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  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Faculty of Computer Science and</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Faculty of Computer Science and</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Faculty of Computer Science and</string-name>
          <email>jnurfauza@unimas.my</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Information Technology</institution>
          ,
          <addr-line>UniversitiMalaysia Sarawak</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Information Technology</institution>
          ,
          <addr-line>Universiti</addr-line>
          ,
          <country>Malaysia Sarawak</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Information Technology</institution>
          ,
          <addr-line>Universiti, Malaysia Sarawak, Kota Samarahan</addr-line>
          ,
          <country country="MY">Malaysia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-A successful application requires the software engineer to take into account the users feeling in the modeling process. For example, how to elicitate the emotion of “ interest”? How to transform the emotion of “ interest into design and implementation?. Previous research claims that there was existing gap to fulfilling user emotional requirement throughout the software development life cycle. By adding emotion thinking, it is possible to avoid application failure and rejection. From the study, the emerging of Agent Oriented Modeling (AOM) is to design the modeling emotion expression since user emotions are critical in determining whether or not an application will be accepted. AOM is agent-oriented methodology that is compliance with model driven architecture and uses the concept of agent in all stages of its process through modeling steps. Unlike Unified Modeling Language (UML), which is more suitable for modeling functional requirements but not for dealing with the new emotional requirement. Thus, AOM is a better approach for dealing with human emotions. While AOM has been extended with emotion models, it still lacks the ability to systematically elicit, analyse, develop, and implement emotion-oriented applications. This study extends the AOM with emotion element across nearly all AOM models. Thus, by having a systematically set of models for emotionoriented application, it can serve as a guide to design, redesign, and discuss the emotion elements among the software development team in emotion- oriented application.</p>
      </abstract>
      <kwd-group>
        <kwd>emotion</kwd>
        <kwd>methodology</kwd>
        <kwd>modeling</kwd>
        <kwd>agent-orient ed modeling</kwd>
        <kwd>quiz</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>I. INTRODUCTION</p>
      <p>
        Emotions are intense feelings directed at someone,
something, or nothing at all [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. An emotional-oriented
application, on the other hand, is one that takes into account
the emotional or user feelings in the development of the
application[2]. Online quizzes and Massive Open Online
Courses (MOOCs) are two examples of emotion-oriented
applications that may be used to make learning more engaging
and interesting for students[3].
      </p>
      <p>
        Quiz MASter is a game-based educational learning
system that is integrated with an intelligent software agent to
provide appropriate feedback to the learner [4]. Meanwhile,
emotion-based Quiz MASter is a quiz application that uses a
virtual character to comfort students throughout quizzes by
using various emotion elements and feedback [3]. The aim of
the study is to reduce the complexity in developing
emotionoriented application. Considering user emotions throughout
the development process can lead to the discovery of a new
requirement [
        <xref ref-type="bibr" rid="ref6">5</xref>
        ], the ability to improve user experience [
        <xref ref-type="bibr" rid="ref6">5</xref>
        ], the
acceptance of an application[
        <xref ref-type="bibr" rid="ref6">5</xref>
        ], and the decrease of the failure
of a rejected application[2]. Work has been done to capture
user feeling and emotion and transform into software
development happened in [2],[
        <xref ref-type="bibr" rid="ref6">5</xref>
        ],[7],[
        <xref ref-type="bibr" rid="ref9">8</xref>
        ],[9],[
        <xref ref-type="bibr" rid="ref12">10</xref>
        ],[
        <xref ref-type="bibr" rid="ref13">11</xref>
        ],[
        <xref ref-type="bibr" rid="ref18">16</xref>
        ].
      </p>
      <p>
        One of the reasons for the application's failure and
rejection is that the emotional needs of users were overlooked
or given little consideration during software development [2].
Software designers typically design functional and
nonfunctional requirements based on their understanding [2].
