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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual Tutor Personality in Computer Assisted Language Learning</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Computer Science, Technological University Dublin</institution>
          ,
          <addr-line>Dublin 7, Ireland, D07 ADY7</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>The use of intelligent virtual agents in language learning has increased in recent years. Studies into several aspects of personalisation aiming to increase user engagement are an ongoing research topic with avatar personality being one such aspect. As a step towards our development of intelligent virtual avatars, we present two of our initial experiments to explore di erences in user interaction with two contrasting avatar personalities { P1: open-minded, friendly and sociable and P2: closed-o , curt and distant. Each user interacted with a single personality in a video-call setting and gave feedback on the interaction. Our expectations, that P1 would be rated more enjoyable and induce participants to talk more, were only partially con rmed. While P1 did induce longer conversations in the participants, we found that interactions with both personalities were enjoyed and that user perception of P1 and P2 di ered, but less than intended. Several possible causes for these results are discussed, and we outline impacts for follow on intelligent system design.</p>
      </abstract>
      <kwd-group>
        <kwd>Computer Assisted Language Learning</kwd>
        <kwd>Virtual Tutor</kwd>
        <kwd>Virtual Human</kwd>
        <kwd>Wizard-of-Oz</kwd>
        <kwd>Personality</kwd>
        <kwd>Big Five Personality Model</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Learning a foreign language is often di cult for several reasons, the availability
of conversational partners to practice spoken interaction being one. Ideally, a
language learner would immerse themselves in the language by spending some
time in a foreign country and interacting with native speakers regularly. As
this opportunity is not open to every student, one alternative for conversational
practice is Computer Assisted Language Learning (CALL), speci cally, virtual
tutors: They are constantly available, nancially more accessible, have in nite
patience and can minimise the student's anxiety or embarrassment. A number of
these systems for conversational practice have already been examined, embedded
in video games, on their own or as part of a larger CALL system [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">3, 1, 2</xref>
        ].
      </p>
      <p>For these CALL applications, the automated tutor is usually embodied in
some way, for example as a virtual avatar, to keep the student focused on the
learning activities. In order to increase user engagement with a virtual avatar,
Copyright 2021 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0)
many avenues are being explored, among them customisation of physical
characteristics or the use of gestures and facial expressions. Anything that distinguishes
a virtual character could be useful. As such, assigning speci c personality traits
to a virtual tutor, expressed through personal preferences, appearance and
behaviour, and perhaps tailored to the student's own personality, may increase
engagement. To investigate this hypothesis, we rst need to nd out whether
there are any observable variations in the interaction and feedback when
students are confronted with di erent tutor personalities. To this end, we designed
an interactive experiment with two opposing tutor personalities to explore that
question and a separate survey to validate the two personalities we designed.</p>
      <p>
        Chatbots are increasingly used in areas of day-to-day life, e.g. as personal
assistants or in customer service. So far, they are often text-based as speech
integration is still an area of active research [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. General di culties are
synthesising natural sounding speech with appropriate intonation, pauses and the use
of llers (Hm, Ah,...), as well as keeping response delays appropriate for
realtime conversation. The context of language learning can present an additional
stumbling block as the speech of the person being taught is expected to contain
errors in pronunciation or grammar as well as an accent from the speaker's
native language. Furthermore, while dialogue systems are commonly categorised as
either open-domain chatbots whose main purpose is to keep a conversation alive
for as long as possible or task-based systems with a speci c aim to ful ll,
conversational practice in language learning requires elements of both: Interaction
should take some time to give the student the opportunity to practice, but it
also needs to be domain-speci c so that the conversation makes sense and serves
a purpose to the student.
