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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards a Logic-Based Approach for Multi-Modal Fusion and Decision Making during Motor Rehabilitation Sessions</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fabio Aurelio D'Asaro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Origlia</string-name>
          <email>antonio.origlia@unina.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Silvia Rossi</string-name>
          <email>silvia.rossi@unina.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CRDC Tecnologie, University of Naples Federico II</institution>
          ,
          <addr-line>Napoli</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>DIETI, University of Naples Federico II</institution>
          ,
          <addr-line>Napoli</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>URBANECO, University of Naples Federico II</institution>
          ,
          <addr-line>Napoli</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>13</lpage>
      <abstract>
        <p>-We introduce a general approach which aims at combining machine learning and logic-based techniques in order to model its user's cognitive and motor abilities. In the context of motor rehabilitation, hybrid systems are a convenient option as they allow both for the representation of formal constraints needed to implement a clinically valid exercise, and for the statistical modelling of intrinsically noisy data sources. Moreover, logic-based systems offer a transparent way to look at the decisions taken by an automated system. This is particularly useful when an AI system needs to interact with a therapist in order to assist therapeutic intervention, e.g. by explaining why a given decision is sound. This methodology is currently being developed within the context of the AVATEA project. Index Terms-Multimodal Fusion, Epistemic Probabilistic Event Calculus, Motor Rehabilitation</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
    </sec>
    <sec id="sec-2">
      <title>In this work, we introduce some of the ongoing activities in</title>
      <p>the context of the AVATEA project (Advanced Virtual
Adaptive Technologies e-hEAlth). The project aims at developing
an intelligent system to support the rehabilitation process
of children with neuro-motor disorders. More specifically,
AVATEA aims at creating an integrated system consisting of:
(i) an adjustable seat, (ii) different types of sensors, and (iii) an
interactive visual interface to perform rehabilitation exercises
in the form of games. Such games/exercises are going to
be specifically targeted at supporting therapeutic sessions for
Development Coordination Disorders (DCD).</p>
      <p>
        Although a significant amount of work has been done in
the general area of motor rehabilitation with promising results
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], there is still a need for developing personalised therapeutic
scenarios. Adaptation techniques typically only focus on
maximising effort during the rehabilitation session [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. However,
it is also necessary to take into account parameters such as the
individual subject’s capabilities [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and the child’s emotional
response, e.g. in terms of motivation and engagement [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>In this direction, AVATEA aims to assist the activity of a
therapist through the use of data acquired from its sensors.
Machine learning techniques can process this data to profile
the user’s motor abilities, his/her psychophysiological state,
and to monitor the child’s response to the exercise being
performed. The resulting user model can then be used e.g. to
monitor the user’s performance and decide what is the most
appropriate rehabilitation strategy.</p>
      <p>
        However, handling data coming from different sources
requires a complex system able to integrate them and take
decisions accordingly, i.e. a multimodal system [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Moreover,
in existing rehabilitation games, the patient motivational state
has been considered to evaluate the game effectiveness [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ],
without providing the possibility of taking decisions with
respect to the online adaptation of the rehabilitation exercise.
      </p>
      <p>Alongside machine learning techniques, we also intend to
employ a logic-based system. Indeed, in a complex domain
such as that of AVATEA, much of the experts’ knowledge
would have to be re-learnt from scratch (thus requiring a
considerable amount of data) if we were to use machine
learning techniques exclusively. Logic-based systems, on the other
hand, are progressively becoming able to handle uncertain
knowledge (e.g., using Probability Theory or Fuzzy Logic).
This provides the opportunity to retain important parts of this
knowledge even when it comes with a degree of uncertainty.
