and test fields, we pressure and the pink regions indicate high pressure. Note formed and registered a baseball team specifically for that HR difference was high even when he was not on the testing the devices and the system. This allowed us to ground and watching the game, which had a big chance at the identify and select possible physiological signals in the end (one hit would lead to win the game after defeat seems certain). actual field and to accumulate knowledge, technology, and know-how for physiological measurement on the actual sports field (Figure 1). We successfully extracted mental states, including tension, anxiety, etc. (Figure 2). However, the exact mapping of the objective data to the subjective mental state still needs to be achieved by obtaining more data in the actual field. Moreover, we have developed a system for visualizing the balance between sympathetic and parasympathetic nervous states, in order to measure the mental state during active movements. We have also developed a system for Figure 3. Example of sonification. Lower (higher) frequencies translating muscle activity into sounds (i.e., sonification of are assigned to lower (higher) parts of the body. Even when surface electromyography) and providing intuitive feedback the ball speeds were the same (i.e., 100 km/h), the difference in coordination between lower and higher parts of the body and to a user to adjust pitching form [5] (Figure 3). As the body movement (which were also translated into auditory auditory feedback is given in real time (as compared with feedback) were more articulated in professional baseball visual feedback, which is given offline), we expected that players. Note that the sounds are mapped more discrete in the sonification and online feedback would improve learning of baseball player. pitching forms. These technologies and their fine-tuning in IMPLICIT REALTIME MODULATION OF EMOTION BY the actual sports fields could have various applications, OWN VOICE including the analysis of whole-body synergy, the virtual Another implicit process that appears on the surface of our reality system for implicit brain function analysis, and the bodies is emotion. Emotion is difficult to control, because Sports Brain Project initiative at NTT Communication unconscious processes underlie both understanding and Science Laboratories. expression of emotions. In order to examine the effect of IASI on emotion, we have developed software that changes To date, our research has involved studies of single athletes, the emotional tone of voices online without noticeable and has mostly focused on physical activities while we delay (Da Amazing Voice Inflection Device: DAVID, attempted to measure pressure, anxiety, tension, etc. Figure 4, [6]). However, we think that in order to achieve human- harmonized information systems, scientific knowledge and To test the effect of voice tone on the subjective evaluation the technologies of measuring, decoding, and controlling of one’s own emotion, we let participants read a story alone human behaviors, in particular, implicit “interpersonal” and aloud and let them listen to their own voice (altered information, are vital. Our project is based on the concept into happy, sad, or afraid). We found that people did not that and effective interpersonal communication depends detect the manipulation of their own voices, but that their strongly on implicit, non-symbolic information that emotional state was changed toward the expected emotion emerges from dynamic interactions among agents. The [6,7]. In the field of psychology, the relationship between other studies in our project clearly provide other scientific the expression and subjective feeling of emotions has been bases for future research and technological development. debated for a long time. The present study is the first to These objectives include delayed compensation by using provide evidence of direct auditory feedback effects on implicit visuomotor responses, a screening procedure for emotional experience. autism spectrum disorders based on auditory and gaze processing, and objective measurements of immersiveness by using autonomic nervous and hormonal responses. One example is the interpersonal interactions between an athlete and a coach. There are many potential pathways though which interpersonal information is conveyed: direct conversations, explicit and implicit feedback from the coach after observing the athlete’s movement, explicit and implicit bodily feedback from the athlete’s own actions, explicit and implicit feedback from observations of his/her own performance, social encouragement and discouragement, etc. Patterns appearing on the body surfaces would convey much information about the state of the athlete in the presence of the coach. In addition, it would be clear that some atmospheres could lead to either good or bad performances, often consequential and Figure 4. Implicit modulation of emotion can be achieved by sometimes independent of the consequence of interactions using DAVID (Da Amazing Voice Inflection Device), a digital among agents (for example, flow experience). This can be audio platform to modify the emotional tone of people’s voices felt by those involved in the interaction; however, it is while they are talking, and to make them sound more happy, difficult to describe what these actually are, and even more sad, or fearful. Participants remained unaware that their difficult to implement processes that mediate such