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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Monitoring and Maintaining Student Online Classroom Participation Using Cobots, Edge Intelligence, Virtual Reality, and Artificial Ethnographies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ana Djuric</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Meina Zhu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Weisong Shi</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Thomas Palazzolo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Robert G. Reynolds</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Wayne State University</institution>
          ,
          <addr-line>Detroit MI 48202</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <fpage>24</fpage>
      <lpage>30</lpage>
      <abstract>
        <p>In this project Virtual World technology and Edge Intelligence to produce a shared social landscape for the society of learners. The idea is to create a Virtual World in which learners can participate and interact. One that is parallel to the learning environment or classroom. This can be viewed as an online multi-user environment such as “second-life” where on-line learners can interact and construct their own spaces. Their ability to work in that space is governed by input from their robot mentor (Human Robot Learning Unit). Skills in the Classroom Virtual World are provided as a result of a student's behavior in the learning environment. The Virtual World can persist after the learning session is concluded so it provided an incentive for learners to do well in the learning session so that they can acquire points that translate into skills in the corresponding Virtual World. That Virtual World can be shared by several learning sessions or classes to provide a more comprehensive learning environment. An online ethnography of the interactions of learners and instructors can be produced as suggested by McCarthy and Wright (3).</p>
      </abstract>
      <kwd-group>
        <kwd>Cobots</kwd>
        <kwd>Human-Robet Learning Units</kwd>
        <kwd>Edge Computing</kwd>
        <kwd>Artificial Ethnographies</kwd>
        <kwd>Virtual World</kwd>
        <kwd>Learner Focus</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Motivation and Vision</title>
      <p>
        A Cobot is a robot intended for direct human interaction
within a shared space. Unlike traditional industrial robots that
whose actions are isolated from their human counterparts.
[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Cobots were invented in 1994 by J. Edward Colgate and
Michael [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Cobots can be used in variety of situations
including public spaces Plishkin providing informational
services. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. This is the context in which we view them here.
The International Federation of Robotics [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] has identified 4
different categories of Cobots [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]:
1. Coexistence: The human and the robot work along each
other with a partition but have no shared workspace.
2. Sequential collaboration: The human and the robot are
both active within a shared workspace but their actions are
sequential and they don’t work at the same time.
___________________________________
In T. Kido, K. Takadama (Eds.), Proceedings of the AAAI 2022 Spring Symposium
“How Fair is Fair? Achieving Wellbeing AI”, Stanford University, Palo Alto, California,
USA, March 21–23, 2022. Copyright © 2022 for this paper by its authors. Use permitted
under Creative Commons License Attribution 4.0 International (CC BY 4.0).
3. Cooperation: The human and robot work on the same task
at the same and are both in motion.
4. Responsive collaboration: The robot responds in real-time
to the actions of its human counterpart.
      </p>
      <p>It is this latter category that is of concern here. This project
is concerned with the development of a Human Robot team
(Human Robot Learning Unit) that is able to participate in a
society of online learners. The motivation behind this that
one way to maintain a learner’s attention is to have a
“paraprofessional” monitor their activity online. However, it
is difficult for a single human to closely monitor a large
group of learners especially since individuals have different
learning styles and learning rates. In addition, a learner can
simply turn off their audio and visual and fly under the radar.
The classic case is where a student thought that they had
switched off their audio and video so the observer was able
to see them playing video games in the background the entire
session.</p>
      <p>
        In this project the use of Virtual World technology and
Artificial Intelligence to produce a shared social landscape
for the society of learners. The idea is to create a Virtual
World Classroom in which learners can participate and
interact. One that is extension of the learning environment or
classroom. This can be viewed as an online multi-user
environment such as “second-life” where on-line learners can
interact and construct their own spaces. Their ability to work
in that space is governed by input from their robot mentor.
Skills in the Virtual World are provided as a result of a
student’s behavior in the learning environment. The Virtual
World can persist after the learning session is concluded so
it provided an incentive for learners to do well in the learning
session so that they can acquire points that translate into
skills in the corresponding Virtual World. That Virtual World
can be shared by several learning sessions or classes to
provide a more comprehensive learning environment. The
experiences can be combined to produce an online
ethnography similar to that generated by McCarthy and
Wright for the online game “Second Life” [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. They
proposed a four-part framework through which to interpret
the users’ subjective experiences:
1. The impact of the experience on the senses. The
experiences concrete and visceral impact.
