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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Touch dynamics for affective states recognition: your smartphone knows how you feel since you unlock it</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Fabrizio Balducci</string-name>
          <email>fabrizio.balducci@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Berardina De Carolis</string-name>
          <email>berardina.decarolis@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Donato Impedovo</string-name>
          <email>donato.impedovo@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppe Pirlo</string-name>
          <email>giuseppe.pirlo@uniba.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science dept., University of Bari “A.Moro”</institution>
          ,
          <addr-line>Bari</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-Touch Dynamics is the behavioral biometric trait that regards how the user interacts with devices equipped with touch displays, the dynamic patterns drawn through the swipe movement can be used to identify the user who is accessing the smartphone. In this paper we investigated whether the same data could be used also to recognize some emotional states. To this aim, an Android App was designed to simulate the unlock patterns and collect data needed to calculate numeric features that have been used not only for identification purposes but also to classify three negative affective states: anxiety, stress and depression. Results obtained so far are encouraging and indicate that Random Forest is capable to reach good classification accuracy both on touch numerical features and on negative emotional states classification also exploiting behavior information such the hand and the finger used in the execution.</p>
      </abstract>
      <kwd-group>
        <kwd>touch dynamics</kwd>
        <kwd>swipe features</kwd>
        <kwd>affective classification</kwd>
        <kwd>emotions</kwd>
        <kwd>machine learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        Security systems use biometric traits to establish the identity of
a person based on their characteristic features which can be
difficult to be counterfeited and cannot be lost or forgotten.
Biometric traits can be Physiological in the case a direct measure
of a human body part can be performed (e.g. iris, fingerprint,
etc.) or Behavioral in the case in which an action performed by
the user is measured (e.g. handwritten signature, walk, etc.).
Behavioral biometrics also involve a cognitive aspect because
actions performed are learned over time and can change
depending on environmental, psycho-emotional and physical
conditions [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. From this perspective, it has been demonstrated
that emotional state influences human movements and actions
as, for example, speech [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], facial expression [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], body language
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and writing [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>The biometric trait taken into consideration in this work is the
Touch Dynamic referred as behavioral trait related to how the
user interacts with a touch screen of a device (e.g. smartphone,
tablet). Exploiting touch dynamics in this context, means
investigating on features like the pressure applied on the screen,
finger-display touch area, the speed of swipes, the variation of
the device sensors (e.g. accelerometer), and so on.</p>
      <p>One of the advantages of exploiting this biometric trait is total
transparency since the user no needs to use unfamiliar devices
or wear sensors, or interact differently from his habits, but the
data are recorded and analyzed automatically in a natural way.
As a side effect of the identification/verification task, due to the
intrinsic capabilities of a behavioral biometric, emotional states
of the user can also be revealed. In this work negative emotional
states (anxiety, depression and stress) have been considered and
collected by a specific questionnaire. Results obtained so far
indicate that Random Forest is capable to reach good
classification accuracy both on touch numerical features and on
negative emotional states also exploiting behavior information
such the hand and the finger used.</p>
      <p>The work is organized as follows: in Section II related works
and literature are presented; Section III introduces the negative
affective states. In Section IV the smartphone App is described.
The dataset and the numeric features are depicted in Section V
while Section VI presents the experimental phase and, finally,
Section VII contains conclusions and future work directions.</p>
    </sec>
    <sec id="sec-2">
      <title>II. RELATED WORK</title>
      <p>
        An important part of studies when considering user behaviors on
devices concerns the password entry and how approaching
them. Draffin et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] asked 20 users to type their password on
a specifically devoted keyboard observing that these
microbehavior features can identify a non-authorized user within 5
keypresses in 67.7% of the time. In [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] 85 users have to enter
two numeric PINs (4 and 8 numbers) holding the phone with the
left hand and interacting using the right index finger reaching a
verification equal error rate under 3.65%. Further studies
focused on more complex tasks: in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] it was required to insert
the phrase ‘the quick brown fox jumped over the lazy ghost.’ in
addition to the common password reaching a minimum
identification EER of 12.5 while Meng et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] provided data
about the use of a smartphone since 20 users were provided with
a phone with an Android software modified to record all the user
touches to authenticate different users with an average error rate
of about 7.8%. Syed et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] simulated a common everyday
interaction task by asking users to search for something in the
smartphone (e.g. a specific image within a list of other images),
gathering information about the interaction modes of users with
three different devices (a 4.8-inch display phone and two tablets
of 7 and 10 inches respectively). The study in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] proposes a
simple game of comparing two images, 30 users performed the
task on 3 different smartphones for about 3 minutes. In Putri et
al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] users performed different tasks, for example answer to
questionnaires, as well as carry out general web browsing, map
searches on Google Maps and small writing task: a Zenfone
device was used and 29 users performed recording sessions with
a following classification between device owners and imposters.