      </p>
      <p>
        To embody an interaction partner, virtual humans or avatars are often used in
a CALL system. These can range from static images all the way to animated 3D
characters, possibly even embedded within a VR environment. Computer games,
for instance, can incorporate gami cation in the language learning process, which
is done frequently in CALL for student motivation and engagement. Some recent
examples of CALL chatbots and/or virtual avatars being used commercially or
in scienti c research are Mondly [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ], VILLAGE [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] and CILLE [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        Personalities can be described through numerous models in psychology. One
widely used model to categorise di erent personalities by broad behavioural
traits is the OCEAN model. This empirical model identi es ve dimensions {
openness, conscientousness, extroversion, agreeableness and neuroticism { that
describe a person's character [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
      </p>
      <p>
        The in uence of personality on di erent aspects of language learning has
been studied extensively. However, more studies can be found focussing on the
student's personality [
        <xref ref-type="bibr" rid="ref11 ref9">9, 11</xref>
        ] than the teacher's character traits. In the few
publications available on teacher personality, the scarcity of available literature is
explicitly noted [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. The in uence of personality on the strategies teachers
employed when learning a language themselves is analysed, nding e.g. extroverted
learners employ most types of strategies more frequently than introverts,
particularly sociocultural interactive strategies and metastrategies like foreign language
media consumption [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        In virtual characters on the other hand, various studies can be found
discussing personality, for instance the expression of personality traits in virtual
humans [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] or the impact of a virtual avatar's personality on user engagement
and perception [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Still, on the aspect of tutor personality in dialogue based
CALL, no extensive research has been conducted.
3
      </p>
    </sec>
    <sec id="sec-2">
      <title>Experiment Design</title>
      <p>For our experiment, we chose English as the foreign language, due to the wealth
of available speech synthesisers and recognisers as well as it being an easy
language for which to nd participants.</p>
      <p>
        To investigate whether the interaction with and perception of the virtual
tutor by language learners would change with di erent personality traits in the
tutor, we designed the main experiment so that the participant would talk to
a virtual avatar for a few minutes and then rate the avatar personality and
give feedback on the conversation itself. We used an expressive avatar [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ],
animated in javascript with an Irish English, female voice 1 whose facial expression
(see Figure 1), speech rate and emphasis could be controlled on-the- y by the
researcher.
      </p>
      <p>
        Set up as a Wizard of Oz Study [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], we simulated an automated,
speechbased dialogue system with a distinctive personality by creating a dialogue script
to follow with alternative paths depending on how users reacted. All anticipated
utterances in the script were then recorded as individual video clips. During an
experiment run, the researcher could select and play appropriate clips to reply
to the participant or to further the conversation. The dialogue script included
an introduction and the conversational topics of hobbies, travel and animals.
      </p>
      <sec id="sec-2-1">
        <title>1 https://www.cereproc.com/en/node/1155</title>
        <p>We designed two personalities to di er along three of the OCEAN model's ve
dimensions. As our context is language teaching, we chose to focus on
Agreeableness, Extroversion and Openness as these can be expressed best in a dialogue
setting. Due to the avatar's limited range of facial expressions and a lack of
emotionally charged situations in the interaction, we left out Neuroticism.
Conscientousness was also not included as a personality trait, as it did not apply to
the topics discussed and would be better expressed in actions rather than pure
conversation.
{ Empathises with the partici- { Set in her own opinions, insistent
pant on not changing them
{ Always friendly { Will express her opinions if they
{ Tries to understand dialogue di er from the dialogue partner
partner's point of view { Formal and curt wording,
lack{ Patient with the participant ing most ller words
{ Curious about other people's { Appears closed o</p>
        <p>ideas and experiences { Dislikes new experiences,
espe{ Ready to try new things cially travel
{ Interested in opinions and pref- { Not interested in new places or
erences di erent from her own experiences
{ Smiling facial expression
Audio-Visual { Looks straight at the viewer
Features { Emphatic lip movements
{ Fast talking speed
{ Sad facial expression
{ Head slightly tilted, not looking</p>
        <p>directly at viewer
{ Little emphasis in lip movements
{ Slow talking speed</p>
        <p>As we only worked with one avatar, both characters have a few things in
common: They have the same physical characteristics, are female and named Saoirse.