2. The emotional and affective impact of the experience.
3. The compositional of the sequence of actions that
comprise an event.
4. The spatial and temporal context of the experience.
Although there are many dimensions to the learning activity
that can be studied the system described here addresses the
most fundamental aspect of learning, how a learner
maintains focus in their environment. Other qualities can be
added in down the road. The challenges that online learners
face in terms of focus will be discussed in the next section.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Challenges to the Focus of Online Learners</title>
      <p>
        The loss of online students’ attention to learning is a common
and severe problem. Due to the COVID-19 pandemic, more
than 200 million students, consisting of 12.5% of total
enrolled students worldwide, were influenced by the
university and school closures in December 2020 [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. It is
clear that the Pandemic has accelerated the process of
shifting courses from a traditional face-to-face format to
an online one [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Online learning offers students more
choices and flexibility in necessary coursework, which
requires increased skills to plan, monitor, and manage
learning [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. However, online education is challenging for
both students and teachers. The loss of focus of attention and
engagement in online learning is one of the primary
challenges of online education [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Given that attention
comes prior to cognitive learning, staying focused and
engaged is vital to cognitive learning activities [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Losing
focus affects lectures, labs, tests, quizzes, group activities,
and projects in online education (see Figure 1).
The factors that can possibly lead to losing focus of
attention can be categorized into the external state (see Figure
2) and internal state (see Figure 3). The students' external
state reflects the impact that their learning environment has
on their cognition. engagement, tiredness, overload,
loneliness, and lack of communication with classmates and
instructors [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] (see Figure 3).
Robotic technologies have played a significant role in
education. Research has indicated that online pedagogical
agents can promote effective instruction [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. For
example, robots have taken diverse roles in education, such
as addressing absenteeism [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], enhancing motivation [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ],
supporting students’ emotions [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], triggering productive
conversation in language education [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], promoting
collaboration [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], fostering computational thinking
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], and enhancing creative thinking and
problemsolving skills [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. However, a majority of the agents were
virtual robotics or physical robotics for classroom teaching.
Little research has focused on the use of physical robots as
participants in an online students’ learning environment. In
other words, each student would have a robot mentor that will
help monitor the student’s progress and provide feedback to
the instructor. The instructor can then use that information at
a meta-level to make strategic decisions about class
trajectories.
      </p>
      <p>The vision of this project is to exploit the synergistic
potential of the robot student team. That is, humans can
perform certain tasks better than robots and vice versa. The
goal is to exploit the complementarity nature of their
relationship in order to produce a true marriage of minds.
This Human-Robot-Learning-Unit (HRLU) is the
fundamental building block upon which to scaffold a new
framework for online learning. In the next section the basic
structure of the HRLU will be discussed along with the
information that can be passed to the Supervisor. The
Supervisor will then use that information to update the
Virtual World based on learner’s performances and update
their ethnography. The updated ethnography will be the basis
for adjusting the HRLU components for the next learning
session.</p>
    </sec>
    <sec id="sec-3">
      <title>HRLU Methodology</title>
      <p>Robots are used as teaching and learning tools to be
manipulated and operated by students in many schools. For
online teaching, the robot assistants will be located at online
learner’s homes. Because of that, we made a comparison
between different teaching robots based on their suitability
for such an application. The factors that are compared
include their functionality, price, weight, software, hardware,
etc. Therefore, this research uses a robot, like Misty
(https://www.mistyrobotics.com/), to facilitate students'
selfregulation in the online learning environment (see Figure 4).</p>
      <p>Fig. 4. Misty robot (https://www.mistyrobotics.com/)
The Robots contribution to the HRLU can be as follows:
5. First, robots can provide pre-scheduled learning activities
during the entire semester in order to support students'
time-management.
6. Second, the robots can monitor the students' learning
behavior through eye-tracking and monitoring facial
expressions and gestures during synchronous classroom
and related meeting sessions. Based upon learned patterns
in the students' behavioral data, the robot can track
students' learning progress and provide interventions to
facilitate students' cognition and meta-cognition.