Finally, the work of Liu et al. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] adopted patterns for user
classification and involved 113 users to complete point pattern
composed from 4 to 9 steps: 10 samples were collected at the
beginning of the experiment and 10 after 7 weeks when 7 users
tried to emulate the patterns of the 113 users 5 times; finally,
these last patterns have been used as a test to simulate impostors.
To the best of authors’ knowledge, there are a few works that
aim at recognizing emotions from touch dynamics. Gao et al.
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] built a system to recognize four emotional states (Excited,
Relaxed, Frustrated and Bored). It was showed that pressure
features discriminate frustration states from the other three
states. Stroke length features discriminate mainly boredom from
a relaxed state. The classification results were interesting since
the proposed approach discriminates between 4 emotional states
reaching between 69% and 77% of correct recognition. These
results highlight the potential of using touch behavior as a
nonobstructive way to measure users’ emotional states in contexts
where touch-based devices are used. Similarly, Maramis et al.
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] use haptic touch data acquired from Android smartphones
to unobtrusive and real-life emotion recognition by exploiting
the association between four emotions and haptic touch. The
proposed method achieves very promising classification
accuracy using a mixture of feature extraction and machine
learning based classification techniques.
      </p>
      <p>III. THE DASS-42 QUESTIONNAIRE AND AFFECTIVE STATES
Stress, anxiety and depression are responses to the challenges of
everyday life and results useful to detect and prevent them
before they impact on individual health and daily actions: if a
device detects a negative emotional state, an Intelligent System
can warn user with appropriate solutions, for example by
lightening its work schedule or organizing the environment and
the interface in a more relaxing way with suitable icons, colors,
sounds and brightness. The Stress is a general adaptation
syndrome designed to re-establish a new internal balance
following changes in internal balance at the humoral, organic
and biological levels; in the physical response it shows
tachycardia, muscle contraction and other factors typical of the
"fight or flight" response.
The Anxiety is a state characterized by intense feeling of concern
and fear, often unfounded, related to a specific environmental
stimulus associated with a failed response of adaptation and is
often accompanied by palpitations, shortness of breath and
tremor with response of "fight or flight". Depression is a
disorder characterized by mood episodes accompanied by low
self-esteem and loss of interest in normally pleasant activities. It
is a debilitating disease that involves both the affective and
cognitive spheres affecting work, sleep and physical health with
a strong impact on style and quality life.</p>
      <p>
        The DASS-42 questionnaire is called ‘Depression, Anxiety and
Stress Scales’ [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and was created by the University of New
South Wales (Australia) to achieve comparable results about the
three emotions evaluation. It consists of 42 questions, 14 for
each category and refers to the last 7 days of the interview and
each answer is evaluated on the basis of 4 points with a final
score as the sum of individual ones. The scale has been already
used in tasks similar to those considered here and, specifically,
it has been used to determine writers’ emotional states when
performing handwriting which is considered a behavioral
biometrics like touch dynamics [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In this work, after an entire
pattern execution session, the questionnaire is used to assign a
label to the collected subject’s data, associating them to his
affective state while performing its experimental session.