The di erent personalities were designed to represent two extremes expressed by
creating dialogue scripts where the avatar exhibited speci c personality traits.
In addition, posture, facial expression and speech characteristics were tted to
support the script (see Figure 1). As detailed in Table 1, Personality 1 (P1)
represents the higher end of our 3 scales, being open, friendly and sociable, while
Personality 2 (P2) exhibits low scores along the 3 dimensions, behaving in a
more closed o , curt and distant manner.</p>
        <p>
          Personality Veri cation Survey In order to verify the two personalities we
had designed, we ran an online survey where participants were shown a video
recording of each avatar in random order and asked to rate the avatar's
personality on a standardised personality test [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] directly after the video. We also
included a nal question to determine which personality they preferred and why.
For this survey we only invited native English speakers to ensure no participant
overlap with the main experiment and the focus being on the personality without
the added cognitive load of language learning.
        </p>
        <p>Main Experiment As in-person experiments with local participants and xed
technical equipment were not feasible at the time of writing due to the 2020/2021
Coronavirus pandemic, an experiment website 2 was built using primarily
ReactJS, NodeJS and WebRTC with separate views for the researcher and the
participant (Figure 2). On signing up for the experiment, a participant was
randomly assigned an avatar personality to interact with. Once a participant had
signed in, they could start the experiment in their own time and were presented
with an initial survey to collect some meta information (native language, age
group, ...). Next, in the main part of the experiment, the participant entered a
video chat with the avatar. On the experimenter's side, the software OBS Studio
3 was used to assemble the video clips of each personality into an OBS scene and
replay them as needed in the video call via virtual camera. Each video call was
recorded via screen recorder and saved locally. After the video call, the
participant was presented with another questionnaire rating the avatar's personality
and giving feedback on the interaction.</p>
        <p>To assess the avatar's perceived personality after the interaction, we decided
to use adjectives symbolising the 3 personality dimensions, with 4 items per
dimension, 2 positive, 2 negative each (see Table 2). Participants were asked to
rate on a 5-point scale how well each description t the avatar they had just
talked to. Next to each adjective, a de nition of the word was available in case
the user had not encountered the word before.</p>
        <p>The participants of this experiment were adult English learners, 18 years or
older with normal hearing, as the main mode of interaction was spoken dialogue.</p>
        <p>We expected P1 to be more pleasant and enjoyable to converse with, which
would show itself in markedly positive user feedback and high scores on the</p>
      </sec>
      <sec id="sec-2-2">
        <title>2 https://ode.netlify.app</title>
        <p>3 https://obsproject.com/</p>
        <p>J. Dobbriner et al.</p>
        <p>Table 2. Descriptors used in the avatar's personality evaluation by the participant
Dimension High Low
Extroversion assertive shy</p>
        <p>outgoing distant
Agreeableness patient annoyed</p>
        <p>caring demanding
Openness curious bored</p>
        <p>imaginative conservative
avatar personality survey. In contrast, we anticipated low personality scores and
for fewer participants to enjoy the interaction with P2. Regarding the dialogue,
we also hypothesised that P1 freely sharing much of herself would animate
participants to talk more, and therefore result in longer interactions than with P2.
