<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>From VR-Participation Back to Reality - an AI&amp;VR- driven approach for building models for effective communication in e-Participation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Lukasz Porwol</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Agustin Garcia Pereira</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Adegboyega Ojo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Applied Informatics, Faculty of Management and Economics, Gdańsk University of Technology</institution>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Insight Centre for Data Analytics</institution>
          ,
          <addr-line>NUI Galway</addr-line>
          ,
          <country country="IE">Ireland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Successful communication between citizens and decision makers - eParticipation, despite progressing from dedicated solutions to modern, social media-based approaches has been facing many challenges. We argue that Virtual Reality technologies through its sense of presence and embodiment for discussion participants can help in alleviating some of the major obstacles hindering effective communication and collaboration. In this paper, we propose a novel approach to building AI models to support effective dialog implementation in VR. VR platforms potentially afford studies on user behavior without the overhead of complicated sensor infrastructure required for data collection. In particular, we propose machine-learning-based approach for predictive log analytics to identify behavioral patterns that support or obstruct effective collaboration in the context of structured dialog conversation. We discuss the applicability of the models to e-Participation and possible broader application of the models created. We also argue that VR-interaction-data-based models have the potentials to be transferable to managing and improving real-life interactions.</p>
      </abstract>
      <kwd-group>
        <kwd>First Keyword</kwd>
        <kwd>Second Keyword</kwd>
        <kwd>Third Keyword</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        e-Participation can be defined as technology-mediated dialogue between citizens and
decision makers [
        <xref ref-type="bibr" rid="ref8">1</xref>
        ] that ensures improved, fast-feedback-enabled, public participation
[2] while also introducing new, innovative channels for political participation [3]. Even
though the definition points to dialogue in contrast to discussion, it is actually the
“online discussions” that are in the core of e-Participation research [4][5] which is
related to the common technical implementation of e-Participation platforms as
“discussion forums”. The past classic e-Participation initiatives showed to have very limited
impact due to low user engagement [6][7]. Despite the efforts to address the issue with
the late social-media-powered e-Participation, the new approach exhibited polarized
discussions that showed to be disengaging both citizens and decision makers [8].
Successful e-Participation requires a thriving community of users-citizens who engage and
collaborate with governments and decision makers on key democratic and social
maters. Effective community building and meaningful social interactions are contingent
on strong, organic consensus achieved through engaging dialoge. Unlike in the case of
argumentation and discussion where participants are being convinced to follow specific
point, dialogue enables participants to explore different views and collectively arrive at
distinct conclusion or construct a new solution [9]. The contemporary
Social-Mediabased e-Participation showed to largely lack relevant support for meaningful dialogue
and to deliver sufficient consensus building affordances resulting in polarized
discussions [10]. Sia et al. [11] argues that increased polarization of discussions is mainly a
result of reduced social presence.
      </p>
      <p>The emerging immersive social Virtual Reality platforms offer new means of
immersive communication that promises to overcome many of the challenges hindering
effective e-Participation dialogue by offering strong social presence and the sense of
embodiment in virtual avatars resulting in more honest interactions and sense of
community [12][13].</p>
      <p>In this sense, we argue that the emerging Virtual Reality (VR) technologies, which
offer simulated collaborative environments, also often referred to as the “telepresence”
[14], thanks to high-interactivity, strong immersion and increased presence capabilities,
that gets close to real experience [15], create new opportunities for e-Participation
inclusive communications. Specifically, we look at implementation of more effective
VR-driven e-Participation – VR-Participation through specific adoption of dialogue
protocol that has been argued in the literature to support constructive engagement [16,
17]. In particular we investigate how the principles of dialogue defined by Bohm [17]
and reframed with four principles by Isaacs [18]: 1) Listening, 2) Respecting , 3)
Suspending and 4) Voicing can be supported by VR technology. Those well-defined
principles can be mapped to specific behavioral sequences.</p>
      <p>Therefore, in our investigation we propose a novel approach leveraging trained AI
models for validating and supporting dialog principles implementation in VR.
Specifically, using online VR platforms for user-behavior-learning, unlike in real-world
setting gives us more discrete view and comprehensive data on user behavior without a
need for complicated sensor infrastructures. We aim at extracting basic behavioral
items – events directly from the VR system via provided APIs and analytical plugins.