Moreover, logic-based systems offer a transparent way to look
at the information in AI systems. For example, a therapist
might want not only to see what decisions were taken by the
system but also why they were taken. A logic-based system
is able to reconstruct the rationale behind the decisions taken
by considering the chain of rules that were applied starting
from the facts in the knowledge base. Such an advantage does
not also apply to machine learning algorithms, that generally
cannot provide explanations in human-readable terms. It is also
worth noting that these systems can be used by an expert to
sketch the causal relationships of a domain, and then use other
techniques to learn the appropriate parameters when they are
not available to the expert.</p>
    </sec>
    <sec id="sec-3">
      <title>II. BACKGROUND AND RELATED WORK</title>
    </sec>
    <sec id="sec-4">
      <title>Gamification strategies have proven to be extremely successful to engage young children in diagnostic or therapeutic exercises, even before the advent of digital gaming. By leveraging on Self-Determination Theory [6], the concept of</title>
      <p>
        intrinsic motivation has been applied to engage children in and ProbLog [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] to perform event recognition from security
activities designed to provide therapists with reports about cameras. In the proposed case study, the logical part of
their competence levels in either cognitive or physical tasks. the architecture receives time-stamped events as inputs and
While games to test cognitive capabilities (see e.g. [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]) do processes them in order to detect complex long-term activities
not form a sharply defined class, games designed to test and (e.g., detect that two people are fighting from the fact that they
improve motor skills are usually referred to as exergames. have been close to each other and moving abruptly during the
The effects of exergames have been found to be generally last few seconds). Given their semi-probabilistic nature, these
positive [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Therefore, combining Computerised Adaptive frameworks are able to handle uncertainty in the input events
Tests (CATs) with gamification strategies results in systems (ProbEC) or in the causal rules linking events and fluents
that are able to engage young users in playful activities, (MLN-EC). We envisage that similar systems, especially the
while adapting the current challenge according to level of Event Calculus-based ones, could be employed as a way to
user competence. Furthermore, sessions are typically logged perform fusion between different modalities.
in order to provide detailed feedback to therapists. On the
cognitive side, these adaptive systems have been designed to III. THE AVATEA ARCHITECTURE
evaluate subjective well-being [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and phonological acquisition The proposed architecture is essentially a multimodal
sys[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] among others. Adaptive exergames have been used e.g. tem. These were first formally defined in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] as systems that
in the context of children with spinal impairments [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], “[. . . ] process two or more combined user input modes such as
and to test gross motor skills [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. These works, however, speech, pen, touch, manual gestures, gaze, and head and body
typically use a single modality to implement CATs and do not movements in a coordinated manner with multimedia system
consider social feedback as a part of the adaptation process to output”. The possibility to handle multiple communication
recover engagement. Considering the challenge posed both by channels is expected to simplify interaction with the user and
multimodal fusion and by adaptation strategies, an integrated to result in a more natural way to control an automated system.
system for both fusion and decision making represents an Available modalities may be used in an exclusive or concurrent
ambitious goal, with potentially broad impact on the field way, with no integration between them [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. However, it is
of adaptive diagnosis and treatment of both cognitive and more often the case that a multimodal system processes
mulphysical impairments. tiple channels in a parallel and integrated way [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. Moreover,
      </p>
      <p>Moreover, in the specific case of CATs, the domain knowl- whether it is more advantageous to adopt an early or late
edge is known to the developers, as the experimental procedure model for data fusion strongly depends on the amount of
must remain safe and informative. It is necessary to keep available knowledge about the domain. From a system design
records of the decisions taken by the system, in order to perspective, it is better to develop separate, more specialised,
reconstruct and explain how the session was managed by the approaches to analyse each single data source and then fuse the
system. In this specific situation, statistical modelling alone is results using a subsequent layer. However, when the domain
not advantageous because: (i) it would require a lot of data knowledge is limited, key interactions among input modalities
to discover elements that are already known, and (ii) it would may be overlooked: in this case, early fusion is more adequate.
make it difficult to provide human-readable feedback to the Generally, the problem of deciding when to apply fusion is one
therapists. of the main issues when designing multimodal systems (see</p>
      <p>
        In this context, hybrid systems are a convenient option as e.g. [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]). In our domain, the amount of available knowledge
they allow both for the representation of formal constraints about training exercises supports the adoption of a late fusion
needed to implement a clinically valid exercise, and for the approach.
