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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards a Multimodal Data-driven Framework for Adaptive Coaching in Collective Simulation-Based Training</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andy Smith</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Randall Spain</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wookee Min</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Benjamin Goldberg</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>James Lester</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Educational Informatics, North Carolina State University</institution>
          ,
          <addr-line>Raleigh NC</addr-line>
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>U.S. Army DEVCOM - Soldier Center</institution>
          ,
          <addr-line>Orlando, FL</addr-line>
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <fpage>40</fpage>
      <lpage>47</lpage>
      <abstract>
        <p>Leveraging multimodal data to augment data-driven coaching policies using machine learning such as reinforcement learning, supervised learning, and unsupervised learning offers the potential to greatly enhance guided experiential learning. In this paper, we discuss an adaptive coaching framework that utilizes both trainee interaction data from a synthetic team training environment as well as data generated from trainee verbal communications during the exercise to support team coaching. We discuss how this multimodal data combined with task performance assessments can guide the selection and empirical evaluation of feedback and coaching strategies. We present how this framework could be applied to crew gunnery simulation-based training events as well as recommendations for the design of simulation activities to best leverage the proposed framework. We conclude with a discussion of a data strategy to ensure data sources are robustly collected and applied across interactive multimodal environments to support multimodal assessment.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Team performance assessment</kwd>
        <kwd>multimodal learning analytics</kwd>
        <kwd>teamwork competencies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Accurate measurement and assessment of taskwork and teamwork skills is an integral for robust
adaptive team training. Teamwork skills are observable behaviors and actions that team members
engage in to complete a shared goal. A critical step towards the implementation of adaptive instructional
systems that support collective and team training is the development of assessment models that can
evaluate observable actions and behaviors that are linked to team competencies such as information
exchange, team coordination, and team backup behaviors, and provide insights into performance.</p>
      <p>Multimodal data analytic approaches that leverage video, audio, sensor-based, and game-trace data
can provide insights into learning, engagement, and the social cognitive behaviors that shape learning
experiences. Leveraging multimodal data to augment data-driven coaching policies offers the potential
to greatly enhance guided experiential learning and model team competencies at the individual and
team-levels.</p>
      <p>In this paper we discuss an adaptive coaching framework that utilizes both trainee interaction data
from a synthetic team training environment as well as data generated from trainee verbal
communications during the exercise to support team coaching. We discuss how speech-based
assessments can be used to measure coordination, information exchange, and leadership skills, which
are difficult to assess with game trace data alone. We present how this framework could be applied to
crew gunnery qualification drills, as well as recommendations for the design of simulation activities to
best leverage the proposed framework. We conclude with a discussion of a data strategy to ensure data
sources are collected in an appropriate manner and applied across interactive multimodal environments
to support multimodal assessment of teamwork competencies.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        Simulation-based training environments are commonly used to support experiential learning and
skill rehearsal in aviation [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], medicine [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], manufacturing [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], the military [
        <xref ref-type="bibr" rid="ref4 ref5 ref6">4–6</xref>
        ]; and other
safetycritical environments [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ]. These immersive experiences can be very effective at promoting learning
because they require trainees to practice and rehearse the same social cognitive and behavioral skills
needed to perform the task in the real work, therefore promoting positive training transfer [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The
chance to refine and enhance skills through focused and repetitive practice is a benchmark of guided
experienced learning [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. When combined with the features and modules associated with intelligent
tutors, such as domain, pedagogical, and learner modeling, simulation-based training can provide
trainees with tailored training exercises and support automated assessment of trainee skills.