contexts. voices were being manipulated. This is mainly because the agents do not notice these We believe that DAVID may be used for both basic and aspects, because they are focused on their activities. applied research in many new fields. To date, emotional Here, our technologies and the analysis method for implicit manipulation has not been done only on recorded but not on surface information would help to examine these aspects. running speech (i.e., online). For example, DAVID could That is, by examining the implicit surface information and be used for mood disorders by inducing a positive their interactions among more than two athletes, coaches, emotional change or by redescribing traumatic events in a and spectators, we might be able to detect, decode, and different tone of voice. It might also be possible to alter the even utilize implicit surface ambient information. emotional atmosphere of conversations in online meetings and sports games (e.g., in American football). DAVID can also be used for advanced modulation of mental states and can be combined with the wearable systems we proposed in the previous section for effective self-coaching, by modulating the emotion of the user. Since the basic theoretical concept is based on the A more recent study has also shown that we could produce James−Lange theory of emotion [8] (i.e., emotion initially a situation we termed “interpersonal flow,” where flow comes from bodily responses and interpretation of such experience appears to be shared by two persons, by letting responses by the brain), which holds that emotion arises two persons play a music game together, and confirmed this from the interpretation of bodily signals, such surface by both subjective ratings and performance scores. information could also be used interpersonally. For example, Furthermore, although preliminarily, we have measured two changes in emotional and affective atmosphere might be brains simultaneously (i.e., hyper-scanning) by using EEG, induced by implementing the voice filters between two or and found that auditory evoked potentials are reduced more persons during casual conversations, business during the subjective experience of flow (Figure 5). This meetings, and teaching in a classroom. Such changes in observation is yet another expression of IASI. atmosphere are considered as manifestations of IASI, because individuals are not aware that such information is being presented, and the effect is only noted interpersonally. CONCLUSION The present project aims at decoding and utilizing IASI, in order to both gain scientific understanding and to expand INDUCING AND DETECTING “FLOW” AND ITS NEURAL the appropriate use of this concept. CORRELATES To date, we have shown that IASI can be measured and As in the implicit modulation of emotion, subjective possibly used in individual athletes. While this is a experience may be modulated and induced externally, and significant advance in and expansion of the concept of such therefore may be shared by multiple persons. People play information and its range of application, we would like to sports not only for achieving better performances, but also advance and expand it even further. In particular, we for experiencing special feelings. “Flow” is defined as a propose to apply IASI analysis methods that we have peculiar mental state and/or experience when a person plays established to decode and control “interpersonal IASI” sports, music, games, etc. with high-level performance. It is often characterized as a highly coordinated sensory-motor Most collaborative (or collective) behaviors occur during performance, extreme concentration, alteration of space and dynamic, reciprocal interactions [1]. This is particularly time, euphoria, etc. It has been suggested to be related to true when such activities involve many pieces of implicit activation of the reward system, improved performance, knowledge [2]. Recent advancements in neuroscience and and better team playing [9]. However, it has been difficult cognitive science have examined the multifaceted and to replicate and/or simulate a state of flow. Our team has dynamic processes in explicit and implicit interpersonal successfully found an experimental setup that induces a interactions [3, 4, 10-16]. flow state by using computer games and has begun to measure behavioral, physiological, and neural correlates of To detect and decode interpersonal IASI, the reading and flow. By starting from the experimental setup, we found analyzing of information on the body surfaces would be valuable and increase knowledge and technological that auditory evoked potentials (i.e., brain responses for task-irrelevant sounds) could be an index of flow state. This advances in implicit interpersonal information. We expect simple index could be used to detect a flow state in the that scientific and technological advances in IASI will open actual field, including during sports, playing music, or in a new field of harmonious collaboration between humans conversations, etc. and machines and lead to wisdom computing. ACKNOWLEDGMENTS This work has been supported by a grant from Japan Science and Technology Agency, CREST (JPMJCR14E4, 14529247, Intelligent Information Processing Systems Creating Co-Experience Knowledge and Wisdom with Human-Machine Harmonious Collaboration). REFERENCES 1. Katsumi Watanabe. 2013. Teaching as a dynamic phenomenon with interpersonal interactions. 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