4</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results</title>
      <p>Personality Veri cation Survey In this survey, with only native English
speakers, we recruited 33 participants, 67% female and 33% male, aged between
18 and 54 years with 33% in the 18-24 and 48% in the 25-34 age groups.</p>
      <p>Extroversion</p>
      <p>Agreeableness</p>
      <p>Openness</p>
      <p>Conscientousness</p>
      <p>Neuroticism
1.0
0.8
0.6
0.4
0.2
0.0
1 2
Personality
1 2
Personality
1 2
Personality
1 2
Personality
1 2
Personality</p>
      <p>Our personality design was veri ed, as participants consistently rated P1
signi cantly higher than P2 on the Extroversion, Agreeableness and Openness
scales just as we had intended. Figure 3 shows the box plots of these scores for
both avatars on all 5 personality scales. For better readability, we normalised the
scores between 0 and 1, i.e. 1 on the Extroversion scale would signify extreme
extroversion while 0 is extreme introversion. A T-test at a signi cance threshold
of 0:05 con rms these results with Openness (T (18) = 10:651, p = 1:857e 15)
the most signi cant, followed by Extroversion (T (18) = 9:704, p = 3:889e 14)
and Agreeableness (T (18) = 7:693, p = 1:620e 10). Even on the remaining two
scales the di erences were signi cant, more so regarding Neuroticism (T (18) =
6:436, p = 3:001e 8) { P1 scored much lower with a median under 20% which
translates to greater emotional stability compared to P2 { than Conscientousness
(T (18) = 3:810, p = 3:404e 4) where both personalities were rated relatively
high but P1 still received signi cantly higher scores, also shown in Figure 3.</p>
      <p>In terms of preference, participant responses also con rmed our expectations
with only a single participant indicating they would rather talk to P2 and the
remaining 97% stating a preference for P1.</p>
      <p>Main Experiment Over the course of this pilot experiment, 18 participants
completed the main study, 44% male and 56% female, aged 18 - 45 years,
predominately under 35, who had been learning English between 7 and 22 years
(M = 12:5, SD = 4:33). A majority of 78% reported some experience with
virtual characters or environments and the remaining 22% noted no experience at
all. At 83%, most participants spoke German as their native language with
another 11% Italian and 5.6% (one person) Chinese. Due to the automated random
assignment of experiment groups { 1 for P1, 2 for P2 { and the even number of
participants, there were 9 participants per avatar personality.</p>
      <p>Going forward, it must be stated that with a sample size as low as this, any
statistics computed on the collected data cannot be very robust and all results
are to be taken as indicative.</p>
      <p>Extroversion</p>
      <p>Agreeableness
Avatar personality scores To answer the question, whether participants were
generally able to tell apart the di erent personalities they interacted with, let
us rst look at the scores the avatar achieved in the 3 personality dimensions.</p>
      <p>Figure 4 shows box plots of the 3 personality dimensions comparing both
avatar personalities. At rst glance, the plots look mostly as expected, with P1
generally scoring higher than P2, but a closer look reveals a few unexpected
results.</p>
      <p>While P1 generally achieved higher scores, the box plots for Agreeableness
(Figure 4, middle) stretch over a larger interval and overlap more than they
di er. For Extroversion, while the 25th and 75th percentile are higher in the
rst personality, the median is actually the same at 0:625 in both groups and P2
achieved scores to just under 0:7 which is surprising for an introverted character.
The clearest distinction is found for Openness with far less overlap between the
box plots (Figure 4, right).</p>
      <p>A T-test at a signi cance threshold of 0:05 con rms these results as shown in
Table 3, with Openness (T (18) = 2:166, p = 0:046) showing the only signi cant
di erence between P1 and P2, whereas Extroversion (T (18) = 1:816, p = 0:088)
is marginally signi cant and may prove distinct with more participants.
