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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamication and aective computing for the improvement of driving assessments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>bio Silva</string-name>
          <email>fabiosilva@di.uminho.pt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cesar Analide</string-name>
          <email>analide@di.uminho.pt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Algoritmi Centre, University of Minho</institution>
          ,
          <addr-line>Braga</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Urban transports and the act of driving in condensed urban areas can lead to eective changes in people's emotions. The time consumed to these tasks is also signicant as most people spend a considerable amount of time just moving from one place to the other. Therefore, people are exposed to the risk of others and may pose a risk to other themselves. In order to target, and promote sustainable urban driving this articles proposes the use of gamication techniques and estimates of the users' emotions to inuence not only good behavior but also sane emotional states for drivers. This work presents the integration of emotions into the gamication system for driving assessment.</p>
      </abstract>
      <kwd-group>
        <kwd>Aective Computing</kwd>
        <kwd>Gamication</kwd>
        <kwd>Smart Cities</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>An ubiquitous society enables dierent solutions to classic problem such as
urban transportation. It is in fact common knowledge that urban transports has
problems that have fueled research and attention of governance bodies.</p>
      <p>One such case is the driving analysis and hazardous behavior from drivers. It
is fact the case that most of the fault for trac accidents is in fact human error.
This error is often avoidable is there are systems in place to detect the drivers
state of mind, attention and driving patterns.</p>
      <p>
        This eld has recently caught the attention of insurance companies [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], which
promote the use of ubiquitous applications to diagnose driver styles and promote
safer driving by means of insurance bonuses. Though interesting, these
applications are often simple in implementation and in some cases opaque to the user.
This mean the user is not suciently aware of what is being recorded or if it is
actually being rewarded of penalized by the use of these applications.
      </p>
      <p>Another form of intervention is to promote users who follow trac and
driving recommendations such as alerts and rest pauses. In the eld of pervasive and
ubiquitous computing, it is possible to analyze driving behavior and categorize
it in dierent categories such as aggressive or relaxed. These are not traditional
assessment and possible by the fusion of data capture either directly by the
vehicle or with the help of sensing devices [7].</p>
      <p>The action upon users is a problem that needs to be solved. Not all users
respond in the same manner to suggestions, recommendations or alerts and a
tailor made, multi-purpose approach is needed for these structures to work.</p>
      <p>In this article we present an architecture to link gamication to the emotional
state of mind of users in order to inuence driving behavior. Dierent strategies
are devised to the management of points, levels and achievements. The objective
is always to drive the user to become a safer piece in the urban transportation
model and avoid potential hazardous consequences from prolong bad habits.
2</p>
      <p>Applications of Gamication and Aective Computing
Gamication and aective computing do not generally appear linked as subjects
of research. Despite their dierences, these two themes can be combined in a
strategic manner to steer human behavior as a positive inuence.
2.1</p>
      <sec id="sec-1-1">
        <title>Aective Computing and Urban Transport</title>
        <p>
          The use of aective computing for urban transport implies the detection of
emotional state or users. The emotional state can be interpreted in more ways
than one. There is the personality of users which inuences how users react to
events, the current mood of the user which implies a mid term emotional states
the current spirits of the user and emotion which is viewed how a user reacts to
an event and may or may not alter his mood state. In terms of computational
representation, the PAD space is a useful mathematical space where emotions can
be represented [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Personality assessment can also derive a dominant emotion
in this space. One way to obtain a personality is the use of questionnaires such
as the Newcastle Personality Assessor (NPA) questionnaire was used [5].