For example, a photo sharing online application will not be
used if individuals do not feel involved or in contact with
their friends and family when using the system [
        <xref ref-type="bibr" rid="ref6">5</xref>
        ].
Furthermore, individuals play video games to have fun, to be
excited, to be scared, and to avoid boredom[6]. Rather of
focusing just on the system, addressing their emotional
requirements as the third class of aim in AOM might
improve the emotional reaction of users to software products.
Recent research has not extensively explored how to
incorporate emotional goals into the software development
life cycle [2].
      </p>
      <p>There has been little research into adding user emotional
expectations into the software development life cycle.
Without proper guidance on how to include user emotional
goals into the software development life cycle, software
developers tend to disregard these goals as the project
progresses[2]. So far, no technique has been developed that
allows us to elicit user emotional goals [2]. Emotional
thinking must be integrated throughout the development
process[2]. As a result, emotional goals should be given the
same importance as functional and quality goals[2].</p>
      <p>
        However, how to elicitate user emotion? How to design
and implement it through Quiz MASter application? In our
study, we addressed this existing gap introduces a
systematic way to model an emotion-oriented application
emotion capturing, analysis and design using the Agent
oriented Modeling (AOM). AOM is agent-oriented
methodology that is compliance with model driven
architecture and uses the concept of agent in all stages of its
process through modeling steps [
        <xref ref-type="bibr" rid="ref16">14</xref>
        ]. In turn, agent can be
humans or artificial . AOM was introduced to provides an
approach for modelling complex systems made upof humans,
hardware, and software agents in a changing environment
[
        <xref ref-type="bibr" rid="ref16">14</xref>
        ]. Unlike UML modelling, which is ideal for modelling
functional requirements, UML is incapable of addressing
human aspects such as emotions.
      </p>
      <p>
        Emotion-oriented goal model for Quiz MASter
AOM is capable of capturing user feelings and transforming
them into the design and development of emotion-oriented
applications. The interaction diagram in AOM represents the
interaction of agents ( human or artificial) with the system [
        <xref ref-type="bibr" rid="ref6">5</xref>
        ].
In AOM, various agent models have been introduced [
        <xref ref-type="bibr" rid="ref16">14</xref>
        ].
These include emotion models [
        <xref ref-type="bibr" rid="ref6">5</xref>
        ], goal models, role models,
organization models, domain models, agent and acquaintance
models, interaction models, knowledge models, scenarios
model and behavior models [
        <xref ref-type="bibr" rid="ref16">14</xref>
        ].
      </p>
      <p>In our study, we addressed this existing gap by proposing
methods to elicit requirements with HOMER;
emotionoriented goal model, emotion-oriented role model,
emotionoriented Tropos goal model, emotion-oriented goal model for
quiz master to handle joy expression, emotion-oriented
domain model for Quiz MASter application,
emotionoriented scenario model, interaction model and behavior
model and emotion-oriented knowledge model. To illustrate
the usability of emotion-oriented AOM, the confirmatory
case study, Quiz MASter, was used as an example to explore
the use of AOM in the design of an emotion-oriented
application.The Quiz MASter is based on a TV quiz game
show in which the game host asks questions to a group of
competing competitors. In Quiz MASter application, the
contestants are replaced by students, and the presenter is
replaced by an intelligent software agent that delivers
relevant feedbackbased on the responses of the students [4].</p>
      <p>The game has twoagents: (1) a host agent and (2) a crowd
agent. The host agent will greet the student with his or her
attention fixed on the student. During the game, the player
will be asked a questionand will have one minute to respond.