We are then detecting sequences of specific behavioral items by applying an approach
adapted from Lag Sequential Analysis and label them by interacting with
e-Participation users. We label them from the perspective of supporting each of the four dialogue
principles. Finally, the detected behavioral patterns feed to specific Machine Learning
architectures for automated classification and behavioral predictions. We envisage
automated post-session reporting helping VR event hosts, as well as VR environments
designers to optimize their e-Participation dialogue-driven communication setup. We
also envisage possible real-time recommendations (derived from predictive power of
AI) to the event hosts, as the interaction happens, to ensure successful sessions. We
discuss the applicability of the models to e-Participation and possible broader
application of the models created. We argue that VR-interaction-data-based models have
potential to be transferable to managing real-life interactions.</p>
    </sec>
    <sec id="sec-2">
      <title>Methodology</title>
      <p>The research question we attempt to address in this work is as follows: How to
identify behavioral patterns in Virtual-Reality-based group-communication that benefit
specific four dialogue principles, hence supporting effective e-Participation?
In this work, we build on top of our past studies including theoretical and early
empirical work on using Virtual Reality for e-Participation [12, 13, 34, 35]. Since there is
paucity of studies on maximizing effective group communication in VR, in particular
in the context of user behavior in e-Participation discussions in Immersive Virtual
Environments (vr-Participation) we had to start our study by building relevant approach
to studying discussion participant behavior in VR.</p>
      <p>We investigated the literature on user behavior analysis and elicited relevant method
for identifying behavioral sequences in group interaction – Lag sequential analysis
(LSA). Since that manual or semi-automated classic method is time and
human-resource consuming we investigated ways of providing more contemporary, fully
automated and possibly real time analysis for vr-Participation sessions. We argue that at
technical level our problem can be considered a predictive log analytics problem.
Therefore, we investigated relevant Machine Learning architectures to support
automated behavioral logs analysis based on event sequences as training set and live-feed
data.
3
3.1</p>
    </sec>
    <sec id="sec-3">
      <title>Background</title>
      <sec id="sec-3-1">
        <title>Social VR platforms</title>
        <p>In our work, by Virtual Reality, commonly referred to as VR we consider totally
immersive simulated environments leveraging Head Mounted Displays (HMD) and
manipulators as interface, offering a form of strong telepresence and co-presence, where
users are isolated from their surroundings as defined by Steuer et al. [14].
Contemporary authors in the domain of e-Participation [19–22] relate to word virtual in a very
different sense to the concept considered in this paper. The authors refer to Virtual as
digital platforms in general, in particular social media, while our definition is in line
with the one relating to Virtual Worlds definition given by Bell et al. [23] presented as:
A synchronous, persistent network of people, represented as avatars, facilitated by
networked computers. The immersive Virtual Reality platforms, hosting Virtual Venues
and Worlds introduce new quality to human-to-human interactions via digital medium
through three basic affordances: 1) Sense of Immersion, 2) Sense of Presence &amp;
Embodiment, 3) Sense of Community. The strong sense of immersion can significantly
improve VR group interaction capacity to listening and participation due to strong
isolation from “real world” and focus only on matters in VR unlike in teleconferencing or
social media solutions where participants use screens to interact and get easily
distracted and carried away due to the “screen barrier” effect [24]. In this context, Bricken
stresses on significant difference between viewing (on screen) and inclusion (in VR)
by stating that in virtual reality users interact directly with various information forms
in an inclusive environment. The strong sense of presence &amp; embodiment of
participants in Virtual Reality environments, discussed by computer scientists [14, 15] has
been also strongly corroborated by cross-domain works linking the computer science
domain and neuroscience [25]. The presence is understood here as a mental state in
which user feels physically present within the computer mediated environment [26].
Finally, the premise of VR contributing to stronger community that benefits the
participants has been also corroborated in literature [47].</p>
        <p>Those three pillars of VR contributed to emergence of so-called VR platforms that
allow group communication and collaboration in simulated environments. The most
popular emergent Social VR platforms include AltspaceVR1 (by Microsoft) and VRChat2.