Participants still rated P1 as slightly more agreeable, but the mean comparison in</p>
      <p>Audio Analysis Aside from the direct personality survey, we also analysed the
audio track recorded from each participant, computing speaking duration,
interruptions and pauses within a participant's turn as well as between turns.</p>
      <p>The total duration of the participant's interaction with the avatar varied
signi cantly between avatar personalities: While P1 interactions lasted an average
of 12:15 minutes (SD = 1:81, M in = 8:61, M ax = 14:25), P2 conversations
were markedly shorter at 7:55 minutes on average (SD = 1:54, M in = 5:77,
M ax = 10:26). However, this marked di erence was at least partly due to
differences in the avatar script as the P1 script included overall longer utterances.</p>
      <p>Since learners' speaking practice is the main goal of the application and to
fairly measure how much the avatar induced the participant to talk, we compared
the ratio of the the participant's total speaking time divided by the avatar's total
speaking time for each conversation. The distributions of this ratio between the
two groups are very di erent: P1 participants talked between 1:17 and 3:14 times
as much as the avatar with the 25th percentile at 1:80 and the 75th percentile at
2.39, whereas participants in P2 range between talking just over half as much as
the avatar's at 0:59 to 2:52 times as much, the latter of which is an outlier. A
mean comparison of this measure (Table 3) has a signi cant result at a p value
of 0:022, thus con rming our hypothesis that P1 would animate learners to talk
more than P2.</p>
      <p>Another useful measure are interruptions that inevitably occur during video
chats due to network latency or misjudging when the other party is going to
speak. An automated dialogue system especially may need to adjust to a user's
individual response times and minimum pause duration for a speci c speaker
to adequately mimic natural conversations. During the experiment, the number
of involuntary interruptions by the avatar occurred independent of the avatar
personality due to connectivity variations and human error of the researcher
controlling the avatar, but the frequency of interruptions may in uence the
participant's perception of the avatar's personality. As such, we counted the number
of interruptions for each conversation and found no signi cant di erence between
the personalities (see Table 3).</p>
      <p>The pauses in the conversation present a further aspect of analysis that may
be of interest, particularly the participant's reaction time, i.e. the interval until
the participant speaks after an utterance from the avatar and the participant's
pauses while speaking. Analysis of participant response times across groups
reveals no real di erence between groups for both measures, the participant silences
within a speaker's turn having a median around 1 second and the reaction times
with a median of 2 seconds across groups.</p>
      <p>Qualitative Feedback As a nal part of the experiment, participant feedback
was collected to determine enjoyment of the interaction, positive and negative
aspects noted by the participants, their attentiveness during the dialogue and
suggestions for further topics to discuss with the avatar.</p>
      <p>All participants replied with Yes when asked whether they had enjoyed the
interaction. When we gauged the participants' attentiveness by having them
recall what they talked about, each participant recalled the main topics of
conversation (hobbies, travel and pets).</p>
      <p>In a question about positive and negative aspects of the avatar's
conversation, frequent positive aspects of P1 were: patient (repeating words or phrases),
interested, asking questions/introducing topics, kind and interesting to talk to.
Negative aspects included: interruptions/impatience and topic changes without
answering a user question. Showing too little emotion and talking too fast were
also brought up, but only once. For P2, the main positive aspect was a good
understanding of the user with matching responses. Unexpectedly, considering
the intended lower agreeableness level, the avatar being nice, polite and having
a sense of humor was also mentioned. A possible explanation might be that P2,
while frequently disagreeing with the participant, was never openly rude, and
polite disagreement may even be perceived as truer understanding than constant
agreement with the learner. Frequent negative aspects were that the avatar was
sometimes hard to understand and was sti or unnatural to talk to. The avatar
looking sad and not answering some questions was also sporadically noted.</p>
      <p>Topic suggestions for further conversation with the avatar were numerous
for both groups and several people explicitly stated they would like to talk to
the avatar again. Notably for P2, the avatar's general sadness and fear was
repeatedly suggested, demonstrating an urge to help the avatar develop a more
positive attitude.