If the kids deliver the correct response, the host agent will
congratulate the student as the audience cheers and claps. If
the student responds incorrectly, the host agent will wish the
student luck on the following question as the audience
expresses sympathy for the student with squirming sounds
and animations. Meanwhile, once player have completed the
set of questions, one point will be awarded for each correct
answer. The game will be won bythe student with the highest
score.The study starts with a casestudy and then moves on to
agent models that take emotion into account.</p>
      <p>II. METHODOLOGY FOR EMOTION-ORIENTED APPLICATION
A. Overview of extended AOM research methodology for
emotion-oriented application</p>
      <p>
        The four layers will be addressed in this research
methodology. These layers are the requirement elicitation
layer, the motivation Layer[
        <xref ref-type="bibr" rid="ref16">14</xref>
        ], the system design layer[
        <xref ref-type="bibr" rid="ref16">14</xref>
        ],
and the development layer[
        <xref ref-type="bibr" rid="ref16">14</xref>
        ]. The requirement elicitation
layer involves elicit requirements with Human Oriented
Method for Eliciting (HOMER). These elicitation answers are
mapped into extended goal model, extended role model,
tropos goal model and domain model in the motivation layers.
      </p>
      <p>The motivation layer is used to understand what people
want and desire, the problem to be solved, and the overall
purpose, goals, and requirements of the socio-technical
system among stakeholders. Afterwards, the motivation
layers are mapped into scenario, interaction, and behavior
and knowledge modelin the design layers. The design layer,
on the other hand, covers the design element of the
interactive application. Finally, these design layers will be
transformed into programming language.</p>
    </sec>
    <sec id="sec-2">
      <title>B. Step 1: Elicit requirements with HOMER</title>
      <p>
        The focus of emotion modelling is as following. The step
involves is to elicit requirement with Human Oriented
Method for Eliciting (HOMER). HOMER is an elicitation
technique that uses elicitation questions to elicit the
requirements of stakeholders such as functional,
nonfunctional and emotional requirements. These include
interview session and specify the AOM through HOMER
answers [
        <xref ref-type="bibr" rid="ref17">15</xref>
        ]. From HOMER elicited answer in the
requirement elicitation layer, the modeller will proceed with
the modelling process at the Motivation layer.
      </p>
      <p>C. Step 2: Emotion-oriented goal model for Quiz MASter</p>
      <p>
        Figure 1 presents the emotion-oriented goal model for
Quiz MASter. Emotion models are a new requirement or goal
in AOM that are used to capture and model the
emotionoriented applications. There are two kinds of emotional goals.
The emotional goal and emotional threat are examples of this.
Emotional goals are positive emotions represented as a heart
shape to reflect the emotional need of what the user wants to
feel in the applications [
        <xref ref-type="bibr" rid="ref6">5</xref>
        ].The positive emotion, such as
feeling joy, trust, engaged, interest, serenity, and surprise.
      </p>
      <p>
        Emotional threat is a negative emotion that describes an
emotion that the user does not want or that must be avoided in
the application[
        <xref ref-type="bibr" rid="ref6">5</xref>
        ]. Boredom, grief, distraction, fear, rage, and
frustration are examples of negative or unpleasant emotions.
Emotional threat is represented by spades. In the context of
Quiz MASter, Handle Quiz is the main functional goal. In
order to achieve the main functional goal, several purposes of
the system has been translated into functional goal or
subgoals. These include the play quiz, display question, score
handle and feedback handle. Learners and quiz master are
responsible to achieve the main functional goal of handle the
quiz.
      </p>
      <p>
        To play the quiz, the learner must enrol the course and
submit the answer in the quiz. Once the learner has submitted
an answer, the learner wants to anticipate the answer. They
like imagining and planning what will happen in the next
question after they have submitted their answer. The quiz
master are responsible to achieve the functional goal of the
Display Question. The quiz master will display the question
after learner enrol the course. Meanwhile, the Quiz master
wants to feel interest during display the question to the
Learner. Quiz master does not want to feel boredom during
display the question to the Learner. Boredom was found
associated with poor learning environment[
        <xref ref-type="bibr" rid="ref15">13</xref>
        ]. In other
words, boredom was defined as the anxious due to lack of
interest [
        <xref ref-type="bibr" rid="ref15">13</xref>
        ].