Social VR platforms offer thematic events and dedicated spaces &amp; environments for
specific types of communities such as common interest groups (music, arts, developers)
or support groups (like LGBTIQ). In principle, those platforms simulate real-life
interaction in a virtual environment with acknowledgment of basic physics and natural
dynamics such as distance, directional and distance-dependent propagation of sound, head
and arms gestures and other non-verbal communication. In our previous publications
[12, 13, 34, 35] we discussed the use and the benefits of adopting that emerging
channels as new venue for e-Participation – VR-Participation. In this paper we argue that
social VR platforms, in fact can be effectively used to study participant behavior and
help supporting effective communication in Virtual environments. Moreover, due to
resemblance of the VR interaction to face-to-face events, in terms of basic parameters,
we claim possible transferability of the patterns to real world participatory interactions.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Behavioral Pattern Analysis</title>
        <p>In our work we draw from established methods for behavioral pattern analysis in
particular we fashion our approach after the lag sequential analysis (LSA) as a base
approach for our study. LSA has been widely used to study group activities by
analyzing behavioral sequences at the individual level [27–29]. LSA enables investigation and
understanding of the sequential relationships between each participant’s behavior. That
method was particularly popular in the past 40 years in the era of limited computing
resources, where most of the work was done manually or semi-automatically.</p>
        <p>Typically, in the preparation stage for classic LSA processing, researchers would
record a video of each of the subjects while performing some arranged tasks and then
coders would “transcribe” the video into specifically coded text with a number of
behavioral coded items that would be sent for subsequent sequential analysis. The events
can be defined as discrete interaction elements – behavioral items, for example:
A1 - Subject gazes at other subject for certain specified amount of time
A2 - Subject gazes at specific object for certain specified amount of time
B1 - Subject uses specific hand-tool for certain specified amount of time
C1 - Subject uses a whiteboard for certain specified amount of time</p>
        <p>D1 - Subject checks her/his phone for certain specified amount of time
1 https://altvr.com/
2 https://www.vrchat.net</p>
        <p>As in the approach presented by [29] the encoded data is tested by computing
Zscore statistics to produce adjusted residuals tables for the subjects’ behaviors. Then, in
the built tables where the Z-scores are greater than specific, set threshold, and where
their sequential relationships achieved significance (p &lt; 0.05); these values are arranged
to form the sequential patterns. Those patterns are then visualized with relevant directed
graphs. The graphs are aggregating repeatable behavior in the context of the studied
group in specific context. The more common the behavior the thicker the graph edge
(arrow) symbolizing specific sequence. We present an example graph based on the
proposed example behavioral items in Figure 1.</p>
        <p>A2</p>
        <p>B1
A1</p>
        <p>C1</p>
        <p>D1
Our approach implements the same stages of LSA analytics while benefiting from the
power of modern, machine learning methods. Similarly, as in the case of LSA we first
need to collect the data representing the behavioral items – events. In our case we will
detect sequences of events that support specific dialogue principles. However, in our
approach, we replace the legacy video recording stage with direct data collection via
available VR system APIs and analytics plugins libraries. Since the APIs provide the
coded events in a sequential manner (including timestamps), the classic transcribing &amp;
coding is redundant. We envisage one or two possible separate architectures for
behavioral analysis. In case of two architectures, one will be used for classification of
behavioral patterns and one for live-predicting user behavior. Unlabeled data, in principle,
can be used immediately with the architecture supporting predictive analysis explained
further in this document. However, we first envisage additional stage that includes
labeling the specific sequences of behavioral items (events) as supporting or hindering
the dialogue stages. Finally, the labeled data instead of creating relevant sequence
tables (like in LSA) it is used to train the AI models for automated behavioral patterns
classification. Since, the sequential data coming from APIs has a form of data log, in
our approach, we follow the best practice coming from log analysis domain. In
particular we draw upon the works on machine learning- based predictive business processes
monitoring [30].
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Machine Learning and AI models</title>
        <p>At the technical level a common contemporary way to automation via machine learning
is through the use of neural networks. In our study we intend to apply well-established
architectures. Extensive experimentation should help us to select the most effective
architecture for the task of identifying the behavioral items. We have been considering
several different architectures that may fit the task. We would like to start with the
convolutional neural network (CNN) as a possible option to classify the sequences of
behavioral items accordingly to previously identified and trained patterns. CNNs has
been used successfully to image classification [31] including image time series as well
as in audio [32] classification. Other architecture considered is (considered the most
commercially successful3) is LSTM – Long short-term memory introduced by [33]
which is a type of RNN – Recurrent neural network that leverages feedback connections
and provides good predicting capabilities for time series data. As we believe our
problem can be considered a predictive log analytics problem and based on our revision of
the models especially in the predictive business process monitoring [30] LSTM seems
like the best performing candidate architecture. In particular since that the architecture
is insensitive to gaps between the events (again similarly to LSA method) in a time
series it makes it particularly suitable for analysis of user behavior in VR. The set of
architectures applicable is not limited to the ones discussed and further research should
help us to clarify on the best fitting solution. We may also try to use LSTM for the
classification stage instead of CNN as a potential solution.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>The Approach</title>
      <p>First, the trained models, using CNN (but possibly also LSTM) are expected to provide
essential capability to provide post-session and real-time communication
recommendations both for the event-hosts and vr-Participation virtual environments designers. The
second approach leveraging LSTMs is aimed at live-predicting user behavior for
helping moderation of the communication as the dialog unfolds.</p>
      <p>Our novel approach encompasses entire pipeline from e-Participation event, that hosts
a session in immersive VR environment, through data acquisition, training models and
using AI for classification and prediction of user behavior. We present the general
overview of our approach in Figure 2.