      </p>
      <p>Assessing teamwork processes—the actions and behaviors that team members engage in to support
effective team performance outcomes—is critical for diagnosing and prescribing coaching and feedback
to adaptively support team development during collective simulation-based training events. In
particular, assessing team members' spoken communication can provide relevant insight into the
circumstances and actions that shape team performance.</p>
      <p>Typically, human observers and coaches are responsible for evaluating team performance during
simulation-based training exercises. These evaluators may use standardized scoring cards or rubrics to
determine whether trainees successfully met performance and training standards.</p>
      <p>Evaluating team competencies is a critical challenge because teamwork skills are multidimensional
and require measures that can adequately capture the cognitive, behavioral, and affective processes that
affect team performance. Additionally, evaluators may not be able to see what trainees are focusing
their attention on and the critical cues that trainees attend to that impact decision making during
simulation-based training events. An area that has seen growing use to assist with human observers
assessment of collective training is multimodal learning analytics.</p>
      <p>
        Multimodal learning analytics is a rapidly growing field that holds considerable promise for
assessing learning and predicting learner states in simulation-based and synthetic training
environments. By using data from a suite of data streams (e.g., video, audio, eye tracking, facial
expressions, body movement, text responses, simulation data) and ensembling it with machine learning
algorithms, multimodal learning analytics can be used to analyze student learning behaviors and model
learning phenomena such as student engagement (e.g., [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]), conceptual knowledge (e.g., [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]), and
self-regulated learning behaviors (e.g., [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]) The presence of multiple team members in
simulationbased training exercises compared training for a single individual introduces new opportunities and
challenges for supporting multimodal learning analytics for teams. In the next section, we discuss our
work toward developing a multimodal framework to support adaptive coaching during crew gunnery
training.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Team Performance Measurement for Crew Gunnery in GIFT</title>
      <p>
        At last year’s AIED team tutoring adaptive instructional system’s workshop, we described an
assessment framework to facilitate automated assessment and team-based coaching capabilities in a
course we are creating using the Generalized Intelligent Framework for Tutoring (GIFT) that focuses
on crew gunnery skills [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. The framework identified crew coordination competencies at the individual
and team levels and discussed team process and team outcome measures used to measure and diagnose
crew performance during training. Over the last year, our team has worked towards integrating this
competency model into the adaptive crew gunnery course in GIFT and identifying data streams that
could serve as evidence sources to support assessment of crew coordination competencies.
      </p>
      <p>The GIFT course utilizes a crew gunnery training mission built in Virtual BattleSpace 3 (VBS3).
The crew gunnery exercise involves a progression of training tables in which gunnery crews practice
skills and procedures for engaging moving and stationary targets from a mounted-weapons system
utilizing the direct fire engagement process. A key component of the direct fire engagement process is
the coordination of actions and behaviors between crew members, which we aimed to replicate in our
assessment model. During an engagement, crew members each have specific responsibilities (i.e.,
individual task work) as well as collective responsibilities (i.e., teamwork skills) that require them to
coordinate actions and exchange information about potential threats in the environment. When a threat
has been identified, crews engage in a fire command sequence. This sequence involves the vehicle
commander and the gunner following a prescriptive set of directives, spoken commands, and
acknowledgements for engaging identified targets. Crews receive points for each engagement with
higher point totals representing better performance. The points are calculated using a rubric that
incorporates a combination of the firing vehicle’s position, target type, target movement, target range,
and target neutralization time. Crews lose points for committing violations outlined in the fire command
protocol.</p>
      <p>Our current approach for assessing crew performance involves evaluating performance across with
regard to engagement performance, crew duties and crew coordination. Engagement performance
reflects a training outcome measure and involves measuring how quickly and how well crews score on
each engagement. Crew duties reflect the individual taskwork responsibilities of each crew member to
ensure they followed the correct protocol for their positions. Crew coordination reflects the team-level
processes and actions that affect a well coordinated response during an engagement.
3.1.</p>
    </sec>
    <sec id="sec-4">
      <title>Automatically Assessing Engage Performance</title>
      <p>To assess crew engagement performance we utilize the GIFT framework along with custom
modifications for gathering game trace data in this particular task. For each engagement, GIFT is able
to track performance assessments such as “did the crew eliminate all targets within a defined amount
of time?”, as well as tracking other performance metrics such as time to engagement, time to
elimination, and time to detection. These metrics are defined through custom condition classes
developed for GIFT and VBS3, along with some built-in functionality. After an engagement has
completed, either through successful elimination of the target(s), or through the timeout threshold being
reached, the scenario is then paused to allow for assessment of teamwork performance.