        </p>
        <p>Taking this in consideration, in urban transports there are dierent types
of events which correlate in some aspect with the before-mentioned aective
attributes. For starters, there is the driving style of an user. This is typically
viewed as immutable manner in which a driver operates a vehicle. It can consist of
a relation of average speed, break and acceleration times across multiple records
of driving from an user in a simplied the approach. Then there are the current
driving style for a particular period of recordings such as a trip. And nally, we
have direct events which occur while driving which may or may not aect how
we drive. Some driving events are known to aect profoundly how we drive, as
an example we can think of episodes of road rage where some event from one
driver such as lane cutting can trigger aggressive and dangerous behaviors from
other drivers.</p>
        <p>Directly comparing the previous two paragraphs, there is an obvious link
between emotion and driving patterns that can be used to research the emotional
link between the act of driving and positive or negative emotions. Taking cues
from the driving style of the user we can infer some aspects of the users
personality and the current driving style from a trip can be used to estimate users
mood. Of course, this mood cannot be directly inferred, but it can be analyzed
beforehand and validated by specialists from elds of psychology. For instance, a
user with a tendency to drive at higher speeds may be inferred to be calm when
he drives at lower speeds, but on the other hand a tendency to drive at lower
speeds, when driving more slowly it can be perceived as uncertain or undecided
not necessary more calm.</p>
        <p>The aective computing here depicted is not all related to the user frame of
mind but with our interpretation of how a is emotionally responding to driving.
Taking in consideration driving proles inferences regarding driving personalities
can be made.
2.2</p>
      </sec>
      <sec id="sec-1-2">
        <title>Gamication and Urban Transport</title>
        <p>
          The eld of gamication is characterized by the use of game elements on non
game applications. This can be translated as to use game components
encountered in traditional games such as points and levels to real applications such
as tracking fuel consumption [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Other potential elds of application include
monitor driving distances or number of driving pauses.
        </p>
        <p>Gamication is often used as a motivational and persuasive tool to inuence
behavior in a manner that promotes the objectives of the designer of the
application system. When used to a community of users it fosters the competition of
users towards a dened objective that is viewed as important.</p>
        <p>In the eld of urban transportation gamication can be used as reward tool
to inuence drivers to acquire safer driving styles [6]. Coupled with techniques
from ubiquitous sensing, it can even target driving styles and emotional state of
users, contributing to a safer environment in urban transports.
3</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Design of prototype application</title>
      <p>The design of this prototype uses the PHESS Driving application, previously
developed for assessing user driving events. The idea of this prototype application
is to have a system that reward points to user dynamically according to positive
or negative emotion, translated by aggressive and non-aggressive behavior as
categorized on the PHESS Driving application [7].</p>
      <p>Taking into consideration this system, already implemented to categorize
driving styles and a gamication platform, experiments with aective computing
are made in this research. Taking cues from aective computing and related
projects, means for the translation of driving events to emotional states are
implemented. Based on the detected emotions dynamic point systems are used
to reward or penalize driving activities in two stages: while driving and after
driving. The rst will act as a means to directly inuence driving actions while
the second aims to raise driver awareness.</p>
      <p>In architecture, sensor data obtained through a mobile application of the
PHESS Driving is used to obtain the users driving data, build user driving
proles and classify driving events.</p>
      <p>
        The process ow is illustrated in gure 1. After the processing of user driving
data, an approximation of usual driving emotion is made based on the driver
prole which is then updated constantly by the data captured by sensors while
driving. Alert signs are displayed in the mobile application depicting points
awarded, thus giving feedback to the driver. After the driving trip is over, the
driver’s prole is also updated and as a consequence the driver’s initial emotion
for next iteration might be dierent as well.
The computational representation of mood states is done according to the
Pleasure, Arousal, Dominance framework described by Mehabian (PAD) [4] and the
PAD space extended by Gehbard in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], where the initial P; A; D variables are
initiated according to an emotion list in this space.
      </p>
      <p>Emotion classication is based on the analysis of the number of breaks and
accelerations detected by mobile sensors: aggressive driving styles are connected
with high frequency of breaking and accelerating actions; relaxed driving is
correlated with stable velocity and low breaking and accelerating actions.</p>
      <p>The update of emotions is a path between the PAD space where a current
emotion is inuenced by events and direct the state of the user towards a nal
emotion as a response to the event. The velocity of emotional change is regulated
by a variable emotionalW eight which will be higher if the emotion and the event
have both either negative or positive classications. When the classication dier
then its value is lower simulation inertia in state change.</p>
      <p>Eactual = Eactual + (Efinal</p>
      <p>Eactual) emotionalW eight
(1)</p>
      <p>Following this approach, two nal states are dened representing angry and
calm states so that a driver’s emotion may be updated towards one of these
states. The equation 1 represents the current driver’s state moving in a vector
space at a velocity dened by the emotionalW eigth.</p>
      <p>For the purpose of this study, the nal emotions considered are dened in
table 1.</p>
      <p>This study is limited to a classication of emotion states oscillating between
pleased and angry emotions. The classication of additional emotions is being
addressed in an extended research from this work.
