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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Development of Mobile Platform for Aect Interpretation. Current Progress.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Grzegorz J. Nalepa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Krzysztof Kutt</string-name>
          <email>kkutt@agh.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Szymon Bobek</string-name>
          <email>sbobek@agh.edu.pl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Barbara Gi»ycka</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>AGH University of Science and Technology Al. Mickiewicza 30</institution>
          ,
          <addr-line>30-059 Krakow</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Outline of the Emotion Interpretation Platform</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Our goal is to develop a computer platform allowing for detection, recording and interpretation of aective data. This platform should enable opportunities to use this data in personalized computer systems. In our work we are interested in ubiquitous computing solutions. As such, we assume the platform uses a range of sensors to acquire data about condition and behavior of an individual user. These sensors should be wearable and least intrusive. Furthermore, we assume</p>
      </abstract>
      <kwd-group>
        <kwd>context-aware systems</kwd>
        <kwd>aective computing</kwd>
        <kwd>mobile devices</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Aective computing (AfC) [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] is a relatively well established domain interested
in the computer-based interpretation and synthesis of emotion, and aect-related
signal. To solve its important challenges, it combines results of several domains,
including computer science, philosophy, psychology, cognitive science, and more
recently neuroscience and biomedical engineering [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        In our previous works, we started with experiments based on wearable
sensors, and a virtual reality environment to stimulate and evoke emotions [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
Furthermore, we introduced the proposal of using the context-aware systems
paradigm to develop a platform for AfC, that could be used in ambient
intelligence applications [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. We described the design and the preliminary work on
this platform in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Later on, we turned our attention to computer games [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
as an interesting environment to design aective experiments [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. As we focus
on wearable devices, in our recent paper we provided results of a critical analysis
of measurements using the selected devices [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Moreover, we developed our own
software for mobile phones [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] for aective data acquisition.
      </p>
      <p>In this overview paper we focus on our recent progress in the work on the
mobile platform for AfC. The rest of the paper is organized as follows. In the
next section we provide the main assumptions about the platform, as well as
describe aective data acquisition and interpretation. We then discuss our most
recent experiments and provide an outlook of our future works.
harvesting other available data, coming from general use mobile devices, i.e.
sensors of mobile phones, etc.</p>
      <p>
        The data processing and fusion is conducted using the context-aware systems
paradigm [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. We realize, that in such a setting the data can be only partially
available and reliable. As such we build on our previous work, where we
considered uncertainty handling in mobile context-aware systems [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. We assume a
layered approach, with a data acquisition layer from diverse sensors, and
interpretation layer incorporating several articial intelligence methods. These two
main layers are described next.
2.1
      </p>
      <sec id="sec-1-1">
        <title>Aective Data Acquisition</title>
        <p>Our current focus is on the physiological data acquired by wearable measurement
devices. We are focusing on advanced o the shelf wristbands, as well as an open
measurement platform BITalino. Data acquisition from such a range of devices
needs a universal software solution that meets several requirements for being a
convenient asset for AfC studies:
1. The technology should introduce modular architecture to be easily expanded
to new devices support and new functionalities.
2. The solution should give a possibility to save data from all available sensors
for each device.
3. The applications should facilitate recording data from several dierent
wristbands simultaneously, as it is a common experimental scenario.
4. The software should allow synchronization with other data sources (e.g.
procedure markers from PC).
5. There should be a possibility for arbitrary le naming and tagging to provide
more control over data and to facilitate future processing.
6. The data should be saved in convenient le format (such as i.e. CSV).
7. The data should be available for other applications that run on the same
device, i.e. there should be a service that feeds clients (other applications)
with the current stream of data.
8. The application should output raw data gathered from wristband(s).</p>
        <p>
          There is a lack of such state-of-the-art solutions. One attempt to create such
an application was done in 2011, when PsychLog project 1 [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] was developed. In
addition to the module responsible for sensory data collection, it also had survey
module for self-report questionnaires and visualization module for presenting
gathered signals. Unfortunately, the project has been abandoned and only beta
version for Windows Mobile platform was released.
        </p>
        <p>
          As a response for the need, we developed our own mobile software [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] for
data acquisition, which satises most of the identied requirements. It is built
as a set of interfaces that should be implemented to communicate with the
specic device: WristBand for denition of the band, its possible states and list of
sensors available; WristBandService for supporting every stage of communication
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>1 See: http://sourceforge.net/projects/psychlog/ .</title>
        <p>with the band: establishing a connection through the provided API, starting the
transmission of raw data, handling errors; and WristBandFragment for denition
of UI panel for specic wirstband. Application has also generic modules for
handling the gathered data and for serialization of data streams to CSV les.