4.1</p>
      <sec id="sec-4-1">
        <title>Data Acquisition</title>
        <p>As mentioned in the background section, in our study we leverage lag sequential
analysis - LSA as a template for generating our training data for classifying user
behavior patterns. However, in our novel approach we replace the legacy video recording
with direct data collection via available VR system APIs and available analytics
libraries. In our study we leverage the existing VR collaborative (social VR) environments
to provide an experimental venue and sensing infrastructure to detect sequences of
behavioral actions that support dialogue principles. Specifically, since the Virtual Reality
environments that are subject of the study are created using popular Unity framework,
3
https://www.bloomberg.com/news/features/2018-05-15/google-amazon-and-facebook-owe-j-rgen-schmidhuber-a-fortune
we are going to use available libraries such as: Unity3D Google Analytics4 or MixPanel
Unity implementation5.</p>
        <p>Evaluates
Session</p>
        <p>VR API</p>
        <p>VR</p>
        <p>Environment
Hosts
Sessions</p>
        <p>E-Participation</p>
        <p>Events Stream</p>
        <p>Identified
Behavior
(negative)
Warning or
Notification
(positive)</p>
        <p>Event Sequence Sequence Labeling</p>
        <p>Log
Training</p>
        <p>LSTM
Real-time
Behavior
Prediction</p>
        <p>Sequence
Classification</p>
        <p>Training
Labeled
Behavioral
Sequence</p>
        <p>CNN
Post-Session
and Real-Time</p>
        <p>Behavior</p>
        <p>Classification
Prediction</p>
        <p>Identified Behavior
Identified Behavior (negative)</p>
        <p>Warning or Notification (positive)
4 https://docs.unity3d.com/Manual/AssetStoreAnalytics.html
5 https://developer.mixpanel.com/docs/unity
Dependable on specific sequences, the same behavioral items can have positive or
negative impact on communication. For instance, if User A performs L2 and T2 – gazing
and talking to another participant and then U2 (looking at personal browser) occurs
followed again by L2 and T2 that is beneficial as user is checking some facts in
discussion. In fact, that sequence support the Voicing principle of the dialogue. If user A
performs L1, L2, L3, L4 without any T action in repeated manner that supports the
Suspending principle of the dialogue.</p>
        <p>However, if user continuously does U2 with seldom L events, that is an indication of
disconnect especially if none of the T (talking) events follows and is corroborated by
W3 (walking away). The event sequences require to be put in positive and negative
scenarios as exemplified that then are labeled for training the models. The predictive
element does not require labeling. Instead the stream of events can be feed the LSTMs
live to provide valuable predictions and recommendations to e-Participation session
users.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Training Data Preparation</title>
        <p>As we elicit the required data via provided APIs and 3D analytics plugins, the specific
action reports provided by the APIs are put in data logs. The generated behavioral
sequences are verified and labeled accordingly to supporting specific dialogue principles
based on interactions with discussion participants and by providing relevant
questionnaires. Once the sequences are labelled, we send for further processing for training the
models.
4.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>AI Models</title>
        <p>In our AI-driven analytics, we want to first investigate two different architectures
CNNs and LSTMs. Harnessing the ability of CNN models to learn feature
representations exclusively from raw data, we plan to have convolutions on the temporal
dimension of user behavior time series. In order to exploit the interaction between users,
convolutions will include data from all users at the time n.</p>
        <p>Convolution on 15 sec
User_A E_1</p>
        <p>E_3
User_B E_6 E_9
User_C E_7</p>
        <p>E_3</p>
        <p>E_7
E_8 E_1</p>
        <p>E_8
E_3
E_3
…
…
…</p>
        <p>E_7
E_1
E_7</p>
        <p>E_8 E_5
E_3</p>
        <p>E_3
E_8 E_6</p>
        <p>E_3
E_8
E_3
5s 10s 15s</p>
        <p>time</p>
        <p>Therefore as in the example presented in Figure 3, we are going to feed the CNN
with time series for instance 5 minutes for 3 users with Convolution on 15s that means
the size of the input will be 3x20. Those five minutes of activity will be classified as to
whether they support specific dialogue principles. The detected sequences can be used
live to inform the participants about specific occurrences and suggesting relevant
actions. They can also serve as a post-session report for organizers for further analysis.