7. Third, robots can facilitate formative assessment and
provide immediate feedback to students in online learning.
8. Fourth, robots can communicate not only with students
but also with the Supervisor. The Superviso Unit (ILRU)
will facilitate communication between the HRLUs and
with the Virtual World.</p>
      <p>The HRLUs communicate in the Virtual Classroom with
other HRLUs. See Figure 5. The communication will be
arranged such that each student is communicating with a
personalized robot, while all robots are communicating in the
network, and the instructor (IRLU) is communicating with
all robots in the network. It is possible that the Instructor will
have their own intelligent agent learning unit.</p>
      <p>In order to control the online HRLU classroom,
instructor(s) (IRLU) will be using provide scripts for
interactions (e.g., questions) prepared using their previous
teaching experience. See Figure 5. The control flow can be
as following:
1. Input - scripted interactions that are designed to get
information about the students’ internal state)
2. Output - Collecting answers from students
3. Output - Analysis of student’s answers
4. The Supervisor (IRLU) updates the Virtual World
parameters based upon the student robot interactions. The
Virtual World is referred to as the Virtual Classroom Matrix
in Figure 5 as a reference to the “Matrix” in the
corresponding films
5. Data Analytics of the updated VCM in order are performed
by the IRLU to adjust the state of the Virtual World.
6. The Supervisor ILRU updates the Ethnography Classroom
Matrix (ECM) of the Virtual World using the adjusted VR
parameters from 5 above.
7. Express ECM and VCM parameters in a graphical update
using a GUI. This GUI will be used for generating a virtual
classroom map using Machine Learning techniques such as
Evolutionary and Deep Learning. The interface represents an
indicator for controlling students’ focus of attention. The
instructor(s) will use this display to improve students’
selfregulation skills, motivation, and learning outcomes.
8. Calculate the error between expectations and outcomes in
order to produce new scripts for the HRLUs and repeat the
cycle.</p>
      <p>This two tiered framework is ideally suited for an Edge
Computing framework How the framework can be used to
support the workflow above will be the subject of the next
section.</p>
      <p>Capturing students’ real-time learning status is vital to
effective online learning. Sensor technology can objectively
gather students’ learning behaviors. Prior research and
educators (Daniel &amp; Kamioka, 2017; Hwang et al., 2011;
Krithika &amp; GG, 2016; Su et al., 2014; Sharma et al., 2019)
have utilized sensor technology to capture students’
behavior, including eye movement, facial expressions, and
body movement. Through students’ learning behavior, we
can detect and indicate to what extent students stay focused
on online learning scenarios. Prior research was primarily
focused on traditional face-to-face education settings or
capture the video data only. For intelligent agent-based
approaches, prior studies used to train one single model and
deploy it for all users without considering the personalized
factors. In the early detection phrase in our system, we move
forward to include two factors that are usually neglected by
the community: one is environmental noise, which is a
passive factor that can affect the concentration; another is
personalized behavior, as different students will demonstrate
different distraction behavior and expression. To this end, we
propose a cloud-edge collaborative system to provide
personalized detection based on multi-dimensional data. We
jointly combine video and audio data for Focus Index (FI)
detection. Our pro system encapsulates detection objects in
module units and provides APIs for third-party integration.
Beyond that, we propose the idea to leverage edge
intelligence for personalized model training and serving.</p>
      <p>Edge computing (Shi et al., 2016) has become the most
popular computing paradigm with the development of the
Internet of Things and other devices located at the edge of
the network. Statistics show that these devices will generate
60% of the data in the future, reaching PB level data volume.