3.2.</p>
    </sec>
    <sec id="sec-5">
      <title>Assessing Teamwork and Crew Coordination during Engagement</title>
      <p>Evaluating coordination behaviors and processes requires triangulating across multiple different
channels—simulation states, spoken communication, non-verbal behavior—in order to ascertain
whether specific teamwork conditions have been met.</p>
      <p>
        We are currently measuring three dimensions of coordination that we adopted from Oliver’s model
of crew coordination [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. These three broad dimensions include crew cross talk during search
activities, crew coordination during the fire command sequence, and leadership (Table 1).
      </p>
      <p>Our current protocol for assessing crew coordination behaviors includes utilizing GIFT’s
GameMaster interface to bookmark and indicate when a behavioral observation linked to a specific
coordination dimension has occurred. Because each engagement follows a linear sequence of events,
we are able to anticipate when and what crew members should communicate with one another to
promote crew coordination. While this approach provides an excellent source of human labeled data
for observed actions and communication, we are also integrating multimodal data approaches that will
facilitate automated assessment, which we describe next. In particular we gather video, audio, and
simulation-trace data during training exercises that can be used to facilitate crew performance and
coordination analytics and inform coaching and feedback strategies.
3.3.</p>
    </sec>
    <sec id="sec-6">
      <title>Automated Assessment of Crew Communication Behaviors</title>
      <p>
        A major source of evidence for evaluating crew coordination is team communication data.
Analyzing team communication is inherently multimodal and multichannel. To support assessment of
crew communication, we plan to use the Team Communication Analysis Toolkit (TCAT). TCAT is a
natural language processing (NLP)-driven framework that analyzes team communication data using
machine learning models to assign descriptive dialogue labels to each utterance and extract salient
patterns in the team’s communication [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ]. In particular TCAT utilizes deep learning-based NLP
models for encoding natural language in a distributed representation space and inferring latent
information such as dialogue acts and information flow labels from team communication data. TCAT
also offers a user interface for investigating team communication data with a set of data visualization
techniques that effectively demonstrate salient communication patterns associated with team members’
roles and utterances [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>
        The NLP pipeline in TCAT begins with automatic speech recognition (ASR) to transcribe spoken
team communication into text for dialogue analysis. TCAT currently utilizes Microsoft Azure's
Speechto-Text cloud service to generate text transcripts from audio files of team members' communication.
Users can import audio files in mp3 or wav format through TCAT's interface, and ASR processes the
audio data for generating output files with written transcripts saved in an Excel format. The second
component of TCAT's NLP pipeline is the dialogue act recognition and information flow classification,
which categorizes team members' utterances into a set of predefined labels indicating different intents
of speech. Due to significant potential for distributed representation learning provided by deep neural
networks, TCAT currently employs a hybrid framework that combines conditional random fields with
ELMo embeddings [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] to classify team communication utterances into nine speech act labels such as
acknowledgement, action statement, attention, command, provide information, and request
information, which were designed based on coding schemes used by team science researchers to study
team processes and behaviors in military settings. This NLP framework is flexible to employ other NLP
models, and we are in the process of incorporating text-to-text transfer transformer (T5) language
models, which outperformed the hybrid models with sizable differences for both dialogue act and
information flow classification tasks [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Accurate analysis of team communication data afforded by TCAT can provide insights into
automatic assessment of team performance, as prior research demonstrated significant correlation
between dialogue label frequencies and squad performance, with high-performing squads exhibiting
significantly more utterances labeled as "Provide information" dialogue act and "Command coming
from the team leader" information flow label, while maintaining consistent rates of information
exchange even during stressful events compared to low-performing squads [
        <xref ref-type="bibr" rid="ref18 ref19">18, 19</xref>
        ].
