=Paper=
{{Paper
|id=Vol-3276/SSS-22_FinalPaper_130
|storemode=property
|title=Monitoring and Maintaining Student Online Classroom
Participation Using Cobots, Edge Intelligence, Virtual Reality, and
Artificial Ethnographies
|pdfUrl=https://ceur-ws.org/Vol-3276/SSS-22_FinalPaper_130.pdf
|volume=Vol-3276
|authors=Ana Djuric, Meina Zhu, Weisong Shi, Thomas
Palazzolo, Robert G. Reynolds
}}
==Monitoring and Maintaining Student Online Classroom
Participation Using Cobots, Edge Intelligence, Virtual Reality, and
Artificial Ethnographies==
Monitoring and Maintaining Student Online Classroom Participation Using Cobots, Edge Intelligence, Virtual Reality, and Artificial Ethnographies Ana Djuric1, Meina Zhu1, Weisong Shi1, Thomas Palazzolo1, Robert G. Reynolds1 1 Wayne State University, Detroit MI 48202, USA Abstract 3. Cooperation: The human and robot work on the same task In this project Virtual World technology and Edge Intelligence to at the same and are both in motion. produce a shared social landscape for the society of learners. The 4. Responsive collaboration: The robot responds in real-time idea is to create a Virtual World in which learners can participate to the actions of its human counterpart. 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 It is this latter category that is of concern here. This project interact and construct their own spaces. Their ability to work in is concerned with the development of a Human Robot team that space is governed by input from their robot mentor (Human (Human Robot Learning Unit) that is able to participate in a Robot Learning Unit). Skills in the Classroom Virtual World are society of online learners. The motivation behind this that provided as a result of a student’s behavior in the learning one way to maintain a learner’s attention is to have a environment. The Virtual World can persist after the learning session is concluded so it provided an incentive for learners to do “paraprofessional” monitor their activity online. However, it well in the learning session so that they can acquire points that is difficult for a single human to closely monitor a large translate into skills in the corresponding Virtual World. That group of learners especially since individuals have different Virtual World can be shared by several learning sessions or classes learning styles and learning rates. In addition, a learner can to provide a more comprehensive learning environment. An online simply turn off their audio and visual and fly under the radar. ethnography of the interactions of learners and instructors can be produced as suggested by McCarthy and Wright (3). The classic case is where a student thought that they had switched off their audio and video so the observer was able Keywords: Cobots, Human-Robet Learning Units, Edge to see them playing video games in the background the entire Computing, Artificial Ethnographies, Virtual World, session. Learner Focus. In this project the use of Virtual World technology and Artificial Intelligence to produce a shared social landscape Motivation and Vision for the society of learners. The idea is to create a Virtual World Classroom in which learners can participate and A Cobot is a robot intended for direct human interaction interact. One that is extension of the learning environment or within a shared space. Unlike traditional industrial robots that classroom. This can be viewed as an online multi-user whose actions are isolated from their human counterparts. environment such as “second-life” where on-line learners can [1]. Cobots were invented in 1994 by J. Edward Colgate and interact and construct their own spaces. Their ability to work Michael [8]. Cobots can be used in variety of situations in that space is governed by input from their robot mentor. including public spaces Plishkin providing informational Skills in the Virtual World are provided as a result of a services. [5]. This is the context in which we view them here. student’s behavior in the learning environment. The Virtual The International Federation of Robotics [4] has identified 4 World can persist after the learning session is concluded so different categories of Cobots [7]: it provided an incentive for learners to do well in the learning 1. Coexistence: The human and the robot work along each session so that they can acquire points that translate into other with a partition but have no shared workspace. skills in the corresponding Virtual World. That Virtual World 2. Sequential collaboration: The human and the robot are can be shared by several learning sessions or classes to both active within a shared workspace but their actions are provide a more comprehensive learning environment. The sequential and they don’t work at the same time. experiences can be combined to produce an online ___________________________________ 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). 24 ethnography similar to that generated by McCarthy and Fig. 1. Losing focus affects online learning activities Wright for the online game “Second Life” [3]. They proposed a four-part framework through which to interpret the users’ subjective experiences: The factors that can possibly lead to losing focus of 1. The impact of the experience on the senses. The attention can be categorized into the external state (see Figure experiences concrete and visceral impact. 2) and internal state (see Figure 3). The students' external 2. The emotional and affective impact of the experience. state reflects the impact that their learning environment has 3. The compositional of the sequence of actions that on their cognition. engagement, tiredness, overload, comprise an event. loneliness, and lack of communication with classmates and 4. The spatial and temporal context of the experience. instructors [8] (see Figure 3). 