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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Word guessing game with a social robotic head</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Štefan Beňuš</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we address three limitations of our previous implementations in human-machine spoken interaction in Slovak: low prosodic variability, limited naturalness, and deployment in real acoustically challenging situations. We designed a word-guessing game in which subjects provide verbal cues for a target animal and social robotic head Furhat guesses the animal. We then deployed it in an open-air science festival with over 60 subjects playing the game. We describe the implementation and initial observations from the design, deployment, and user evaluation.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Spoken interactions between humans and machines
(HMI) are becoming ever more common in everyday lives.
Predictions for near future include common deployment of
not only personal assistants in smart phones but also
companions for social well-being for senior citizens,
applications participating in diagnosing health issues, or
teaming between humans and robots for various tasks.
While most of the research in this area is done in English or
other major languages, understanding both cognitive as
well as engineering aspects of deployment in less studies
languages is also warranted. In this paper we address
limitations of our previous implementations in
humanmachine spoken interactions in Slovak and describe the
implementation and initial observations from a novel
research tool for spoken interaction between humans and
robots. Our long-term goal is to understand better the
intricacies and challenges of HMI in Slovak and inform
thus designers developing real-world applications in this
area.</p>
      <p>
        In previous experiments with spoken HMI in our lab we
used a simple card game GoFish, with a closed set of
questions the user could ask the machine, or one-person
adventure game motivated by Harry Potter, with a less
constrained options for user to respond to the prompts from
the machine. Our experience pointed to three areas of
limitations relevant to the current study. First, when
humans interacted with spoken dialogues systems in these
task-oriented game-like scenarios ([
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]) they tended
to use speech with limited prosodic variability and
engagement. We hypothesized that the absence of
emotional attachment and social contact prior to the target
dialogues might negatively affect both prosodic variability
of humans and potential for speech entrainment between
the humans and the machines ([
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]).
      </p>
      <p>Second, the limited naturalness of the dialogues in our
previous scenarios could also be attributed to the lack of
backchanneling and conversational fillers that are so
ubiquitous in human-human dialogues but were missing in
our previous implementations.</p>
      <p>Third, the experiments were conducted in laboratory
environment without testing the deployment capability in
Copyright ©2019 for this paper by its authors. Use permitted under 
Creative Commons License Attribution 4.0 International (CC BY 4.0).
real environments and situations and in adverse acoustic
conditions. Transferring HMI applications from the
laboratory to real environment and testing its usability is
important if spoken HMI technology should be usable in a
wide scale of users and situations.</p>
      <p>All of these potential limitations are addressed in our
new experimental setup in which we designed a simple
games ‘Guess my animal’ and tested how people interact
with the socially expressive robotic head Furhat with
implemented backchanneling behavior in real acoustically
challenging condition of open-air science festival with high
babble noise and loud-speaker noise. Additionally, we
tested the relevance of small talk prior to the target
interaction, which was hypothesized to facilitate the
establishment positive social contact, engagement of the
users and perceived naturalness of the interaction.
2.</p>
    </sec>
    <sec id="sec-2">
      <title>Methods</title>
      <p>We designed a simple game ‘Guess an animal’ in which a
user selects a card with a name of the animal, provides cues
and information about the animal without reveling its
identity, and a machine guesses the animal. We employed
the robotic head Furhat equipped with Slovak TTS and
ASR and deployed in an open-air science festival with over
60 subjects playing the game. In this section we describe in
turn the hardware, the robotic head and its setup, the
software in terms of ASR, TTS and the implementation of
the game, and the procedure for data collection.
2.1. Hardware</p>
      <sec id="sec-2-1">
        <title>2.1.1. Furhat robotic head</title>
        <p>
          The robotic head FURHAT is a 3D humanoid agent that
employs the optical projection of an animated facial model
([
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], furhatrobotics.com). The neck uses two degrees of
freedom, which enables simple gestures like nodding or
shaking and the movement of the head into any direction
within a reasonable viewing angle. The flexibility of the
facial animation model, allowing for gaze changes,
eyebrow movement, blinking, syncing lip movements with
speech, or various emotional gestures like disgust or
happiness, together with the neck flexibility enable FURHAT
to participate in social spoken interactions with humans and
signal various intents and behaviors.
