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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Developing a Model to Handle Multiparty Conversations for Healthcare Agents</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Reshmashree Bangalore Kantharaju</string-name>
          <email>bangalore_kantharaju@isir.upmc.fr</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Catherine Pelachaud</string-name>
          <email>catherine.pelachaud@upmc.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Turn-taking, Multi-agent system, Healthcare agents, Nonverbal</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centre national de la recherche scientifique (CNRS) Institut des Systèmes Intelligents et de Robotique (ISIR), Sorbonne Université</institution>
          ,
          <addr-line>Paris</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Institut des Systèmes Intelligents et de Robotique (ISIR), Sorbonne Université</institution>
          ,
          <addr-line>Paris</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>signals</institution>
        </aff>
      </contrib-group>
      <fpage>30</fpage>
      <lpage>34</lpage>
      <abstract>
        <p>Virtual agents are playing a key role in several application domains for learning, gaming, healthcare. Social virtual agents are being used in diferent healthcare applications to provide assistance, coaching, explanation. Most existing applications rely on dyadic interaction. However multiparty conversation where each agent can be designed with a specific role has been shown to increase the passing of messages. One of the most common aspect of human-agent interaction is turn-taking, where the participants take turns to speak and allow for a smooth exchange. Several nonverbal signals and lexical and semantic information is used to facilitate this. Several studies have provided models to handle turn-taking in conversations involving three or more participants. The Council of Coaches project aims to provide virtual coaching to users by making use of multiple healthcare agents with various domain expertise. To achieve this, we aim to develop a model that will be able to handle multi-conversation and adapt the turn strategy depending on the group size and the agent role dynamically. This paper presents an overview of the existing literature and the research questions we intend to address.</p>
      </abstract>
      <kwd-group>
        <kwd>Figure 1</kwd>
        <kwd>Overall concept overview for the Council of Coaches project</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        Virtual humans are now becoming more afect-sensitive and have
been able to incorporate social skills to build and maintain
rapport [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The initial research on virtual agents focused on enabling
the agents to be involved in dyadic conversations, making them
human-like by displaying verbal and non-verbal signals. Now,
researchers are focusing on making the agents context aware,
engaging and be able to understand human conversational dynamics
to handle multi-party conversations and adapt accordingly to
provide rich human-computer interaction [
        <xref ref-type="bibr" rid="ref15 ref39 ref40">15, 39, 40</xref>
        ]. Virtual agents
are used in several application domains for learning [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ],
coaching [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and even in healthcare domain [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Embodied
conversational coaches are being developed to be companions or coaches.
Studies show that patients in general withhold information due to
the stigma and fear of being perceived in negative light [
        <xref ref-type="bibr" rid="ref11 ref19">11, 19</xref>
        ].
Virtual humans can play a key role in providing a ’safe’
environment, that can motivate the users for honest disclosure of important
information [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ].
      </p>
      <p>The average human life expectancy has increased significantly
over the past decades due to advancements in health treatment and
care. Subsequently, older adults living under the efects of various
chronic conditions has also increased substantially. Maintaining
a healthy lifestyle can help in preventing chronic conditions and
improve the overall quality of life. In this paper, we present the
Council of Coaches project that aims to provide virtual coaching
involving multiple autonomous agents to motivate and educate
the user about healthy lifestyle habits through interactive group
discussions. Use of a multi-agent system would allow the user to be
more engaged in the discussion. Also, multiple agents can provide
diferent perspectives on the same issue and facilitate the users
approaching old age to understand better life style s/he should
undertake and the medical treatment s/he should follow. We first
present the overview of the project followed by the focus of
research. In Section 2, we present existing works on virtual agents in
healthcare domain and the various multiparty models that exist. In
Section 3, we present the research motivations and approach for
developing a model to handle multi-party conversations.
1.1</p>
    </sec>
    <sec id="sec-2">
      <title>Council of Coaches Project</title>
      <p>
        The Council of Coaches is a European Horizon-2020 project that
aims to develop a tool to provide virtual coaching for aged people
to improve their physical, cognitive, mental and social health [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ].
The council consists of a number of virtual embodied agents, each
specialized in their own specific domain. They interact with each
other and with the user to inform, motivate and discuss about issues
related to health and well-being.