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. Challenges to the Focus of Online Learners 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 [1]. It is clear that the Pandemic has accelerated the process of shifting courses from a traditional face-to-face format to an online one [2]. Online learning offers students more choices and flexibility in necessary coursework, which requires increased skills to plan, monitor, and manage learning [4] [5]. However, online education is challenging for Fig. 2. External state both students and teachers. The loss of focus of attention and engagement in online learning is one of the primary challenges of online education [6]. Given that attention comes prior to cognitive learning, staying focused and engaged is vital to cognitive learning activities [7]. Losing focus affects lectures, labs, tests, quizzes, group activities, and projects in online education (see Figure 1). Fig. 3. The Internal state. 25 Robotic technologies have played a significant role in education. Research has indicated that online pedagogical agents can promote effective instruction [9] [10]. For example, robots have taken diverse roles in education, such as addressing absenteeism [11], enhancing motivation [12], supporting students’ emotions [13], triggering productive conversation in language education [14], promoting collaboration [15] [16], fostering computational thinking [17] [18], and enhancing creative thinking and problem- solving skills [19]. 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 Fig. 4. Misty robot (https://www.mistyrobotics.com/) trajectories. The vision of this project is to exploit the synergistic The Robots contribution to the HRLU can be as follows: potential of the robot student team. That is, humans can 5. First, robots can provide pre-scheduled learning activities perform certain tasks better than robots and vice versa. The during the entire semester in order to support students' goal is to exploit the complementarity nature of their time-management. relationship in order to produce a true marriage of minds. 6. Second, the robots can monitor the students' learning This Human-Robot-Learning-Unit (HRLU) is the behavior through eye-tracking and monitoring facial fundamental building block upon which to scaffold a new expressions and gestures during synchronous classroom framework for online learning. In the next section the basic and related meeting sessions. Based upon learned patterns structure of the HRLU will be discussed along with the in the students' behavioral data, the robot can track information that can be passed to the Supervisor. The students' learning progress and provide interventions to Supervisor will then use that information to update the facilitate students' cognition and meta-cognition. Virtual World based on learner’s performances and update 7. Third, robots can facilitate formative assessment and their ethnography. The updated ethnography will be the basis provide immediate feedback to students in online learning. for adjusting the HRLU components for the next learning 8. Fourth, robots can communicate not only with students session. but also with the Supervisor. The Superviso Unit (ILRU) will facilitate communication between the HRLUs and with the Virtual World. HRLU Methodology Robots are used as teaching and learning tools to be The HRLUs communicate in the Virtual Classroom with manipulated and operated by students in many schools. For other HRLUs. See Figure 5. The communication will be online teaching, the robot assistants will be located at online arranged such that each student is communicating with a learner’s homes. Because of that, we made a comparison personalized robot, while all robots are communicating in the between different teaching robots based on their suitability network, and the instructor (IRLU) is communicating with for such an application. The factors that are compared all robots in the network. It is possible that the Instructor will include their functionality, price, weight, software, hardware, have their own intelligent agent learning unit. etc. Therefore, this research uses a robot, like Misty In order to control the online HRLU classroom, (https://www.mistyrobotics.com/), to facilitate students' self- instructor(s) (IRLU) will be using provide scripts for regulation in the online learning environment (see Figure 4). 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 26 4. The Supervisor (IRLU) updates the Virtual World Krithika & GG, 2016; Su et al., 2014; Sharma et al., 2019) parameters based upon the student robot interactions. The have utilized sensor technology to capture students’ Virtual World is referred to as the Virtual Classroom Matrix behavior, including eye movement, facial expressions, and in Figure 5 as a reference to the “Matrix” in the body movement. Through students’ learning behavior, we corresponding films can detect and indicate to what extent students stay focused 5. Data Analytics of the updated VCM in order are performed on online learning scenarios. Prior research was primarily by the IRLU to adjust the state of the Virtual World. focused on traditional face-to-face education settings or 6. The Supervisor ILRU updates the Ethnography Classroom capture the video data only. For intelligent agent-based Matrix (ECM) of the Virtual World using the adjusted VR approaches, prior studies used to train one single model and parameters from 5 above. deploy it for all users without considering the personalized 7. Express ECM and VCM parameters in a graphical update factors. In the early detection phrase in our system, we move using a GUI. This GUI will be used for generating a virtual forward to include two factors that are usually neglected by classroom map using Machine Learning techniques such as the community: one is environmental noise, which is a Evolutionary