      </p>
      <p>With the goal of integrating automated team communication assessment into our course, we have
investigated a natural language processing-based protocol to assess fire command statements for
completeness and accuracy and developed a set of fire command labels that can be applied to transcripts
using TCAT.
3.4.</p>
    </sec>
    <sec id="sec-7">
      <title>Providing Feedback</title>
      <p>A key component of Guided Experiential Learning is providing learners with effective and timely
feedback. While automated feedback approaches allow for providing evaluative feedback to learners
(i.e. a summary of their performance), it is still an open question as to what is the most effective
feedback for a given learner, or team of learners, at a given point in their training experience.</p>
      <p>Effective feedback should incorporate more variables than most recent task performance. Feedback
decisions should incorporate factors such as prior knowledge or ability level, instructor learning goals,
and student learning goals when deciding what feedback to provide. For example, in the crew gunnery
scenario, if a team had determined to focus on their team coordination skills in a given session, then
feedback focused on that area of the exercise may be more effective than feedback about other
competencies such as their shooting accuracy.</p>
      <p>One potential way to address these challenges is to operationalize adaptive team feedback as a
Reinforcement Learning (RL) problem. Reinforcement Learning refers to a family of machine learning
techniques focused on creating agents that perform actions in an environment to optimize a numerical
reward. While many types of RL frameworks exist, a common framework for pedagogical applications
is a Markov decision process (MDP). MDPs are represented as a set of states S, a set of actions A, a set
of transition functions T, and a reward function R. Using one of several different optimization functions,
the goal of RL is for an agent to learn a policy which determines which actions to take at what states to
maximize the reward signal.</p>
      <p>
        In our current work with crew gunnery, the current state S is defined by combining Incoming
Characteristics and Current Mission Characteristics into one state vector. After each engagement in the
crew gunnery scenario, GIFT sends a JSON message to a feedback server, which converts GIFT
assessment information into a state vector consumable by the learner model. Based on the policy being
used by the learner model, a different feedback message or tutorial adaptation is returned. These
represent the set of actions A in the MDP framework. After a training scenario is completed, the trainees
performance on the final engagement is combined with their incoming ability to generate a reward R.
This is done so the policy will optimize for learning gain/improvement, over performance. For more
details on how this task is represented as an RL problem see [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
    </sec>
    <sec id="sec-8">
      <title>4. Data Collection and Model Training Recommendations</title>
      <p>While the proposed framework is designed to align with common training scenarios (i.e. multiple
engagements, multiple competencies involved in each engagement), there are still ways that scenarios
and training events can be designed to facilitate the training of the RL models. In the design of the
models themselves, it is important to limit the size of the state representations and tutorial actions as
much as possible, to lessen the requirements for how much data is needed. Offline RL refers to
collecting a dataset and training a policy on it. It is important to collect data that samples as much of
the state/action space as possible. One method is to map instructor feedback to the actions available to
the tutorial agent. This can allow the model to be trained using data collected from authentic training
scenarios and would in theory best align with human instruction. Another variation of this is to have
the instructor make their decisions based only on data available to the model. However, this can require
significant training for the instructor and is not guaranteed to sample the entire space of states, actions,
and rewards. Another approach is to utilize a “random” policy, though for training this is often modified
to be a “random yet reasonable” policy to avoid negative outcomes by receiving negative feedback for
a correct response. Once a large enough sample has been collected, the model can be trained and
deployed in future iterations of the scenario.</p>
      <p>Another approach to training the model is to use Online RL. In this scenario, the model is
bootstrapped with a base policy and constantly updates the policy as more learners complete the
scenario. In addition to many logistical hurdles of deploying this type of model, Online RL models must
also be defined with a way of handling tradeoffs between exploration and exploitation. In this case
exploration refers to trying new actions as opposed to exploitation which refers to the system only
performing whatever action it believes to be optimal at that given time. Common approaches to
handling this trade off range from author-defined parameters to systems where the exploration rate
varies over time as the system collects more information.</p>
      <p>For natural language data, while TCAT’s end-to-end NLP pipeline for analyzing team members'
spoken dialogue would enhance team assessment capabilities in a variety of experiential learning
domains, there are several challenges, which present opportunities for future research and development
(Spain et al., 2022). First, barriers to accurate transcription persist, including interference between
multiple simultaneous speakers, the impact of speaker characteristics, and environmental noise, on ASR
accuracy. To address these challenges, evaluating various cloud-based ASR services and custom
models could help identify an optimal ASR system that can effectively differentiate speakers, recognize
domain-specific phrases, handle diverse speaking styles and accents, and deal with background noise.