Current version of application supports Empatica E4, Microsoft Band 2 and
Scosche Rhythm+ devices.</p>
        <p>
          Developed application was used in several studies (see Sect. 3). In particular,
it was used in our recent analysis aimed at critical comparison of quality of HR
and GSR signals in selected devices that oer real-time monitoring with access
to raw data: Empatica E4, Microsoft Band 2, e-Health Sensor Platform V2.0
and BITalino (r)evolution kit [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Results demonstrated that BITalino remains
the most prospective platform for both HR and GSR measurements, especially
as the technical support for the e-Health is being phased out. As for secondary
HR readings, MS Band 2 can be used. While the BITalino kit does not have the
wristband form, it can be turned into a wearable using the BITalino Freestyle
kit and 3D-printed boxes.
2.2
        </p>
      </sec>
      <sec id="sec-1-3">
        <title>Interpretation of Aective Data</title>
        <p>
          First of all, we treat the aective data as context data. We dene two types of
such data. Low-level information which can be referred as physiological signals
delivered by hardware sensors, and high-level information that can be derived
based on low-level context and is interpreted as emotional state of the user. Such
an approach allowed us to adapt methods from the eld of mobile context-aware
systems developed by us in our previous research [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] to the area of AfC. In
particular, we integrate the architecture for developing mobile context-aware system
with methods for aective data acquisition and machine learning algorithms for
emotion recognition to propose the architecture for aective data processing and
interpretation. The architecture is given in Fig. 1
        </p>
        <p>Data from single sensor is read by Context Provider Plugin which is part
of AWARE framework 2 that allows to instrument, infer, log and share mobile
context information. The Context data delivered by the AWARE plugins is sent
to Emotion Recognition module responsible for classication of user emotional
state. Emotion classication can have polymorphic form as the system can be
dynamically recongured with Conguration Rule-based system . This allows for
on-line swapping of emotion recognition modules in context dependent manner.
Such modules can be based on face expressions analysis, voice recognition, mobile
phone usage patterns, or physiological signals, etc. Many of these approaches
use data which interpretation highly depend on the user prole. In some cases
such data can be unique to users (e.g. mobile phone usage patterns), making it
impossible to build models in advance from anonymous data sets.</p>
        <p>Therefore, we argue that the emotion recognition modules should be based
on online learning mechanisms that allow to discover knowledge about the user
from streaming data. Such data can be additionally uncertain and may evolve</p>
      </sec>
      <sec id="sec-1-4">
        <title>2 See: http://awareframework.com</title>
        <p>
          over time exposing so called concept-drift, hence the learning mechanism has to
take all of these into consideration. Furthermore, it should generate models that
are understandable by the user and can be modied by one. In our research we
proposed uncertain decision tree generation algorithm for building decision trees
from innite training sets with uncertain instances and class labels. Additionally,
we proposed a translator that converts these trees into human readable, visual
rule-based representation [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. This representation is based on the same rule-based
language, called HMR+ [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], that is used by the Conguration Rule-based system
module. Hence, both the dynamic system reconguration and reasoning about
emotional condition of a person can be conducted by the use of our dedicated
inference engine HeaRTDroid3. Similarly, both elements can be directly modied
by the user with a usage of explicit and implicit mediation techniques [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>All of the components presented in this section were designed to work on
mobile devices. This allows to run the system solely on the mobile device. Such
feature is desirable in systems that operate on highly sensitive data (such as
physiological information) or is expected to work correctly without access to the
Internet or other external resources (e.g. online health monitoring systems).
3</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Recent Experiments</title>
      <p>To this day, several experiments for verifying our approach have been conducted.
With respect to specic characteristics of the experimental procedure, three
versions of the experiment can be distinguished. Throughout each of the studies</p>
      <sec id="sec-2-1">
        <title>3 See: https://bitbucket.org/sbobek/heartdroid</title>
        <p>conducted, the procedure was gradually improved and expanded with additional
sensors to gather data and experimental tasks to provide interesting and
meaningful research situation. This section provides an overview of the three
experiments handled so far, together with the descriptions of experimental procedures
applied to those experiments, respectively.</p>
        <p>
          The rst attempt of experimental evaluation of the approach took place in
late April 2017 (Eurokreator lab, Krakow, Poland). The subjects were 2 male
and 4 female, who participated in the workshops held in the lab at the time.