      </p>
      <p>
        Boredom may negatively impact on them, causing poor
achievements [
        <xref ref-type="bibr" rid="ref14">12</xref>
        ]. Thus, boredom is considered as the
negative feeling that the quiz master does not want to feel
particularly during give the question. After the learner
answered the question, the quiz master will give score and
give feedback to the learner.
      </p>
      <p>Score handle consists the sub goals of view score and give
score. If the learner provided the correct answer, the high score
would be displayed to the learner, and vice versa. The learner
wants to feel joy when viewing a high score and surprise when
viewing a low score. When viewing the low score, the learner
does not want to feel sad. The same is relevant for quiz
masters; they want to feel joy when they provide a high score
to a learner and surprise when they give a low score to a
learner. They do not want to be sad when the score is
delivered.</p>
      <p>
        Feedback handle does consist the sub goals of View
feedback and Give feedback. The functional goal Feedback
handle is associated with the quality goal ‘‘immediate
feedback. The immediate feedback can improve the
understanding of the learner[
        <xref ref-type="bibr" rid="ref19">17</xref>
        ]. If the learner submitted the
correct answer, the quiz master will give the positive
feedback. When viewing positive feedback, the learner wants
to feel joy, and when viewing negative feedback, the learner
wants to be surprised and not distracted. Any bad emotion that
the user does not want to feel, such as boredom, sadness,
distraction, or anger, was regarded as an emotional threat [
        <xref ref-type="bibr" rid="ref14">12</xref>
        ].
      </p>
      <p>The role model elaborates the roles that are involved in
the application [9]. Role model will be briefly described in the
following phase.</p>
      <p>D. Step 3: Emotion-oriented role model for learner</p>
      <p>A role model has been extended with lists of the
responsibilities of the role with the emotional goal and threat.
For example, the learner wants to feel joy when view high
score.The learner wants to feel surprise when view low score
and does not want to feel sad. The learner wants to feel joy
when view positive feedback. The learner wants to feel
surprise when view negative feedback and not feel distract.
Table 1 presents the emotion-oriented role model for the
learner.</p>
      <p>Tropos goal model will be briefly described in the
following step on how the interaction of the role can influence
the sensation of another individual role.</p>
      <p>
        Tropos goal aim model is used in this stage to model in
detail how the interaction of the role can influence the feeling
of another individual role. A dependency can be described as
when one actor (the depender) depends on another actor (the
dependee) for gain some dependum [
        <xref ref-type="bibr" rid="ref16">14</xref>
        ]. If the dependee fails
to deliver the dependum, the depender would be unable to
achieve its goals on its own or not as easily. Since emotion is
interactive mechanism, there are need model that can model
interaction of emotion element.
      </p>
      <p>Figure 2 depicts the emotion-oriented tropos goal model
with an emphasis on emotion. The learner is depending on
the quiz master to display the question.The quiz master is
responsible for displaying the question to the learner. When
displaying the question, the quiz master wants the learner to
be interested and does not want the student to be bored. The
quiz master is counting on the student to submit an answer.
When submitting the response, the learner wishes to feel
anticipation. The quiz master understands that the student
wants to feel a sense of anticipation as they submit their
response. Meanwhile, learners rely on the quiz master to
assign a score. Learners depend on the quiz master to give
feedback to the learner. The learner's emotion is influenced
by the feedback they receivedfrom the quiz master.