Providing additional training data that represents the target data distribution can help improve ASR’s
recognition accuracy in noisy environments. Also, using individual microphones instead of a
microphone that collect group-level conversation could dispense with the need for speaker diarization.</p>
      <p>Another challenge faced is accurate recognition and classification of dialogue acts. As previously
noted, we have developed a set of dialogue act labels to support the automatic recognition of key terms
and elements for our target domain (i.e., crew gunnery). However, to support accurate recognition, we
need to train our classification models using a sufficiently sized dataset. The limited size of the training
dataset for TCAT's dialogue act recognition and information flow classification models highlight the
potential of pre-training these models using larger spoken communication datasets collected from
diverse training events, with which the NLP models could be fine-tuned to attain improved accuracy.
Preliminary results suggest that analyzing linguistic features extracted from team communication
transcripts can provide insights into predicting certain performance outcomes, such as information
exchange and situation awareness ratings (Spain et al., 2021). Building on these findings, assessment
models’ predictive accuracy and generalizability of team performance outcomes could be improved by
exploring a hybrid approach of top-down (expert-authored rules) and bottom-up (data-driven)
approaches, leveraging human-generated evidence-of-performance rules in conjunction with
NLPbased methods that follow an evidence-centered design approach for highly predictive and transferable
assessments of team performance.</p>
      <p>Finally, it will be important to develop accurate squad communication NLP models that can
generalize to multiple training domains and tasks that present a distinct set of challenges. The T5-based
NLP approach demonstrated promising near-domain transfer capabilities with respect to dialogue act
and information flow classification tasks (Pande et al., 2023). Building on these findings, enhancements
made to the deep learning-based communication models such as investigating domain adaptation and
utilizing intermediate representations across domains can further improve far transfer of NLP models
in analyzing team communication data and assessing team competencies by enabling model transfer to
other training domains.</p>
    </sec>
    <sec id="sec-9">
      <title>5. Conclusion and Future Direction</title>
      <p>A critical step toward the effective use of multimodal analytics to facilitate team assessment is
identifying the features and data sources that can be leveraged to support the team competency
assessment. In this paper we discuss how we are utilizing a multimodal assessment framework to guide
the development of an RL-based crew gunnery model for an adaptive training course.</p>
      <p>In the upcoming months, we will collect training interaction data utilizing the GIFT-based crew
gunnery course we are developing and use this data to investigate the effectiveness of different forms
of adaptive team-based feedback and coaching using an RL framework. We will also investigate the
integration of the TCAT NLP-assessment pipeline to provide automated assessment of crew dialog
data. Adding these capabilities will facilitate additional research for multimodal learning analytics to
inform experiential learning theory and applications.</p>
    </sec>
    <sec id="sec-10">
      <title>Acknowledgements</title>
      <p>The research described herein has been sponsored by the U.S. Army Combat Capabilities
Development Command, Soldier Center under cooperative agreement W912CG-19-2-0001. The
statements and opinions expressed in this article do not necessarily reflect the position or the policy of
the United States Government, and no official endorsement should be inferred.
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