        </p>
        <p>In terms of hardware, FURHAT is a computer with a
mounted model of human head, the face is back-projected
on the front mask; see Fig 2. In our experiment we used the
1st generation of FURHAT [https://docs.furhat.io/gen1].
Camera or Microsoft Kinect sensor using face recognition
allows tracking the face of the user(s) who enter or remain
in the Furhat’s visual field and subsequent controlling of
the head movement and gaze for eye contact functionality.
We used the default artificial face ‘Bertil’ and the control of
the visual modality was kept at a minimum in the current
experiment.</p>
        <p>FURHAT comes pre-equipped with various software
features. Primarily, it uses commercially available speech
recognition (ASR), e.g. by Google, and speech synthesis
(TTS), e.g. by Amazon. Our long-term goal is to use
Slovak ASR and TTS in experiments investigating how
modifications of TTS and improvements in ASR affect user
experience. For this reason, although Slovak ASR is
available with Google, we equip FURHAT with our own
Slovak TTS and ASR so that we have greater control over
the characteristics and deployment of Slovak ASR and
TTS.</p>
        <p>
          The robot can be programmed using FURHAT Legacy
SDK [http://www.furhat.io] statechart XML-based
framework for developing multi-modal interactive systems
developed from the original IrisTK system [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. This SDK is
especially designed to be a powerful framework for social
robotics applications. In our initial effort, however, we
chose to control FURHAT over TCP/IP using Broker
functionality [https://docs.furhat.io/gen1/tutorials/
tutorial_broker_cshar]. This solution allows us to develop
the game in any programming language and for the time
being to circumvent technical problems in implementing
our own Slovak ASR onto FURHAT.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.1.2. Hardware setup</title>
        <p>In the current experiment, the architecture of the
hardware is illustrated in Fig. 1. The human user is sitting
in front of the robot at a distance of about one meter and
his/her speech is recorded with a head mounted
microphone that is connected to a laptop. The recorded
sound is sent to the ASR server that outputs the text
transcript of the recognized utterances. The game itself and
the dialogue manager (see section 2.2.3) processes the ASR
output and selects the robot’s behavior consisting of
speech, non-verbal audio expression like hesitation or a
backchannel, visual expression of the face, or a
combination of the above.</p>
        <p>
          Slovak ASR was implemented based on Kaldi toolkit for
speech recognition [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. We used a generic language model
trained on newspaper database collected from internet with
550k vocabulary items [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] and the acoustic model trained
on TV news [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The advantage of speech in TV news
is that it contains spontaneous speech and background
noise similar to our experiment. For this first experiment
the acoustic and language models were not adapted in any
way to the game domain. To make communication with the
robot as natural as possible and to minimize the time delay,
the recognizer runs in online mode. Hence, speech was
recognized continually.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.2.2. Slovak TTS</title>
        <p>
          To make speech synthesis fast we used a statistical
textto-speech system wherein speech is synthesized directly
from hidden Markov models [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. The statistical
model for Slovak female voice is trained on a newly
created phonetically balanced speech corpora consisting of
10k sentences spoken by professional actor. The TTS was
implemented in FURHAT using Microsoft Speech API 5.4
that supports syncing lip movements with audio through 21
visemes that were mapped to the Slovak ones [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>2.2.3. Game design and implementation</title>
        <p>The game is construed as a research tool for
investigating various aspects of human-machine spoken
interactions that can be deployed and adjusted to various
situations. For this reason, in this first implementation we
aimed at a simple algorithm to test the functionality of the
basic building blocks rather than a sophisticated and
complex dialogue manager.</p>
        <p>The basis of the game is the table that lists the animals
and describes their keywords. There were 12 animals in
total in this version of the game. We have grouped the
keywords into seven attribute categories: {legs, food, area,
species, characteristics, look, alternative}. We have
pretested with several naïve subjects and added the keywords
used by the pilot subjects. A subset of the table relevant for
‘tiger’ is illustrated in Table I.
attributes are assumed to be unique to a single animal, e.g.