statistical modelling of intrinsically noisy data sources. Re- Figure 1 shows the envisaged architecture for the AVATEA
cently, logic-based approaches have been successfully applied project which main modules we will discuss in the following
to several fields of Artificial Intelligence, including (but not paragraphs.
limited to): event recognition from security cameras [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ],
robot location estimation [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], understanding of tenses [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] A. Sensors
and natural language processing [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Due to the increasing We are going to use different types of sensors, including:
relevance of Machine Learning and Probability Theory in AI, (i) pressure sensors, (ii) 2D and 3D cameras, (iii) motion
these frameworks and languages have gradually started em- detectors, and (iv) an EEG sensor. Pressure sensors, motion
ploying probabilistic semantics (see e.g. [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]) to incorporate detectors and cameras are going to be used to make sure that
and deal with uncertainty. This has given birth to the field of exercises are being executed correctly by detecting front and
Probabilistic Logic Programming (see e.g. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]). For example back posture, head-pose, movement speed, balance and feet
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], which is based on the Situation Calculus ontology, can relative position. In some cases, the cameras may be used
model imperfect sensors and effectors. The Situation Calculus’ to let the user interact with the system, e.g. by pointing at
branching structure makes these frameworks mostly suitable the screen. Moreover, data from cameras and EEG data are
for planning under partial states of information. On the other going to help checking the user’s current level of stress and
hand, MLN-EC and ProbEC [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] extend the semantics engagement and e.g. decide whether the difficulty level of the
of the Event Calculus using Markov Logic Networks [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] exercise should be changed.
      </p>
      <sec id="sec-4-1">
        <title>B. Input Trackers</title>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Adaptive games require the ability to dynamically track</title>
      <p>
        children movements. For example, movements must be taken
into account if we want the system to automatically adapt
the game speed to the children’ physical capabilities. To this
aim, pressure sensors, head pose and skeleton data from video
images will be processed and then given on input to the game.
Particular emphasis will be put on tracking children’ posture:
for instance, the head-pose will be a triggering event for some
games. We are going to employ one of the several available
skeleton detection algorithms. Existing methods include those
using R-GBD or 2D cameras (e.g. the OpenPose library [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ])
which can identify various positions, even those of
ambiguous interpretation (sitting, three-quarter backward perspective,
etc..).
      </p>
      <sec id="sec-5-1">
        <title>C. Classifiers</title>
        <p>during the exercise, as well as his/her emotional state and
engagement. The Modalities Recognisers classify the features
extracted from the sensor data, and create a list of possible
interpretations (N-Hypothesis) for the AI engine.</p>
      </sec>
      <sec id="sec-5-2">
        <title>D. User Models</title>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>We will use personalised machine learning techniques to</title>
      <p>
        learn a model of the children abilities and interaction
preferences [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]. In turn, these profiles will make the system able to
recognise anomalies with respect to such model [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] so that it
is possible to track improvements in the user’s performance.
Moreover, user’s performance over time will be correlated with
how they felt about the exercise (or similar exercises) in the
past. This can be used to create a personalised exercise plan
(e.g., exercise type, modality of execution of the exercise, etc).
      </p>
      <sec id="sec-6-1">
        <title>E. AI Engine</title>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>In AVATEA, the focus is on human activities. These are</title>
      <p>
        very difficult to classify due to the diversity of individual
conditions. Leveraging on the expressive power of deep networks
as feature extractors, and by exploiting features modelling
techniques of the human body, we will research and design
novel algorithms for Social Signal Processing [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Video and
EEG data will be used to monitor the attention of the children
      </p>
    </sec>
    <sec id="sec-8">
      <title>The system we envisage implies the use of noisy data</title>
      <p>sources coming from multiple sensors and trained classifiers.