and Deep Learning. The interface represents an passive factor that can affect the concentration; another is indicator for controlling students’ focus of attention. The personalized behavior, as different students will demonstrate instructor(s) will use this display to improve students’ self- different distraction behavior and expression. To this end, we regulation skills, motivation, and learning outcomes. propose a cloud-edge collaborative system to provide 8. Calculate the error between expectations and outcomes in personalized detection based on multi-dimensional data. We order to produce new scripts for the HRLUs and repeat the jointly combine video and audio data for Focus Index (FI) cycle. detection. Our pro system encapsulates detection objects in This two tiered framework is ideally suited for an Edge module units and provides APIs for third-party integration. Computing framework How the framework can be used to Beyond that, we propose the idea to leverage edge support the workflow above will be the subject of the next intelligence for personalized model training and serving. section. 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. 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 Fig. 5. Graphical representation of the dynamic virtual and filter the valuable data before sending it to the cloud for classroom matrix (VCM). 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 Using Edge intelligence to Support the HRLU uncertainties: network connection, data center status, to name and IRLU Cycle. a few. Especially when online learning already takes a considerable bandwidth, edge computing is more reliable to Capturing students’ real-time learning status is vital to guarantee near-real-time processing with capable hardware effective online learning. Sensor technology can objectively equipped. gather students’ learning behaviors. Prior research and Artificial Intelligence (AI) has been greatly developed in educators (Daniel & Kamioka, 2017; Hwang et al., 2011; this decade thanks to hardware development. The 27 convolutional neural network (CNN) promotes the The early detection system is presented in Figure 6. It is a development of Computer vision (Krizhevsky et al., 2017), cloud-edge collaborative system for FI prediction based on and the Transformer network promotes the development of personalized multi-dimensional data. To provide a reliable Natural Language Processing (Vaswani et al., 2017). Spoken and solid detection for a valid intervention, the cloud is language processing is also accelerating its momentum with responsible for training a general detection model with a deep neural networks (Amodei et al., 2016). AI-related large amount of labeled data. The cloud collects the video services usually rely on the computation resources on the and audio data in oder to obtain the students’ focus cloud to provide service. Recently, with the development of information and predict FI scores based on the trained lightweight AI models, edge-oriented hardware and detection model. Considering the scale of the dataset, the software, edge devices, and platforms gain the capability to intelligent model generated by the cloud will be expensive execute AI algorithms, i.e., Edge Intelligence (Zhang et al., for edges to compute and store. To fit the developed 2019). intelligent model to resource-constraint edge nodes, some Edge intelligence not only inherits the advantages from model efficiency methods will be taken (Han et al., 2015a). edge computing, where offloading the processing from the For example, model pruning (Han et al., 2015b), quantization cloud; it also brings intelligence to the edge devices and (Gong et al., 2014), knowledge distillation (Hinton et al., demonstrates a huge potentiality to serve the real world. In 2015), network architecture search (Cai et al., 2018) can all the HRLU, we propose an edge intelligence system for the contribute to effective pruning of the model. The processed robot, which is designed to detect the student's state and efficient F1 evaluation model is then deployed on each robot intervene when necessary for online learning. Considering through transfer learning. With the built-in camera and the functionality of the robot, which is equipped with a microphone array, each robot can capture video and audio as microphone array, 4K camera, HIFI speakers, it is capable of the input of the efficient model to compute the FI for the capturing input data in different dimensions and deploying students and assessed. Every so often the models different types of AI models to make decisions jointly. performance in F1 detection can be assessed and the data The following section describes how the Focus detection used to update the model in the cloud. HRLU prototype can be expressed in terms of the Edge Computation Environment. Conclusion In this paper the use of Virtual World technology and HRLU System Design on the Edge. Artificial Intelligence are employed to produce a shared To quantify the distraction degree of the students, we develop social landscape for the society of learners. The idea is to a Focus Index (FI) to represent the focus degree of a student create a Virtual Classroom World in which learners can that ranges from 0 to 100. This score is translated into points participate and interact. One that is parallel to the learning that can be used by the learners in order to participate in the environment or classroom. This can be viewed as an online Virtual World Classroom. The points can be exchanged for multi-user environment such as “second-life” where on-line tools and objects that allow them to interact with others in the learners can interact and construct their own spaces. Their Virtual Classroom. 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. 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