‘meow’ should be used only with the cat. After pre-testing
we have also included special keywords such as reptile,
mammal, amphibian, bird, insect, carnivore, four-legged,
double-legged, bark, meow, wing, fly, ride, etc. These form
a subset of the keywords such that the animals including
these keywords will add an extra point but the animals
without these keywords will have one point deducted from
their score.</p>
        <p>The progress from the start to the FURHAT’s guess is
controlled with several internal parameters. First, the
player must use a minimal number of words. If this limit is
not reached and FURHAT detects silence, it prompts the
player with general cues like ‘Tell me something more’ or
‘What else?’. Second, a minimal number of questions from
FURHAT has to be asked. In these questions FURHAT
determines the animal with the highest score of the
keywords as the most probable guess, checks the attributes
for which it detected no keywords, and asks randomly
about one of these attributes. For example, ‘Tell me how
many legs this animal has’ or ‘Where does this animal
live’. Third, FURHAT tries to achieve a minimal difference
between the top animal with the highest score and the next
best one. The interaction of these three parameters keeps
the game to a manageable length, and guarantees
dialoguelike turn-exchanges and sufficient input from the player.</p>
        <p>FURHAT then proceeds to the guess, which is either
unique, if a single animal reaches the highest score or
includes alternatives if multiple animals reached the top
score FURHAT checks with the player if its guess was
correct and based on ASR of the response appends the
count of the correct responses.</p>
        <p>In addition to the internal parameters, two external
parameters were also implemented. First, to test the effect
of positive social and emotional engagement between the
layer and the robot on the subsequent spoken interaction,
we designed introductory small-talk. Prior to playing the
game, the user can interact with FURHAT in a short
minidialogue. It consists of (1) FURHAT introduction and the
prompt for the user’s name, commenting on the beauty of
the name, and if the name is correctly recognized,
addressing the user with this name throughout the game,
(2) FURHAT’s asking about the user’s birthplace, using it in
its response if correctly recognized, and commenting
positively about the place, and (3) asking about recent
icehockey world championship, the preferred team, and again
expressing positive comment regarding that team. We
hypothesized that this small talk establishes positive
emotion and social rapport of the user toward FURHAT since
it expressed positive comments about user’s name,
birthplace, and favorite team. The interaction could thus be
initiated with this small-talk or without it directly
proceeding to the game.</p>
        <p>Second, to enable testing the effect of backchannel use
on the naturalness of the interaction, we selected four
instances of backchannel ‘mhm’ from the corpus used to
train the female TTS voice (section 2.2.2). If a short silence
was detected in the running ASR, FURHAT produced one of
these backchannels randomly and simultaneously nodded
its head. We hypothesized that this behavior will naturally
prompt for more input by the user and would be
unobtrusive even if resulting in simultaneous speech of the
user and the FURHAT. In the current setup, this parameter
was always set to be active.</p>
        <p>If a passer-by was interested in interacting with FURHAT
and FURHAT was not engaged with another player, the
experimenter seated the subject in front of the FURHAT and
fitted him/her with a head-mounted microphone. After
briefly explaining the rationale of the game, the
experimented started the external recorder and prompted
the subject to test the game with the experimenter. The goal
was not only for the subject to try out and get comfortable
with giving cues about animals, but also to obtain the
baseline of the user’s speaking behavior. For later
experiments, we plan to use this baseline in testing how the
speaking behavior changes when interacting with an
experimenter and with FURHAT.</p>
        <p>After this trial run, the experimenter explained that the
subject will play the game three times with FURHAT, that
the experimenter will not participate in the game, and
prompted the subject to use full sentences and rich input for
the FURHAT. Importantly, motivation of a small gift was
indicated if FURHAT is successful at guessing the animals.
$</p>
        <p>Before each game the subject selected a card with the
target animal from a list of cards offered by the
experimenter.</p>
        <p>After completing the three rounds of the game, the
experimenter asked the subject to fill out a brief post-test
questionnaire primarily assessing two domains on a Likert
scale from 1 (positive) to 5 (negative): FURHAT’s speaking
behavior (natural – not natural) and FURHAT’s abilities
(smart – dumb).