      </p>
      <p>
        Six diferent expert coaches will be developed with knowledge
in specific domains (see Figure 2). The core virtual coaches are
Social-, Cognitive-, Physical-, and Mental Coaches and health
specific coaches e. g., Diabetes and Chronic Pain coaches. The coaches
will be designed to have diferent physical appearances, roles and
use diferent persuasive strategies i. e., emotional or rational. The
coaches will respond in a highly personalized manner based on
the holistic behaviour modeling and analysis component which
will detect short-term behaviour events and long term behaviour
trends using sensors (on-body and home-environment). A
multiparty Dialogue and Argumentation framework will provide the
dialogue actions to be communicated by the virtual coaches based
on [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. It will introduce, analyze, and represent at a formal level,
aspects of argumentation, dialogue, persuasion and explanation
between (i) multiple virtual agents, and (ii) multiple and individual
virtual agents and a user. The Council of Coaches will reside in the
cloud environment and actively build and maintain a shared
knowledge base in the form of user models, context models, interaction
models. The coaches will be enabled to maintain their own private
knowledge base, to improve the interactions.
      </p>
      <p>
        The main contribution of this research work will be, to develop a
multi-party conversation model that will facilitate turn-taking in a
dyad or multi-party scenario that involves human user and virtual
agents. The interaction will allow both reactive and proactive user
participation and the speaking turns will be driven either by the
users or the agents to ensure mixed initiative. The model will also
be able to handle interruptions and manage dynamic group
conversations in a multiparty scenario based on the role and domain
of expertise. Further, we aim to maintain user’s engagement by,
gathering data on user’s emotional state, providing information
to the user appropriately, and ensuring that the user maintains
involvement in the interactions with the coaches. This work will
make use of and build upon the GRETA/VIB platform [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] for
multimodal behaviour generation and for visualizing virtual coaches.
      </p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>In this section, we first present the virtual agents developed to assist
users in the healthcare domain and then we provide an overview of
the existing models developed to simulate and handle multiparty
conversation.
2.1</p>
    </sec>
    <sec id="sec-4">
      <title>Healthcare Agents</title>
      <p>
        Several virtual agents have already been developed in the
healthcare domain to aid patients in various aspects. In [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], a virtual
human was developed for conducting interviews for healthcare
support and it was shown that participants reported willingness to
disclose, willingness to recommend and general satisfaction with
the system [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. In [
        <xref ref-type="bibr" rid="ref38">38</xref>
        ], Kristina, an ECA is developed to provide
healthcare advice, assistance and act as social companions for the
elderly. In [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] a virtual agent was used to explain health documents
to patients. Evaluation study showed that, participants preferred
agent over a human also reported that they felt more comfortable
with the agent since they could ask for repetitions. ECAs are
increasingly being considered and adopted for psychotherapeutic
interventions [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] as well. A virtual agent was designed to improve
communication skills among users with autism spectrum
disorder [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. A meditation coach was developed in [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ], to aid the users
through meditation to help users to relax. In [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] Monkaresi,
developed a diabetes coach that helps individuals manage prescribed
exercise, nutrition, monitoring blood glucose levels, and
medication adherence. In [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], an agent was developed to help individuals
with schizophrenia to manage their condition. A virtual agent that
assists patients with chronic pain and depression was developed
in [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] and patients reported significant improvements in
depressive symptoms, social support, stress. In [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], virtual agent was able
to perceive the user’s facial expressions and text entries and deliver
motivational intervention in an empathetic way. A relational agent
in the role of exercise advisor was developed in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] to be used by
older adults in their homes on a daily basis over an extended period
of time and the results showed an increase in physical activity. An
agent was designed to provide social support for older adults and
the results showed high levels of acceptance and satisfaction, by
successfully providing a sense of companionship [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ].
2.2
      </p>
    </sec>
    <sec id="sec-5">
      <title>Multiparty Models</title>
      <p>
        There are several models in the literature that are enabled to handle
turn-taking and interruptions in dyadic conversations [
        <xref ref-type="bibr" rid="ref10 ref20 ref8">8, 10, 20</xref>
        ]
and models that use diferent conversational settings e. g.,
presentation (interactive or non-interactive), multi-agent presentation or
interaction with users [
        <xref ref-type="bibr" rid="ref28 ref29">28, 29</xref>
        ]. In this section, we describe the
various multi-agent models that assign turns and handle interruptions
in multi-party conversations.