5</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>While in our validation survey both personalities were clearly distinguishable,
the results of the main experiment show less of a perceived di erence between
the two. Part of that may be explained by having native English speakers for
the validation and language learners in the main experiment along with the
di erent number of participants, the mode of delivery and di erent focus: In the
survey, 33 participants watched a video with instructions to focus on personality
and had a direct comparison of both avatars, whereas the main experiment was
interactive, with 18 language learners more focused on understanding the avatar
and formulating a response and they only saw one avatar.</p>
      <p>Aside from that, certain implications of the online interaction likely also
a ected speci c personality dimensions: The overall high extroversion scores for
P2 could be due to the avatar being perceived as more assertive than intended
in its aim to keep the conversation alive. For participants who tend to give short
replies and not ask many questions themselves, the avatar's continued questions
may be recognised as outgoing, leading to a higher extroversion score.</p>
      <p>Agreeableness, on the other hand seems to be highly varied independent of
avatar personality, and generally rather high, which is further reinforced in the
feedback survey where the P1 is repeatedly noted as kind or friendly { as
intended { but P2 is unexpectedly deemed nice and polite by two participants. In
the script, agreeableness was incorporated implicitly by a generally more
informal speaking style for P1 but not in explicit statements, which would likely be
more easily picked up by native speakers. Additionally, the avatar's involuntary
interruptions certainly had an impact on perceived patience that was also noted
explicitly as a negative in the P1 feedback. Countering that, the willingness to
repeat utterances which was present in both avatars as this is a learner's
environment, would be perceived as higher patience. Both interruptions and repetitions
therefore likely a ected the agreeableness score as noise across personalities.
Participants' direct comments also indicated that P2 was perceived as sad and
depressed rather than disagreeable.</p>
      <p>With the avatar's questions in both personalities, the openness score,
particularly curiosity was always rated at least neutral or higher and thus elevated the
score across groups. However, the explicitly conservative statements of P2, along
with more in-depth questions and requests for recommendations in P1 appear
to be su cient to be perceived as distinct from each other.</p>
      <p>
        With regards to the speaking time ratio, P1 appears to encourage the
participant to speak more than P2 does, as expected if the participant is mirroring
the avatar's conversational style [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Encouraging the user to talk more is one
aim of a language learning application, so P1 may be more suited to that task.
However, advanced learners might be shown P2 with the task to encourage the
avatar to speak more.
      </p>
      <p>Regarding participant feedback, the universal enjoyment of interacting with
the avatar was group-independent and is likely at least in part due to the novelty
of the experience in contrast to conventional teaching. Gathering feedback and
recording student progress over an extended period of time would be required for
more valid results. However, the positive and negative aspects of the personalities
will help us improve them in further iterations of this project.</p>
      <p>As a nal aspect of this study, it should be noted that our participants were all
volunteers and therefore bringing a high baseline of openness and agreeableness
to the interaction. If used e.g. as an extension to traditional language teaching
in a classroom or even just in a larger group of learners, the acceptance of and
engagement with a virtual language tutor like this would likely di er.
6</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusions and Future Work</title>
      <p>In this pilot study we designed and veri ed two di erent personalities for a
virtual language tutor, exploring through an interactive experiment whether
participants interacted di erently with it depending on the tutor's
personality. While the personality di erences appeared distinct in our validation survey,
in our main study we found that only one out of three personality dimensions,
Openness, was perceived signi cantly di erently between both groups.
Extroversion, a second dimension came close to the signi cance threshold and the third
dimension, Agreeableness was widely distributed with relatively high scores in
both groups. However, the participant's speaking time relative to the avatar as a
fourth measure, was signi cantly higher in the personality designed to be more
pleasant overall, thus matching our expectations, and qualitative feedback for
the application itself was encouraging.</p>
      <p>While this initial study has limitations, we see it as an important step in
validating our approach to data-driven customisable assistive agents. Such agents
require the synthesis of a number of aspects of arti cial intelligence, machine
learning, and cognitive science, but in so doing provide us a very real and
benecial application domain for intelligent systems development. In current research
we are now beginning to put our ndings to work in prototype development. With
respect to the speci c future work building on our activities here, we will focus
on making the personality di erences more apparent during the interaction,
automating and extending the study by building a chatbot for each personality and
possibly adding more personalities as well as exploring measures to automatically
adapt to the student.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This publication has emanated from research conducted with the nancial
support of Science Foundation Ireland Centre for Research Training in
DigitallyEnhanced Reality (D-REAL) under Grant number [18/CRT/6224]. For the
purpose of Open Access, the author has applied a CC BY public copyright licence
to any Author Accepted Manuscript version arising from this submission</p>
    </sec>
  </body>
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