      </p>
    </sec>
    <sec id="sec-3">
      <title>IV. THE EMOTOUCH LOCK APP</title>
      <p>To date there is no available public dataset related to touch tasks
and emotional states. To the aim of data collection, an
application has been specifically developed.</p>
      <p>The application is called EmoTouch Lock (EMOtion and
TOUCHdynamics in a LOCKscreen) since it was designed to
simulate unlock patterns on an Android smartphone device
collecting data on user touch behaviors.</p>
      <p>At the first usage, the user is required to provide age and gender
info, successively 4 tabs are displayed: Survey and
Easy/Medium/Difficult Pattern. The first one allows access to
the DASS-42 questionnaire while the three ‘pattern tabs’ offer
a touch sequence to be executed (Fig.1) with different difficulty
due to the number of swipes to be executed.</p>
      <p>When a specific task is proposed by the system, for example the
Easy one, a pop-up appears (Fig.2, left) containing a tutorial
showing how to complete the sequence without leaving the
finger from the touch screen. Next, a screen with the 9 points to
be linked following the proposed pattern is presented (Fig. 2,
right).</p>
      <p>User data are recorded from the first touch until the finger is
lifted; whether the inserted pattern is correct or not the data are
sent to the server.</p>
    </sec>
    <sec id="sec-4">
      <title>V. SWIPE AND NUMERICAL FEATURES</title>
      <p>The data and the raw values acquired by the sensors must be
transformed and adapted to be used effectively in machine
learning classifiers and models.</p>
      <sec id="sec-4-1">
        <title>A. Swipe Dynamics</title>
        <p>The first stage of is swipe extraction. A swipe is a touch
interaction with no sensible curvature. Figure 3 provides an
example of the execution of the ‘Medium’ difficulty task.
Considering the pattern execution sequence (from A to D),
black dots are the sampled coordinates projections of the user
touch while red dots highlight instants where the touch changes
direction: a swipe is the sequence of dots sampled until a
direction change (the ideal red line in the figure). To determine
the red points in a pattern execution, the angular values
calculated with respect to the horizontal axis between a
sequence of three black points has been considered and
empirically matched against a threshold of 135 degrees.</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Numerical Features</title>
        <p>A set of numerical features have been extracted from the swipe
as reported in Table I. In other words, 14 features characterize
each single swipe. Among the others, ‘line deviation’ and the
‘swipe direction’ are the most important. The former represents
a change in the touch movement while the latter considers the
deviation of the movement from the ‘ideal’ trajectories
requested from the task, indicating how the user designed a
swipe in a linear manner.
Numerical features calculated from the drawn swipes in each task.
Some features (Table I) have been calculated in different ways
based on the points contained in a swipe as follows:
● PP: the feature has been calculated point-to-point, i.e. all the
points are considered in pairs (point 1-point 2, point 2-point 3,
point 3-point 4, etc.)
● SP: the first point of the pair is always the starting point of
the sequence (start point - point 1, start point - point 2, start
point - point 3, etc.)
● EP: unlike SP, indicates that the end point is taken into
account rather than the starting point</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>VI. EXPERIMENTAL SESSION</title>
      <p>A.</p>
      <sec id="sec-5-1">
        <title>Experimental Setup</title>
        <p>In order to perform experiments, 40 distinct subjects (university
students, mean age of 22 years, 6 females and 34 males) have
been asked to execute the swipe tasks, with a minimum of 5
patterns for each difficulty level, for a total of at least 15
patterns per users. The only constraint was that a new pattern
could be executed only after (at least) 10 minutes after
completion of the previous one while the subjects used the app
in an uncontrolled real environment, recording data on the train,
walking, sitting and so on; moreover, there was not a limit on
the interaction mood since subjects were able to complete the
patterns using the most comfortable hand and fingers (however,
such information have been requested at the end of each task
execution). Due to the freedom given to participants, not all of
them reached the same number of recorded patterns and so,
after a data cleaning operation, to maximize the possibility of
comparisons it was decided to divide them into three
experimental groups, also overlapped to consider the subject
skills progression over time. So that, the entire dataset has been
balanced into the following:</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Dataset A: 40 users with 6 attempts for each task</title>
    </sec>
    <sec id="sec-7">
      <title>Dataset B: 22 users with 10 attempts for each task</title>
    </sec>
    <sec id="sec-8">
      <title>Dataset C: 10 users with 16 attempts for each task ● ● ●</title>
      <p>B.</p>
      <sec id="sec-8-1">
        <title>Machine Learning Classification</title>
        <p>At the initial stage, a set of classifiers has been adopted to
evaluate classification accuracy at single swipe level (i.e. not at
entire pattern level). The following have been considered:
● J48: algorithm for the generation of a C4.5 decision tree,
pruned and not pruned
● Support Vector Machine: a model that assigns one of two
classes separated through support examples
●</p>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>Random Forest: an overall classifier of decision trees</title>
      <p>● Bayesian Network: a probabilistic model that exploits
variables and their conditional dependencies
● Naive Bayes: requires knowledge of the a priori and
conditional probabilities related to the problem.</p>
      <p>Classification results of swipes with features on the whole dataset.