3.2</p>
      <sec id="sec-2-1">
        <title>Point, Level and Achievement Strategies</title>
        <p>The use of emotions in gamication has the objective to become more natural
and understandable to the user. Therefore points while driving are only
attributed when the dominant emotion is classied as positive by the PAD space.
Though there are currently only two nal emotions being addressed,
intermediate emotions can still exist by the paths the initial emotion makes in the PAD
space.</p>
        <p>After the trip, an assessment of the trip is made according to the classication
of the average number of accelerations and decelerations per unit of time. Based
on these inputs the PHESS Driving system can classify the driving session as
aggressive or normal and additional points are generated to the user.</p>
        <p>The achievements are automatically generated by rules dened in the
gamication platform. Examples of current rules include the appearance of
achievements related to positive trips after more than 10 negative driving sessions and
reinforcement achievements as streaks achievements for positive driving sessions.
3.3</p>
      </sec>
      <sec id="sec-2-2">
        <title>Study Case</title>
        <p>In order to demonstrate the system, here a trace of the trip from a user in the
platform is described. The user in question starts from a negative user prole
and has a driving session of about 10 minutes generating about 226 driving
events. From the results of this driving session, in gure 2, it demonstrates the
emotional path derived and a partial sample of the driving trajectory.</p>
        <p>From the emotional path we can derive that the user arrives at a positive
stage early in the trip around the second minute, from when points are generated
during its trip. At the end of the trip the analyzing the the driving session, more
points are awarded due to the fact that this is in fact a positive driving session.
Nevertheless, after the update of the user prole, its starting emotion is still
negative and therefore, there is a penalization because the user driving session
history is still aecting its user prole categorization.</p>
        <p>Additional work is being done to add more dynamics to the gamication
structure The idea is to pick up these experiments and add more point and
achievement strategies to positively inuence the user.
Gamication can be a useful tool for user persuasion, using reward
methodologies or more advances methods such as information diusion through user social
networks. In the case of user driving habits it may inuence how the driver
reacts and inuence them to positive attitudes. The use of aective computing,
demonstrated in this article aims to make the gamication more social and
understandable by the users. Linking the emotions to events and using predominant
emotions to steer gamication rewards is an innovative idea for user persuasion.</p>
        <p>The aim of this research is to continue the study of emotion perception by
short questionnaires to the end of each trip and relate user feedback to
intercepted notions from the aective system. Emotion linked to driving events is
also being explored, in order to expand the current range and make the emotion
space more dynamic. The study of aective persuasion will be monitored to be
compared with traditional gamication to access dierences or similarities in
user persuasion.</p>
      </sec>
      <sec id="sec-2-3">
        <title>Acknowledgements This work has been supported by COMPETE: POCI-01-0145-FEDER-007043 and FCT - Fundaªo para a CiŒncia e a Tecnologia (Portuguese Foundation for Science and Technology) within the Project Scope UID/CEC/00319/2013.</title>
        <p>4. Mehrabian, A.: Pleasure-arousal-dominance: A general framework for describing
and measuring individual dierences in Temperament. Current Psychology 14(4),
261292 (1996)
5. Nettle, D.: Personality : What makes you the way you are. OUP Oxford (2008),
http://books.google.pt/books?id=PimuSGj1U_gC
6. Silva, F., Analide, C.: Gamication and the Improvement of Urban Sustainability.</p>
        <p>In: Ambient Intelligence and Smart Environments Series. pp. 446455 (2016)
7. Silva, F., Analide, C.: Ubiquitous driving and community
knowledge. Journal of Ambient Intelligence and Humanized
Computing pp. 110 (aug 2016),
http://link.springer.com/10.1007/s12652016-0397-9
http://link.springer.com/article/10.1007/s12652-016-03979%5Cnhttp://link.springer.com/content/pdf/10.1007%2Fs12652-016-0397-9.pdf</p>
      </sec>
    </sec>
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