One typical data generation scenario is HRLU, where
cameras are highly used to help detect the distraction degree
of one student. Each camera generates a considerable volume
of video data every day (in GB level). In cloud computing,
all the video data has to be sent to the cloud for processing,
which poses considerable pressure on the bandwidth and
workload of the data center. Edge computing can offload data
from the cloud to the process units near the data source or
even offload tasks to the camera itself.</p>
      <p>There are two main factors that inspire us to leverage edge
computing in HRLU: (a) Large data volume. Uploading all
the generated data to the cloud is impossible and is also a
waste of bandwidth, transmission resources, and cloud
storage resources. Edge computing can help to pre-process
and filter the valuable data before sending it to the cloud for
centralized control or offload the whole task. (b) Reliable
performance. The distraction of students is expected to be
detected in a timely fashion. If the detection relies on cloud
processing, its performance will be affected by many
uncertainties: network connection, data center status, to name
a few. Especially when online learning already takes a
considerable bandwidth, edge computing is more reliable to
guarantee near-real-time processing with capable hardware
equipped.</p>
      <p>Artificial Intelligence (AI) has been greatly developed in
this decade thanks to hardware development. The
convolutional neural network (CNN) promotes the
development of Computer vision (Krizhevsky et al., 2017),
and the Transformer network promotes the development of
Natural Language Processing (Vaswani et al., 2017). Spoken
language processing is also accelerating its momentum with
deep neural networks (Amodei et al., 2016). AI-related
services usually rely on the computation resources on the
cloud to provide service. Recently, with the development of
lightweight AI models, edge-oriented hardware and
software, edge devices, and platforms gain the capability to
execute AI algorithms, i.e., Edge Intelligence (Zhang et al.,
2019).</p>
      <p>Edge intelligence not only inherits the advantages from
edge computing, where offloading the processing from the
cloud; it also brings intelligence to the edge devices and
demonstrates a huge potentiality to serve the real world. In
the HRLU, we propose an edge intelligence system for the
robot, which is designed to detect the student's state and
intervene when necessary for online learning. Considering
the functionality of the robot, which is equipped with a
microphone array, 4K camera, HIFI speakers, it is capable of
capturing input data in different dimensions and deploying
different types of AI models to make decisions jointly.</p>
      <p>The following section describes how the Focus detection
HRLU prototype can be expressed in terms of the Edge
Computation Environment.</p>
    </sec>
    <sec id="sec-4">
      <title>HRLU System Design on the Edge.</title>
      <p>To quantify the distraction degree of the students, we develop
a Focus Index (FI) to represent the focus degree of a student
that ranges from 0 to 100. This score is translated into points
that can be used by the learners in order to participate in the
Virtual World Classroom. The points can be exchanged for
tools and objects that allow them to interact with others in the
Virtual Classroom.
The early detection system is presented in Figure 6. It is a
cloud-edge collaborative system for FI prediction based on
personalized multi-dimensional data. To provide a reliable
and solid detection for a valid intervention, the cloud is
responsible for training a general detection model with a
large amount of labeled data. The cloud collects the video
and audio data in oder to obtain the students’ focus
information and predict FI scores based on the trained
detection model. Considering the scale of the dataset, the
intelligent model generated by the cloud will be expensive
for edges to compute and store. To fit the developed
intelligent model to resource-constraint edge nodes, some
model efficiency methods will be taken (Han et al., 2015a).
For example, model pruning (Han et al., 2015b), quantization
(Gong et al., 2014), knowledge distillation (Hinton et al.,
2015), network architecture search (Cai et al., 2018) can all
contribute to effective pruning of the model. The processed
efficient F1 evaluation model is then deployed on each robot
through transfer learning. With the built-in camera and
microphone array, each robot can capture video and audio as
the input of the efficient model to compute the FI for the
students and assessed. Every so often the models
performance in F1 detection can be assessed and the data
used to update the model in the cloud.</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>In this paper the use of Virtual World technology and
Artificial Intelligence are employed to produce a shared
social landscape for the society of learners. The idea is to
create a Virtual Classroom World in which learners can
participate and interact. One that is parallel to the learning
environment or classroom. This can be viewed as an online
multi-user environment such as “second-life” where on-line
learners can interact and construct their own spaces. Their
ability to work in that space is governed by input from their
robot mentor. Skills in the Virtual World are provided as a
result of a student’s behavior in the learning environment.
The Virtual World can persist after the learning session is
concluded so it provided an incentive for learners to do well
in the learning session so that they can acquire points that
translate into skills in the corresponding Virtual World.
That Virtual World can be shared by several learning
sessions or classes to provide a more comprehensive
learning environment. This shared experience can be
documented as an online ethnography of the Virtual
Classroom.
https://en.unesco.org/themes/educationemergencies/coronavirus-school-closures.
International Conference on Distributed Computer Systems,
pp. 1840-1851, 2019.</p>
    </sec>
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