LSTMs are a special type of RNNs that are able to learn long-term dependencies in
sequences of data. In other words, they can remember information for long periods of
time. We plan to harness this ability of LSTM’s to predict users’ next actions on
demand, giving us the advantage to make relevant suggestions and adapt the environment,
based on the predicted future. The LSTMS will be fed and live trained directly from the
APIs without a need for prior training.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Training the network:</title>
        <p>This type of networks learns from sequences of data. In our context, we will train them
using sequences of live user’s behavior in VR. Each user sequence will have the
following shape:
[event_1, event_2, event_3, … , event_n] where n is the number of events.</p>
      </sec>
      <sec id="sec-4-5">
        <title>Prediction</title>
        <p>Input: [event_2, event_2, event_4, event_3], time period = [0,3]
Output for time n+1: event_8
The training and prediction are recursive therefore the perditions “evolve” as the
session goes.
5</p>
        <p>e-Participation improvement through approach proposed
The direct benefit for next-gen e-Participation from the presented approach is the
possibility to go beyond the common, ubiquitous, user-questionnaire-based participation
performance analysis in favor of more structured and more discrete methods based on
precise measurements in a controlled, simulated environment. Specifically, the
identification and explicit classification of specific participant behaviors supporting dialogue
principles are of invaluable importance to future vr-Participation stakeholders.
Moreover, we believe that the results obtained through VR experimentation, made using our
approach, may help not only to understand better the dynamics of emerging next-gen
e-Participation as well as classic, online e-Participation but is potentially transferable
to real-world participatory events. Therefore, we argue that this research may contribute
significantly to general citizen-participation paradigm.
6</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>In this paper we presented an innovative approach adapting the machine learning-based
predictive log analysis to monitoring and analysing participant behavior in
e-Participation in Virtual Reality. In particular we provided a pipeline proposal for automated
behavioral sequences analytics for identification of behaviors supporting four principles
of dialogue. The presented approach draws from past methods such as LSA – lag
sequential analysis and augments it with the new approach involving AI models training
and automated behavior classification and behavior predictions. We argue that more
structured, automated participant evaluation is pivotal for effective communication and
e-Participation interaction improvement. We cannot claim absolute completeness of the
approach provided and proposed set of methods and architectures is rather exploratory
and should be expanded. Specifically, the preliminarily selected CNN and LSTM
architectures can be replaced by other architectures as experiments are going to be
performed. Moreover, the manually annotated data can show to be insufficient and we may
focus entirely on unsupervised approach.</p>
      <p>However, we argue that, considering the general paucity of solutions to evaluate
eParticipation user behavior in Virtual Reality, the framework proposed creates a good
base for grassroots experimentation. In particular we set the scene for experimental
setting allowing not only improve e-Participation by reporting on the effectiveness of
communication but also to provide real-time recommendations to participants to ensure
constructive results. The major limitation of this work is the lack of relevant
experimentation commenced with the “in-the-field” use of the proposed pipeline. Therefore,
the future work requires relevant implementation and experimentation with the
proposed approach. In particular we intend to organise vr-Participation sessions and work
with the stakeholders towards evaluating the proposed pipeline in terms of its
effectiveness to benefit the e-Participation.
7</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>In this paper we provided a short overview of the challenges hindering the effective
eParticipation. We elaborated upon the emerging Virtual Reality driven e-Participation
– vr-Participation as a potential solution to classic e-Participation issues. Most
importantly, drawing from established methods such as LSA, we proposed a novel,
structured approach to ensuring that the emerging vr-Participation provides better and more
effective communication by introducing a user-feedback loop designed around machine
learning-driven post-session and live user-behavior log analysis. We argue that, by
explicitly addressing the need for support for the four dialogue principles, the proposed
approach contributes towards ensuring improved communications in next-gen
vr-Participation as well as possibly supporting existing e-Participation. Moreover, we believe
that the behavioral patterns identified through our approach can be potentially
transferred and benefit the face-to-face participatory interactions.
17.
18.
19.
23.
24.
26.
27.
28.
29.
30.
31.
32.
33.
34.