3.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results and observations</title>
      <p>We start with the only quantifiable result available at the
moment regarding the effect of small talk on the
interactions and continue with informal observations
regarding the functionality of the proposed set-up.</p>
      <p>Our logs show that there were 73 subjects that completed
the full three rounds of the game and we have 61 filled out
post-test questionnaires. We calculated the total word and
syllable count in all the recognized speech of the subjects
from the logs. We take this as a proxy measure for user’s
engagement in the interaction with FURHAT. Additionally,
we have the subjective evaluations present in the post-test
questionnaire.</p>
      <p>Of the 73 complete logs, 45 subjects started with the
small-talk and 28 proceeded directly to the game. Welch
two-sample t-test showed that interactions with small-talk
included significantly more speech from the player than
those without it; t[69.95] = -2.93; p = 0.0046 for syllables
and t[69.37] = -2.65; p = 0.01 for words. This is shown in
Fig. 3 and suggests that small-talk has positive effect on
players’ engagement with FURHAT in this implicit measure.</p>
      <p>Of the 61 post-test questionnaires, 43 subjects played
with small-talk. We observed a tendency that their
experience with FURHAT’s speech was slightly less natural
than for the subjects without small-talk (t[30.4] = -1.77, p =
0.087). It might be that small-talk affects differently the
explicit perceived naturalness of FURHAT’s speech and the
implicit measure of engagement. When people establish
greater social rapport with FURHAT in small-talk, it
increases their expectation of the naturalness of its
speaking behavior, which is not always met in the current
implementation. This speculation is supported by the
results from the effect of small-talk on the perceived
abilities of FURHAT. Subjects with small-talk preceding the
game rated FURHAT as significantly less capable and smart
than those without small-talk (t[43.9] = -2.63, p = 0.012).
$</p>
      <p>The experience with a 2-day deployment of FURHAT with
Guess my animal game in an open-air science festival
yielded the following observations. First, we discuss the
limitations that we wanted to address. The implementation
of the game with FURHAT was perceived very positively
and the interaction as quite natural. This was the case both
in the questionnaires (mean perceived speech naturalness
1.87 and abilities 1.71 on a scale between 1 and 5), and
informal reactions of the subjects. The implementation of
small-talk proved to affect engagement of people and their
evaluation of the interaction. The speaking behavior with
backchaneling and conversational fillers was also perceived
as very natural. Finally, the fact that the game was
functional in such adverse noise conditions (speech from
passer-bys, loud music, loud presentations for big
audience) is encouraging for future implementations of
FURHAT with general public.</p>
      <p>Additional observations relevant for future work include:</p>
      <p>The temporal management of the turn-taking should be
improved as this was the only feature commented on
by the subjects sometimes in negative terms. The main
reason for this deficiency was that sometimes
FURHAT’s speech served as the input to the ASR, which
resulted in asynchrony between the subject and
FURHAT. This stems from the absence of information
regarding the end of the TTS utterance sent to FURHAT.
We will implement Voice-activity-detection and
experiment with FURHAT’s broker functionality to
address this issue.</p>
      <p>The audio output from the speakers was more natural
than using headphones but in high noise people
sometimes did not hear FURHAT very well. The use of
more powerful speaker system for open-air events is
advisable.</p>
      <p>The recorded baseline when subjects interacted with
the experimenter is not usable in the current setup due
to great noise of the environment and the difference
between the game external and internal speech
recording. Adjustments should be made to use either
directional microphone or include the pre-test baseline
interaction into the game to unify the recording of
entire session.</p>
      <p>T h e i m p l e m e n t a t i o n o f b a c k c h a n n e l s a n d
conversational fillers was well received but some
deployments were not natural. Particularly,
backchannels after questions from the subjects or
subjects utterance such as ‘I don’t know’.</p>
      <p>In this initial setup, the three renditions of the game
played in succession did not vary basic utterances of
FURHAT; especially those initiating and concluding the
game. For greater naturalness we will vary these
utterances to limit the perception of ‘mechanical’
speech by FURHAT.</p>
      <p>Several people also commented on the confusing
biological sex of FURHAT. TTS was a female voice, the
facial features were gender-neutral, but in Slovak
morphology the name ‘FURHAT’ is associated with the
male gender and in some of FURHAT’s utterances male
gender in self-address was also used. We will
implement interactions with either male or female
consistent persona for FURHAT in voice quality, visual
representation of the face, and speaking behavior.</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgment</title>
      <p>This work was funded by the Slovak Scientific Grant
Agency VEGA “Automatic assessment of acute stress from
speech”, grant No. 2/0161/18.</p>
    </sec>
  </body>
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