      </p>
      <p>
        Padilha and Carletta [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] presented a basic model for simulation
of agents engaged in group conversation that involved turn-taking
and the associated non-verbal behaviours. The agents were modeled
to be independent and defined by a set of attributes i. e.,
talkativeness, likelihood of wanting to talk; transparency, likelihood of
producing explicit positive and negative feedbacks, and turn- claiming
signals; confidence, likelihood of interrupting, and continuing to
speak during simultaneous talk; interactivity, the mean length of
turn segments between TRPs; verbosity, likelihood of continuing
the turn after a TRP at which no one self-selected. The agents made
probabilistic decision about the display of behaviour such as
speaking and listening, feedback, head nods, gestures, posture shifts, and
gaze. The algorithm generated a log of the decisions made by the
agents and did not provide any visual representation.
      </p>
      <p>
        In real life, groups are not always static and they may fragment
into subgroups or merge into a larger group e. g., an agent can join
an already existing conversation or two agents that are already
a part of the conversation can start a new conversation of their
own and form a diferent group. In [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] an algorithm that simulates
behaviours and allows dynamic changes to conversational group
structure is presented. The agents take turns to talk and make use of
non-verbal cues to indicate end of turn. When an agent is speaking,
the gaze behaviour of other agents is monitored and appropriate
feedback is provided. The algorithm supports sharing of messages
between the agents to communicate, but these messages do not
result in any direct outcome. The decisions are made independently
by an individual agent i. e., when a character receives a message
it can react immediately or update the internal state and make
decision at a scheduled time. One of the main limitations of this
model is the lack of dynamic movement and positioning which was
addressed in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Appropriate positioning of the agents in groups with respect to
other agents and the environment is important since it makes the
simulation more engaging and realistic. Incorrect positioning of the
agents can have a negative efect on the believability. [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] presents
an algorithm for simulating the dynamic movements, orientation
and positioning observable in multi-party group conversations and
is a continuation of the work presented in [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The movement and
positioning component allows agents to monitor "forces" that make
it more desirable to move to one place or another while remaining
engaged in conversation. The desire to move and the direction can
be represented as a vectorial quantity which could be interpreted
as social force. This force does not directly cause any movement
but provides a motivation to move. Several forces can be active at
any given point. The reasons for the agents to move can be (1) to
come closer to the speaker, (2) avoid/ move away from background
noise, (3) if an agent is too close than the comfortable distance, (4)
if the speaker is occluded (move to make a circular formation).
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ], Thorisson et. al, proposed the Ymir Turn Taking Model
(YTTM) which is a computational agent-oriented model. The model
has been implemented with up to 12 agents in a virtual world
participating in real-time cooperative dialogue. Eight dialogue contexts
each containing the various perception and action modules has
been implemented. Each agent has an isolated context model and
input from perceptions that include a list of all conversation
participants, speaker, who is "looking at me" (for any given agent)
and who is requesting turn at each given time. They also have
configuration for urge-to-speak, yield tolerance, impatience for
getting the turn. Although it supports multi-party conversation it
does not consider the expression of attitudes and dynamic group
formation. In [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], Ravenet et. al, presented a computational model
for afective real-time turn-taking that allowed an agent to
express interpersonal attitudes in a group. The multi-agent model
was developed where multiple virtual agents could converse and
display non-verbal behaviour, including turn-taking. It consists
of a turn-taking component, a group behaviour component and a
conversational behaviour component. The turns are modeled as a
state machine and activate based on specific input values. Although,
this model supports multi-party conversation and expression of
attitudes, it does not consider the content of speech or diferent
interruption strategies. These kind of simulations allows middle-level
of detail for crowds, in which the characters are close enough to be
visible, but are not the main characters in the setting. Their main
role is not to interact with the user, but rather maintain the illusion
of a realistic environment where the user is situated.
      </p>
      <p>
        Ada and Grace are virtual museum guides with difering opinions
and behaviours that are designed to provide useful information [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ].