35.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Sabo</surname>
            <given-names>O</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rose</surname>
            <given-names>J</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Skiftenesflak</surname>
            <given-names>L</given-names>
          </string-name>
          (
          <year>2008</year>
          )
          <article-title>The shape of eParticipation: Characterizing an emerging research area</article-title>
          .
          <source>Gov Inf Q</source>
          <volume>25</volume>
          :
          <fpage>400</fpage>
          -
          <lpage>428</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          https://doi.org/10.1016/j.giq.
          <year>2007</year>
          .
          <volume>04</volume>
          .007 2.
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <surname>Chadwick A</surname>
          </string-name>
          (
          <year>2003</year>
          )
          <article-title>Bringing E-Democracy Back In: Why it Matters for Future Research on E-Governance</article-title>
          .
          <source>Soc Sci Comput Rev</source>
          <volume>21</volume>
          :
          <fpage>443</fpage>
          -
          <lpage>455</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          https://doi.org/10.1177/0894439303256372 Dijk JAGM Van (
          <year>2000</year>
          )
          <article-title>Models of Democracy and Concepts of Communication Sanford C</article-title>
          ,
          <string-name>
            <surname>Rose</surname>
            <given-names>J</given-names>
          </string-name>
          (
          <year>2007</year>
          )
          <article-title>Characterizing eParticipation</article-title>
          .
          <source>Int J Inf Manage</source>
          <volume>27</volume>
          :
          <fpage>406</fpage>
          -
          <lpage>421</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          https://doi.org/10.1016/j.ijinfomgt.
          <year>2007</year>
          .
          <volume>08</volume>
          .002 Kalampokis E,
          <string-name>
            <surname>Tambouris</surname>
            <given-names>E</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tarabanis</surname>
            <given-names>K</given-names>
          </string-name>
          (
          <year>2008</year>
          )
          <article-title>A Domain Model for eParticipation.</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <source>2008 Third Int Conf Internet Web Appl Serv</source>
          <volume>25</volume>
          -30.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          https://doi.org/10.1109/ICIW.
          <year>2008</year>
          .69
          <string-name>
            <surname>Macintosh</surname>
            <given-names>A</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Coleman</surname>
            <given-names>S</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Schneeberger</surname>
            <given-names>A</given-names>
          </string-name>
          (
          <year>2009</year>
          ) eParticipation : The Research Gaps.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          1-
          <fpage>11</fpage>
          Porwol L,
          <string-name>
            <surname>Ojo</surname>
            <given-names>A</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Breslin</surname>
            <given-names>J</given-names>
          </string-name>
          (
          <year>2013</year>
          )
          <article-title>On The Duality of E-Participation - Towards a foundation for Citizen-Led Participation</article-title>
          .
          <source>In: 2nd Joint International Conference on Electronic Government and the Information Systems Perspective and International Conference on Electronic Democracy</source>
          . Springer Porwol L,
          <string-name>
            <surname>Ojo</surname>
            <given-names>A</given-names>
          </string-name>
          (
          <year>2017</year>
          )
          <article-title>Barriers and desired affordances of social media based eParticipation - Politicians' perspectives</article-title>
          . In: ACM International Conference Proceeding Series Innes JE,
          <string-name>
            <surname>Booher</surname>
            <given-names>DE</given-names>
          </string-name>
          (
          <year>1999</year>
          )
          <article-title>Consensus building as role playing and bricolage: Toward a theory of collaborative planning</article-title>
          .
          <source>J Am Plan Assoc</source>
          <volume>4363</volume>
          :
          <fpage>9</fpage>
          -
          <lpage>26</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          https://doi.org/10.1080/01944369908976031 Conover MD,
          <string-name>
            <surname>Ratkiewicz</surname>
            <given-names>J</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Francisco</surname>
            <given-names>M</given-names>
          </string-name>
          , et al (
          <year>2010</year>
          )
          <article-title>Political Polarization on Twitter</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>Networks Sia</surname>
            <given-names>AC</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Tan</surname>
            <given-names>BCY</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Wei</surname>
            <given-names>K</given-names>
          </string-name>
          (
          <year>2002</year>
          ) Group Mediated Polarization and Communication : Cues , and Computer Effects Social of Communication Presence ,.
          <source>Inf Syst Res</source>
          <volume>13</volume>
          :
          <fpage>70</fpage>
          -
          <lpage>90</lpage>
          Porwol L,
          <string-name>
            <surname>Ojo</surname>
            <given-names>A</given-names>
          </string-name>
          (
          <year>2018</year>
          )
          <article-title>VR-Participation: The feasibility of the Virtual Reality-driven multi-modal communication technology facilitating e- Participation</article-title>
          .