Fig. 2.</p>
      <p>Emotion-oriented tropos goal model for Quiz MASter</p>
    </sec>
    <sec id="sec-3">
      <title>F. Step 5: Emotion-oriented domain model</title>
      <p>Once the emotion associated with goal depedency has
been identified, we can proceed to identify the method for
dealing with the emotion as well as the knowledge entities
that will be influenced by emotion. This is accomplished
using the goal model and the domain model. Figure 3
presents the emotion-oriented domain model for Quiz
MASter application. It does show the domain entities like
course, question, answer, score/answer and feedback for
studying Quiz MASter behavior. When learner enrol the
course, the course will affect the question. Afterwards, the
quiz master will display the question that allow the quiz
master to feel interest and not feel boredom. Once the learner
submit answer, the learner wants to feel anticipate when
waiting for the answer.The quiz master will receive the
answer and affect the score and lead to the feedback.</p>
      <p>Emotion-oriented domain model for Quiz MASter</p>
      <p>G. Step 6 : The emotion-oriented goal model for quiz
master to handle joy expression</p>
      <p>This step involved identifying ways for handling
emotions when providing positive and negative feedback
using the goal model and domain model. In this paper, we
design virtual agent, the quiz master that can handle its
emotion through verbal, nonverbal expression, background
music, visual engagement, and reward forms. Figure 4
presents the emotion-oriented goal model for the quiz master
to Handle joy expression. This step involves identify
strategies of handling the emotion when give positive and
negative feedback through goal model and domain model.</p>
      <p>The strategies that involve are Give high score, Express
smile expression, Show thumb up, Play clap sound, Show
motivation pictures, Bright color background and Unlock
new level.</p>
      <p>H. Step 7: The emotion-oriented scenario model,interaction
model, behavior model and knowledge model..</p>
      <p>After having decided the agent types and modeling the
domain entity is emotion modeling, the scenario, interaction
and behavior model will be modeled in this step. Table 2
presents the Scenario 1 for achieving handle the quiz. This
involved modelling the design aspect of emotion oriented
application. Figure 5 present the interaction model of learner
at the beginning of Quiz MASter. When a learner enrols in a
course in the Quiz MASter app, the quiz master will display
greetings. “ Greetings! This is where you ask the learner
questions”. The quiz master will next provide the question to
the learner, and learner will want to feel excited when they
submit their answer.</p>
      <p>Fig. 4.</p>
      <p>Emotion-oriented goal model to handle joy expression</p>
      <p>They are hoping for the good news once submits the
answer learner answers the correct answer. The learner
initiates its own feeling of anticipate by triggering rule R1 to
initiate activity by submit correct answer. R1 leads to
epistemic CREATE action of new knowledge of answer. On
the other hand, the quiz master wants to feel joy when give
score 2 marks to the learner. Rule R2 is triggered after display
score and this lead the initiate of rule R3 within the feedback
activity type and CREATE action of new knowledge of
feedback. Within this activity type it triggers the feeling joy
of the quiz master and the learner.</p>
      <p>These include show smile expression, show thumb up, play
clap sound, positive feedback, show motivation pictures and
1
2
3
4
5
6
7
8</p>
      <p>Enrol course
Display
greeting
Display
question
Submit answer
View high score
and positive
feedback
View low score
and negative
feedback
Give high score
and positive
feedback
(Scenario 2)
Give low score
and negative
feedback
(Scenario 3)</p>
      <p>Agent
types/role
Learner
Quiz
Master
Quiz
Master
Learner
Learner
Learner
Quiz
Master
Quiz
Master</p>
      <p>Emotional
goal and
threat
None
None
Interest,
Boredom
Anticipate
Joy
Surprise,
Sad,
Distract
Joy
Surprise,
Sad,Anger
display bright color. Rule R4 is triggered after displaying
bright color activity type is done. Rule R4 has one condition:
learner receives the final total score with more than 16. The
learner needs to satisfy the rule R4 before can unlock new
level. If the learner receives less than 16, an activity of type
Return home is performed and the enclosing activity of type
Feedback finishes.</p>
      <p>Emotion-oriented interaction model of learner in the beginning of</p>
      <p>Quiz MASter</p>
      <p>Figure 6 presents the behavior model of quiz master if the
learner answers the correct answer. The learner initiates its