Accuracy</p>
      <p>Classification results, considering the whole dataset about the
swipe features goodness, are in Table II while a 10-fold cross
validation mode has been employed to reduce the impact of the
variance while choosing the training and test examples. The
best performance has been obtained with the Random Forest:
76% of accuracy.</p>
      <p>Random Forest has been used for further tests and results
related to negative emotional states classification with 10-fold
cross validation are reported in Table III where 15 users has
been randomly selected with 184 swipe samples each. it can be
observed that the recognition accuracy is near 70% and all
results improve when exploiting the further behavioral feature
set. The best recognized emotional state is the Stress with
73.6% and 78% respectively while the Depression is the one
that takes the most advantage from new features (+5%).
Finally, the Random Forest classifier has been employed to
perform the identity verification tests, checking if it is possible
to associate each single swipe to the user who produced it in
order to highlight its characterization through this behavioral
biometric trait. In other words, understand if it is possible to
have identity verification as well as emotional state recognition
at unlock time. In this case due to the reduced dimension, for
each of the three sub-dataset a leave-one-out setup has been
adopted: in this way, if the dataset contains n swipe feature
vectors, there are used n-1 for the training and the remaining
one for the test for n times. As evaluation metric the Equal
Error Rate (EER) has been chosen: it indicates how the
proportion of false acceptances is equal to the proportion of
false rejections (the lower the EER value, the higher the
accuracy of the biometric system is).</p>
      <p>From Table IV emerges that best-recognized subjects are those
having the more number of attempts for each task execution
(dataset C): although they are smaller in number than the other
groups, can be considered their greater characterization due to
increasingly specific data, along with a progression in the
mastery of the execution skills. Results are noteworthy, with the
highest error of only 23% on dataset A and the best classification
results on dataset C where error decreases about 50%.</p>
    </sec>
    <sec id="sec-10">
      <title>VII. CONCLUSION AND FUTURE WORK</title>
      <p>This study introduces the Touch Dynamics method as biometric
trait able to recognize a users’ emotional states as information
useful to characterize and distinguish users as well as to adapt
contents and behavior of smartphones. A set of tasks related to
touch un-lock patterns have been exploited to extract numerical
features on a smartphone devices demonstrating that that touch
swipes are useful for recognizing the identity with an EER of
12% for users with a huge practice using the Random Forest.
The exploit of emotional states has been performed adopting the
DASS-42 questionnaire whose results will be further inquired in
future studies; in this case, classification accuracy is around
70%. Starting from this work several improvements are
possible, such as adding more features, classification methods
and swipe patterns to test how users improve their performances.
Equally necessary is to have the users balanced between male
and females along with a feature selection study to inquire which
are the features with the major informative contribution.
Furthermore, the proposed methodology could be adapted to
new contexts, exploiting swipes made by users while moving
around the device interface or in other applications.</p>
    </sec>
    <sec id="sec-11">
      <title>ACKNOWLEDGMENT</title>
      <p>This work is supported by the Italian Ministry of Education,
University and Research within the PRIN2017 - BullyBuster
project - A framework for bullying and cyberbullying action
detection by computer vision and artificial intelligence methods
and algorithms. CUP: H94I19000230006.</p>
    </sec>
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