          <source>In: Proceedings of the 11th International Conference on Theory and Practice of Electronic Governance Pages</source>
          <volume>269</volume>
          -278
          <string-name>
            <surname>Porwol</surname>
            <given-names>L</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ojo</surname>
            <given-names>A</given-names>
          </string-name>
          (
          <year>2018</year>
          )
          <article-title>Through vr-Participation to more trusted digital participatory democracy</article-title>
          .
          <source>In: Proceedings of the 19th Annual International Conference on Digital Government Research Governance in the Data Age - dgo '18 Steuer J</source>
          (
          <year>1992</year>
          )
          <article-title>Defining Virtual Reality: Dimensions Determining Telepresence</article-title>
          .
          <source>J Commun</source>
          <volume>42</volume>
          :
          <fpage>73</fpage>
          -
          <lpage>93</lpage>
          . https://doi.org/10.1111/j.1460-
          <fpage>2466</fpage>
          .
          <year>1992</year>
          .
          <article-title>tb00812.x Loomis JM (</article-title>
          <year>2016</year>
          )
          <article-title>Presence in Virtual Reality and Everyday Life: Immersion within a World of Representation</article-title>
          .
          <source>Presence Teleoperators Virtual Environ</source>
          <volume>25</volume>
          :
          <fpage>169</fpage>
          -
          <lpage>174</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          https://doi.org/10.1162/PRES_a_00255
          <source>Senge PM</source>
          (
          <year>1991</year>
          )
          <article-title>The fifth discipline, the art and practice of the learning organization</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <source>Perform + Instr</source>
          <volume>30</volume>
          :37 Bohm D,
          <string-name>
            <surname>Peat</surname>
            <given-names>FD</given-names>
          </string-name>
          (
          <year>1987</year>
          )
          <article-title>Science</article-title>
          , Order and
          <string-name>
            <surname>Creativity Isaacs W</surname>
          </string-name>
          (
          <year>2002</year>
          )
          <article-title>Dialogue and the Art of Thinking Together Maciel C</article-title>
          ,
          <string-name>
            <surname>Roque</surname>
            <given-names>L</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Garcia</surname>
            <given-names>ACB</given-names>
          </string-name>
          (
          <year>2018</year>
          )
          <article-title>Maturity in decision-making: A method to measure e-participation systems in virtual communities</article-title>
          .
          <source>Int J Web Based Communities</source>
          <volume>14</volume>
          :
          <fpage>395</fpage>
          -
          <lpage>416</lpage>
          . https://doi.org/10.1504/IJWBC.
          <year>2018</year>
          .
          <volume>096257</volume>
          25.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <surname>Martin PP</surname>
          </string-name>
          (
          <year>2006</year>
          )
          <article-title>Virtual environments for citizen participation: Principal bases for design</article-title>
          .
          <source>Proc Eur Conf e-Government, ECEG</source>
          <volume>349</volume>
          -357
          <string-name>
            <surname>Bailey</surname>
            <given-names>A</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ngwenyama</surname>
            <given-names>O</given-names>
          </string-name>
          (
          <year>2011</year>
          )
          <article-title>The challenge of e-participation in the digital city: Exploring generational influences among community telecentre users</article-title>
          .
          <source>Telemat Informatics</source>
          <volume>28</volume>
          :
          <fpage>204</fpage>
          -
          <lpage>214</lpage>
          . https://doi.org/10.1016/j.tele.
          <year>2010</year>
          .
          <volume>09</volume>
          .004 Slaviero C,
          <string-name>
            <surname>Maciel</surname>
            <given-names>C</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Alencar</surname>
            <given-names>FB</given-names>
          </string-name>
          , et al (
          <year>2010</year>
          )
          <article-title>Designing a platform to facilitate the development of virtual e-participation environments</article-title>
          .
          <source>Proc 4th Int Conf Theory Pract Electron</source>
          Gov - ICEGOV '
          <fpage>10</fpage>
          <lpage>385</lpage>
          . https://doi.org/10.1145/1930321.1930408 Bell
          <string-name>
            <surname>MW</surname>
          </string-name>
          (
          <year>2008</year>
          )
          <article-title>Toward a Definition of “Virtual Worlds</article-title>
          .”
          <source>J Virtual Worlds Res</source>
          <volume>1</volume>
          :
          <fpage>1</fpage>
          -5 Bricken M (
          <year>1991</year>
          )
          <article-title>Virtual worlds: No interface to design</article-title>
          .