The sensors used included Empatica E4 and MS Band 2 wristbands, paired with
our data recording application. The computer and the smartphone app are
synchronized during the whole procedure. In this experiment, people were asked to
seat in front of the computer and evaluate their arousal on 7-levels scale [1; 7]
in reaction to visual stimuli (pictures from Nencki Aective Picture System,
see [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]) presented one by one. The subjects were exposed to three series of
18 pictures, where each was displayed for a xed time (3 seconds per stimuli),
with 30 second breaks between each session. Before the rst group of pictures,
30 seconds of blank screen was also presented, in order to acquire baseline HR
and GSR recordings during participants inactivity. The whole experiment lasted
about 15 minutes. Later, the procedure was extended to include another
experimental phase, so that picture exposition was engaged as a Calibration Phase.
Its purpose is to address the problem of individual dierences between baseline
physiological activity and reaction patterns of various subjects.
        </p>
        <p>
          The second experiment was conducted in June 2017, with participation of
9 Polish students of AGH University of Science and Technology. This time, a
second phase, which followed the Calibration Phase, was involved. Directly after
the arousal evaluation of presented aective pictures, the subjects played a simple
platform game (created specically for research purposes [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]), using the same
computer. After pressing Enter key on the notebook to start the game, a 30
seconds of blank screen is presented to get the baseline HR and GSR recordings
for the beginning of the Gaming Phase. Following this brief inactivity period,
tutorial level appears and the subject is allowed to freely explore the game
mechanics, and then plays the game for the desired time, but not exceeding 10
minutes. The data is continuously collected with the wristbands worn by the
participants, and recorded with our application running on the smartphone.
        </p>
        <p>Most recent attempt of experimental evaluation was conveyed in January
2018, again at the AGH University of Science and Technology. The procedure
itself was identical as in the June 2017 experiment, aside from one short
additional phase included after the Gaming Phase. The participant was asked to
simply sit and look at a relaxing picture displayed on full screen of the computer.
After 30 seconds, a sudden unpleasant sound (terried female scream) was played
without any warning. This step is applied to get a physiological reading
corresponding to a very strong aective response of the subject. The sensory setup
was augmented by two measurement platforms: e-Health and BITalino, as well
as Neurobit Optima, an advanced physiology data acquisition equipment, used
to gather referential HR and GSR data for the devices that are anticipated for
AfC purposes. Data of 18 subjects in total was gathered.
3.1</p>
      </sec>
      <sec id="sec-2-2">
        <title>Preliminary Evaluation of the Experiments</title>
        <p>
          Preliminary analysis indicates several issues, but nevertheless provide promising
perspectives. The main problems that occurred during the experiments were
related to the fact that the devices require special conguration, including repeated
pairing attempts before the connection takes place. Tentative observations
suggest that HR indeed varies as a function of arousal. Higher arousal values ascribed
in the Calibration Phase are indicated by HR scores higher than in the neutral
condition, and lower arousal values are associated with lower HR scores. This is
consistent with both the general knowledge and the results of other research [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]:
if a participant is more excited, her heart beats faster. Therefore, once technical
diculties are resolved, interesting results and modes of data interpretation are
anticipated.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Future Works</title>
      <p>Our future work regard both extension of the current experimental paradigms,
as well as interpretation of the data we are acquiring. We are planning to
incorporate audio stimuli, as well as considering the use of virtual reality devices.
Moreover, in the work regarding the design of aective games, we would also
consider how the interaction during the experiment takes place. This is especial
important or the practical development of the aective loop in games [20].</p>
      <p>
        In the near future, we are planning to develop methods of semantic
description of the aective data [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. We are planning to use ontological modeling to this
goal. Furthermore, we are investigating methodological requirements for
providing eective classiers of emotional states of the users [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Currently we are
focusing on the short term changes of emotional condition, and basic emotions.
However, in the future we are also considering the analysis of long term moods,
as well as social emotions, studied using the social signal processing [21].
(eds.) International Joint Conference SOCO’16-CISIS’16-ICEUTE’16 - San
SebastiÆn, Spain, October 19th-21st, 2016, Proceedings. Advances in Intelligent
Systems and Computing, vol. 527, pp. 7384 (2016), https://doi.org/10.1007/
978-3-319-47364-2_8
20. Tijs, T., Brokken, D., Ijsselsteijn, W.: Creating an emotionally adaptive game.
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      <p>In: Proceedings of the 7th International Conference on Entertainment Computing.
pp. 122133. ICEC ’08, Springer-Verlag, Berlin, Heidelberg (2009), http://dx.
doi.org/10.1007/978-3-540-89222-9_14
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emerging domain. Image Vision Comput. 27(12), 17431759 (2009), https://doi.
org/10.1016/j.imavis.2008.11.007</p>
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