These drive a decisions layer conducting adaptive
rehabilitation exercises. If, on one hand, this makes it necessary to
handle classification estimates with probabilistic reasoning,
on the other hand, one needs to keep a rule-based structure
to ensure clinical effectiveness and human-readable session
summarisation. Hybrid systems, typically consisting of
probabilistic rules, combine the best of the two approaches by
allowing the definition of strict rules. These rules can be used
to model the structure of the clinical procedure, and adapt
to the information from the classifiers (i.e. confidence and
probability distributions over classes). A user model based
on probabilistic estimates can be used by a rule system to
estimate the best course of action using expert knowledge
encoded in a rule system. This user model can be then further
processed in order to customise the therapeutic intervention,
and therefore to raise the quality of the children experience,
by also taking into account the behaviour of the child during
the rehabilitation process. Indeed, the visual interface will be
used to offer children the exercises as part of recreational
activities that make use of detected social signals. This will
offer a rehabilitation process based on games whose behaviour
automatically adapts to the child.</p>
      <p>
        1) EPEC: We propose the use of language EPEC (short for
Epistemic Probabilistic Event Calculus) as a foundation for
our methodology. Similarly to MLN-EC and ProbEC, EPEC
is a language in the style of the Event Calculus for reasoning
about actions, but goes beyond these languages in that it allows
for the modelling of noisy sensors. Its foundations were laid
in [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], and it has since then been extended in [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] to also
include sensing actions and propositions conditioned on belief.
We briefly introduce its syntax in the following.
      </p>
      <p>In the tradition of reasoning about action languages,
EPEC models a given domain using fluents (which represent
properties of the world), instants (which represent time points
at which events may occur) and actions (which represent
actions under the control of the agent being modelled or the
environment itself). The causal interactions between fluents
and actions are captured by the specialised propositions below:
• the v-proposition</p>
      <p>F takes-values hV1, . . . , Vni
states that fluent F can take values V1, . . . , Vn.
• the i-proposition</p>
      <p>initially-one-of {(ψ1, P1), . . . , (ψn, Pn)}
states that the environment is initially in one of the states
ψ1, . . . , ψn with probabilities P1, . . . , Pn.
• the c-proposition</p>
      <p>θ causes-one-of {(ψ1, P1), . . . , (ψn, Pn)}
states that θ, a formula encoding one or more actions
and some fluent preconditions, has the effect of causing
exactly one of the fluent conjunctions ψ1, . . . , ψn with
probabilities P1, . . . , Pn respectively.
• the s-proposition</p>
      <p>θ senses F with-accuracies M
states that θ has the effect of sensing fluent F with an
accuracy given by the confusion matrix M .
• the o-proposition</p>
      <p>A occurs-at I with-prob P if-holds θ
states that action A is known to be occurring at instant I
with probability P , but only if its preconditions encoded
in θ are satisfied.
• the p-proposition</p>
      <p>A performed-at I if-believes (θ, P¯)
states that action A is performed by the agent at instant
I if its state of belief in formula θ at instant I falls in
the (open, half-open or closed) interval P¯.</p>
      <p>
        A domain description in EPEC is a collection of these
propositions satisfying some integrity constraints (e.g. exactly
one i-proposition must belong to any domain description). We
are not going to describe these constraints formally here, but
the interested reader can find them in [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ].
      </p>
      <p>
        EPEC has a possible-worlds semantics where each world
represents a possible evolution of the world from the
initial state and is weighted according to the propositions in
the domain descriptions. Four implementations of EPEC are
available and/or under active development, and can answer
queries regarding what is true (and with what probability)
in a given domain. Two of them are optimised for the
nonepistemic fragments of EPEC, called PEC+. While the exact
implementation (written in clingo [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]) exhaustively works
out all the possible worlds and their associated weights,
the approximate implementation (written in the probabilistic
programming language Anglican [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]) samples a user-defined
number of worlds using Anglican’s built-in Markov Chain
Monte Carlo sampling capabilities, and uses the obtained
sample to approximate the probability of a query. Similarly, there
are two implementations of EPEC (including the epistemic
fragment) to deal with exact and approximate inference.