own feeling of anticipate by triggering rule R1 to initiate
activity by submit correct answer. R1 leads to epistemic
CREATE action of new knowledge of answer. On the other
hand, the quiz master wants to feel joy when give score 2
marks to the learner. Rule R2 is triggered after display score
and this lead the initiate of rule R3 within the feedback
activity type and CREATE action of new knowledge of
feedback. Within this activity type it triggers the feeling joy
of the quiz master and the learner. These include show smile
expression, show thumb up, play clap sound, positive
feedback, show motivation pictures and display bright color.</p>
      <p>Rule R4 is triggered after displaying bright color activity
type is done. Rule R4 has one condition: learner receives the
final total score with more than 16. The learner needs to
satisfy the rule R4 before can unlock new level. If the learner
receives less than 16, an activity of type Return home is
performed and the enclosing activity of type Feedback
finishes.</p>
      <p>Emotion-oriented behavior model for correct answer</p>
      <p>Figure 7 present the knowledge model for Quiz MASter
application. The course, question, answer, score and feedback
are public knowledge because (a) Course register by learner
agent is the same source created by the quiz master agent
during play the quiz, (b) question given by the quiz master
agent is the same question transferred to the Learner Agent,
(c) answer given by the quiz master Agent is the same answer
transferred to the Learner Agent, and finally (d) score given
by the quiz master Agent is the same when given to the
Learner Agent.
I. Step 8 : Interface of the Quiz MASter application during
the feedback</p>
      <p>Interface of the Quiz MASter application during the feedback</p>
      <p>Figure 9 shows the Quiz MASter application's interface as it V. ACKNOWLEDGMENT (Heading 5)
begins to answer the correct question. When a learner sees a high
s ore, learner wants to be joy and The strategies involved are as My sincere special gratitude to Professor Kuldar Taveter, Dr
follows: received a score of 20 out of 100, a positive message, a Cheah Wai Shiang, and the RESOSY 2021 committee for their
smiling expression, a clap sound effect, a bright colour, a assistance with this research.
motivation picture, and the ability to go to thenext level.</p>
      <p>Interface of the Quiz MASter to answer correct answer.</p>
      <sec id="sec-3-1">
        <title>III. LESSON LEARNT</title>
        <p>In this paper, we have AOM introduced to model a socio
technical system in which it models interaction between
human and system. Unlike the UML modeling is suitable to
model the functional requirement, UML is lacking to handle
the human aspect. Understanding the user feeling is very hard
and abstract. With the extended AOM, it is able to capture
user feeling and transform into the design and development
of emotion-oriented application. An informal discussion with
ten 10 postgraduate students in using extended AOM for
emotion-oriented application has shown that some of them
really like the idea of using new notation of emotion model
in goal model and interaction model. The emotion models can
drive the conversation and communication of user feeling.
During the discussion, students suggest should include
pleased, surprise, excited and cheerful as positive emotions.
Also, they suggested to use sceptical, furious, confuse,
sarcasm and bored as the negative emotion through all other
models in AOM.</p>
      </sec>
      <sec id="sec-3-2">
        <title>IV. CONCLUSION</title>
        <p>User emotional expectation is a major predictor of
application acceptance. However, there has been minimal
research on incorporating user emotional expectations into
the software development life cycle. This research bridges
the gap in fulfilling user emotional requirements by
expanding on previous works that claim AOM can model
emotion-oriented applications. We addressed this existing
gap in our study by proposing methods to elicit
requirements with HOMER; emotion- oriented goal model ,
emotion-oriented role model, emotion- oriented Tropos goal
model, emotion-oriented domain model for Quiz MASter
application, emotion-oriented goal model for quiz master to
handle joy expression, emotion-oriented scenario model,
interaction model and behavior model and emotion-oriented
knowledge model. The discovery of demonstrates that
extended AOM is useful to designers in order to
systematically model an emotion-oriented application using
the proposed method, which requires more validation and
verification in future works. reflections and contribution</p>
      </sec>
    </sec>
  </body>
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