          <source>Cybersp first steps 29-38.</source>
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          https://doi.org/loc? cblibrary
          <string-name>
            <surname>Sanchez-vives M</surname>
            <given-names>V</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Slater</surname>
            <given-names>M</given-names>
          </string-name>
          (
          <year>2005</year>
          )
          <article-title>From Presence Towards Consciousness</article-title>
          .
          <source>Nat Rev Neurosci</source>
          <volume>6</volume>
          :
          <fpage>332</fpage>
          . https://doi.org/10.1038/nrn1651 Draper J V,
          <string-name>
            <surname>Kaber</surname>
            <given-names>DB</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Usher</surname>
            <given-names>JM</given-names>
          </string-name>
          (
          <year>1998</year>
          )
          <article-title>Telepresence</article-title>
          .
          <source>Hum Factors</source>
          <volume>40</volume>
          :
          <fpage>354</fpage>
          -
          <lpage>375</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          https://doi.org/10.1518/001872098779591386 Bakeman R,
          <string-name>
            <surname>Gottman</surname>
            <given-names>JM</given-names>
          </string-name>
          (
          <year>1997</year>
          )
          <article-title>Observing interaction : an introduction to sequential analysis</article-title>
          . Cambridge University Press, Cambridge, United Kingdom Sackett GP,
          <string-name>
            <surname>Holm</surname>
            <given-names>R</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Crowley</surname>
            <given-names>C</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Henkins</surname>
            <given-names>A</given-names>
          </string-name>
          (
          <year>1979</year>
          )
          <article-title>A FORTRAN program for lag sequential analysis of contingency and cyclicity in behavioral interaction data</article-title>
          .
          <source>Behav Res Methods Instrum</source>
          <volume>11</volume>
          :
          <fpage>366</fpage>
          -
          <lpage>378</lpage>
          . https://doi.org/10.3758/
          <string-name>
            <surname>BF03205679 Chang</surname>
            <given-names>KE</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Chang</surname>
            <given-names>CT</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hou</surname>
            <given-names>HT</given-names>
          </string-name>
          , et al (
          <year>2014</year>
          )
          <article-title>Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum</article-title>
          .
          <source>Comput Educ</source>
          <volume>71</volume>
          :
          <fpage>185</fpage>
          -
          <lpage>197</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          https://doi.org/10.1016/j.compedu.
          <year>2013</year>
          .
          <volume>09</volume>
          .022
          <string-name>
            <surname>Tax</surname>
            <given-names>N</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Verenich</surname>
            <given-names>I</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Rosa</surname>
            <given-names>M La</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Dumas M LSTM Neural Networks Jansen</surname>
            <given-names>K</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Zhang</surname>
            <given-names>H</given-names>
          </string-name>
          (
          <year>2007</year>
          )
          <article-title>Scheduling malleable tasks</article-title>
          .
          <source>Handb Approx Algorithms Metaheuristics 45-1-45-16</source>
          . https://doi.org/10.1201/9781420010749 Hershey S,
          <string-name>
            <surname>Chaudhuri</surname>
            <given-names>S</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ellis</surname>
            <given-names>DPW</given-names>
          </string-name>
          , et al (
          <year>2017</year>
          )
          <article-title>CNN architectures for large-scale audio classification</article-title>
          .
          <source>ICASSP, IEEE Int Conf Acoust Speech Signal Process - Proc 131- 135</source>
          . https://doi.org/10.1109/ICASSP.
          <year>2017</year>
          .7952132 Hochreiter S,
          <string-name>
            <surname>Schmidhuber</surname>
            <given-names>J</given-names>
          </string-name>
          (
          <year>1997</year>
          )
          <article-title>Long Short-Term Memory</article-title>
          .
          <source>Neural Comput</source>
          <volume>9</volume>
          :
          <fpage>1735</fpage>
          -
          <lpage>1780</lpage>
          . https://doi.org/10.1162/neco.
          <year>1997</year>
          .
          <volume>9</volume>
          .8.1735 Porwol L,
          <string-name>
            <surname>Ojo</surname>
            <given-names>A</given-names>
          </string-name>
          (
          <year>2017</year>
          )
          <article-title>VR-participation: On the feasibility of next-gen virtual reality technologies as participation channel</article-title>
          . In: ACM International Conference Proceeding Series Porwol L (
          <year>2019</year>
          )
          <article-title>Harnessing Virtual Reality for e-Participation : Defining VRParticipation Domain as</article-title>
          extension to e-Participation.
          <fpage>324</fpage>
          -
          <lpage>331</lpage>
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>