The two agents interact with the user and answer the questions
when the user presses a push-to-talk button and speaks into a
microphone. The interaction between the agents is limited to sharing
the responses and do not interact with each other when no one
is talking with them. Gunslinger is an interactive-entertainment
application where a single participant can interact verbally and
nonverbally with multiple virtual characters [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. It includes speech
recognition and visual sensing to recognize the multimodal user
input. A statistical text classification algorithm selects the character’s
responses based on the user’s utterance, a visual recognition
module detects and tracks the motion of the user in the physical space
over time and the visual understanding module infers higher level
behaviours e. g., facing a character. In Mission Rehearsal Exercise
(MRE) [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ], Traum et. al, proposed a model for multi-party
interactions in a 3D virtual environment. This model supports multi-floor
dialogue. Agents can interact with a human user and as well as
with each other and respond. The model consists of several layers
i. e., Contact, Attention, Conversation (Participants, Turn, Initiative,
Grounding, Topic, Rhetorical), Obligations, Negotiation. Each layer
has an information state, dialogue acts and required signals and
recognitions rules. The agents can make contact by going close
(eye or ear shot) and break contact by walking away. In [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], a
computational model is presented for multi-party turn-taking. It
tracks the conversational dynamics to make turn decisions and
for rendering decisions about turns into an appropriate set of
lowlevel behaviours like, coordinated gaze, gesture and speech. In [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
Barange et. al, propose a multi-party coordination model that
allows several virtual and human agents to dialogue and reason to
perform a collaborative task.
3
      </p>
    </sec>
    <sec id="sec-6">
      <title>RESEARCH APPROACH</title>
      <p>
        As we have seen, there exists several embodied conversational
agents that aid users and provide coaching in a specific aspect e. g.,
diabetes coach, meditation coach. Developing healthcare virtual
agents to provide adequate support and advice on their health,
habits and lifestyle could improve the overall quality of life among
the elderly. To the best of our knowledge, this will be the first
work where multiple embodied conversational coaches with specific
domain expertise will be developed. Virtual humans need to be
persuasive in order to promote behaviour change in human users.
Design features of the virtual agent like role, verbal, and non-verbal
communication is critical. The attitude that each agent aims at
expressing towards the others determines the verbal and nonverbal
behavior that are exhibited in such group interactions [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>
        While several studies have focused on understanding the
numerous aspects that influence the degree of persuasion, most of them
are limited to dyadic interactions. Since we aim to have multiple
virtual agents in the same environment, it is therefore important
to understand the preferences of the users i. e., features related to
the appearance style, group composition e. g., single or multiple
agents in diferent roles. This will facilitate in developing coaches
that will be able to handle conversations successfully and be
effective in user behaviour changes. The attitudes expressed by the
coaches will have a direct influence on the conversational structure
i. e., an agent with dominant personality will have the tendency
to interrupt or claim turns more frequently [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The first step in
this research work will be to understand the user preferences of
the agent in a multiparty setting. A user-based study is in progress
which aims to understand the efects of gender and role on user’s
persuasion. Since this is the preliminary experiment, we make use
of a non-interactive presentation format. Future studies will involve
an interactive system which will include a behaviour profile of the
users and aim to provide personalized assistance and appropriate
advice related to health.
      </p>
      <p>The current experiment is based on 2 x 2 x 3 design, where the
variables include agent gender (male vs. female), role (authoritative
vs. peer) and persuasion type (multiple agent user-based vs. multiple
agent vicarious vs. single agent). For the initial step, we have chosen
the topic of discussion on movies, which is one of the most common
topics of discussion among the general population. The participants
are randomly assigned to one of the 12 conditions specified above
and will be asked to provide rating for three movies based on
textual description of the movies. In the next step, the user will be
shown a 60-90s clip where one/several virtual agents will present
a persuasive dialogue about the movie which received the lowest
rating and ask the participant to provide a rating again. The results
from this study will be considered while designing the appearance
of virtual agents and their personalities for the Council of Coaches
project.</p>
      <p>
        Further we will develop a theoretical model to handle multiparty
turn taking. Existing models that handle turn-taking in multi-party
conversations display the required non-verbal behaviour but they
do not consider the verbal content and the dynamic nature of group
conversations completely. Our aim is to:
• Extend the model proposed in [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] to consider the verbal
content.
• Handle multi-topic management.
• Be able to switch floors when required and handle
interruptions by user or other agents.
• Enable the model to dynamically adjust the turn-taking
strategy when a participant joins/leaves the conversation.
      </p>
    </sec>
    <sec id="sec-7">
      <title>ACKNOWLEDGMENTS</title>
      <p>This project has received funding from the European Union’s
Horizon 2020 research and innovation programme under grant
Agreement Number 769553. This result only reflects the author’s view
and the EU is not responsible for any use that may be made of the
information it contains.</p>
    </sec>
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