      </p>
      <p>2) Knowledge Base: The following simple domain
description demonstrates some features of EPEC:</p>
      <sec id="sec-8-1">
        <title>Engagement takes-values hfalse, truei</title>
        <p>initially-one-of {({Engagement}, 1)}</p>
      </sec>
      <sec id="sec-8-2">
        <title>EEG senses Engagement</title>
        <p>0.7 0.3
with-accuracies
0.4 0.6</p>
      </sec>
      <sec id="sec-8-3">
        <title>Watching senses Engagement (4)</title>
        <p>0.8 0.2
with-accuracies</p>
        <p>0.1 0.9
Cutscene causes-one-of {({Engagement}, 0.9), (∅, 0.1)} (5)
∀I, EEG performed-at I
∀I, Watching performed-at I</p>
        <p>if-believes (Engagement, [0, 0.7])
∀I, Cutscene performed-at I
if-believes (Engagement, [0, 0.5])
(1)
(2)
(3)
(6)
(7)
(8)</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>These propositions aim at describing an automated system used to detect the degree of engagement of the patient, which can sound a dedicated alarm to raise the patient’s level of</title>
      <p>engagement if this falls below an appropriate threshold. In
this example, Engagement is a boolean valued fluent which at
every instant can take values true or false (proposition (1)) and
initially the patient is known to be fully engaged (proposition
(2)). Propositions (3) and (4) specify the confusion matrices
associated with the actions of EEG and Watching through
the system’s sensors, while proposition (5) defines what the
expected effects of playing the Cutscene is, i.e. raising the
patient’s level of engagement in 90% of the cases. EEG is
continually performed (proposition (6)), whereas Watching
is only performed if belief in Engagement falls below the
0.7 threshold (proposition (7)). Finally, the Cutscene is only
played if Engagement is believed to have fallen below the 0.5
threshold (proposition (8)).</p>
      <p>The AI engine therefore established if this is more
appropriate to select more exercises or if it is necessary to apply
an attention recovery strategy. Indeed, also the modality of
execution of an exercise (e.g., its speed) can be adjusted with
respect to the children profile.</p>
      <p>In this simple case, EEG and Watching are thought
to be independent. In EPEC it is also possible to model
dependency between actions. For instance, consider a case
in which a high-res camera is also employed to perform
engagement detection, and consider its associated action
HiResWatching. This could be modelled by appropriately
reworking proposition (4)’s precondition and adding the two
propositions:</p>
      <sec id="sec-9-1">
        <title>HiResWatching ∧ ¬Watching senses Engagement</title>
        <p>0.9 0.1
with-accuracies
0.1 0.9
HiResWatching ∧ Watching
with-accuracies
0.91
0.07
0.09
0.93
(10)
(11)</p>
      </sec>
    </sec>
    <sec id="sec-10">
      <title>Notice that, although HiResWatching is more accurate than Watching (compare propositions (4) and (10)’s matrices) these two actions are correlated, and the confusion matrix in proposition (11) reflects this.</title>
    </sec>
    <sec id="sec-11">
      <title>IV. CONCLUSIONS</title>
    </sec>
    <sec id="sec-12">
      <title>We have presented the system architecture designed for the</title>
      <p>AVATEA project to manage adaptive rehabilitation exercises
and provide therapists with interpretable feedback about the
session. Also, we have presented the hybrid approach to
combine the use of explicit rules with probabilistic management
of noisy data sources, like automated classifiers working on
streamed sensor data. The system will autonomously manage
rehabilitation exercises and will react to social feedback
coming from young users during a gamified experience. After the
end of the session, the system will provide a detailed report
about the session to support therapists in evaluating children
improvement and design further interventions.</p>
    </sec>
    <sec id="sec-13">
      <title>ACKNOWLEDGEMENTS</title>
    </sec>
    <sec id="sec-14">
      <title>This work has been partially supported by MIUR within the POR Campania FESR 2014-2020 AVATEA “Advanced Virtual Adaptive Technologies e-hEAlth” research project.</title>
    </sec>
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