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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Emotions from Users' Annotations in Virtual Museums: a Case Study on the Pop-up VR Museum of the Design Museum Helsinki</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Manuel Striani</string-name>
          <email>manuel.striani@uniupo.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Gautam Vishwanath</string-name>
          <email>gautam.vishwanath@aalto.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lily Díaz-Kommonen</string-name>
          <email>lily.diaz@aalto.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Lieto</string-name>
          <email>alieto@unisa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Leena Svinhufvud</string-name>
          <email>leena.svinhufvud@designmuseum.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rossana Damiano</string-name>
          <email>rossana.damiano@unito.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Afective Computing</institution>
          ,
          <addr-line>Description Logics, Explainable AI, Citizen Curation, Commonsense Reasoning</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Computer Science Department, University of Turin</institution>
          ,
          <addr-line>Turin 10149</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Computer Science Instituite DiSIT - University of Piemonte Orientale</institution>
          ,
          <addr-line>Alessandria 15121</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Department of Art and Media, Aalto University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Design Museum of Helsinki</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>ICAR-CNR</institution>
          ,
          <addr-line>Palermo</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff6">
          <label>6</label>
          <institution>University of Salerno</institution>
          ,
          <addr-line>DISPC</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <abstract>
        <p>The paper presents a combined approach to knowledge-based emotion attribution and classification of cultural items employed in the H2020 EU project SPICE (Social cohesion, Participation, and Inclusion through Cultural Engagement)1. In particular, we describe an experimentation conducted on a selection of items contributed by the virtual museum (Pop-up VR Museum) of Finnish design objects, created by the Design Museum Helsinki in cooperation with the Aalto University. The results show an overlapping between the emotional labels extracted from the user-generated stories attached to the objects in the collection and the emotional annotations created by the audience during the virtual visit of the collection.</p>
      </abstract>
      <kwd-group>
        <kwd>Museum</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>VR-Museum</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>∗Corresponding author.
†These authors contributed equally.</p>
      <p>
        For centuries, the role of emotions in the experience of art has been acknowledged by
aesthetics; only recently, however, the availability of tools for measuring human emotions at the
physiological level has confirmed this intuition, showing that correlates of emotions, such as
brain response and face expressions, are afected by the experience of art [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. In addition
to their role in the way people relate to artworks [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], emotions provide a universal language
through which people communicate their experience, well beyond words. An example of the
capability of emotions to provide a universal means of expression is given by the difusion of
emojis, widely used also by the communities of users who may have dificulties in producing
written text, such as the d/Deaf [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Rooted in evolution, emotion are characterized by an
universal basis [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], despite the diferences in their expression across languages and the cultures.
In this sense, emotions can provide a way for connecting people who belong to diferent groups,
intended as culture, age, education, and diferent sensory characteristics. The expression of
emotions through language, in particular, lies at the basis of several models of emotions,
including Shaver’s [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and Plutchik’s [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], and has prompted the creation of a number of resources
for sentiment analysis [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9, 10</xref>
        ]. The application of these resources to art is straightforward:
for example, WikiArt Emotions [11] is a dataset of 4,105 artworks from WikiArt annotated
for the emotions evoked in the observer. The artworks were annotated via crowdsourcing for
one or more of twenty emotion categories, in English language. Experiments such as WikiArt
Emotions have paved the way to the extraction of emotions from text and tags to create afective
art recommenders, like ArsEmotica [12] or DEGARI [13, 14, 15], able to classify and group
artistic items well beyond the standard 6 basic emotions of Ekman’s theory [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], embracing
richer, finer-grained models. A recent experiment on emotions evoked by art was performed in
the Art Emotions Map project: 1,300 people were asked to describe how 1,500 paintings make
them feel by choosing from diferent words. The results revealed 25 diferent emotions that
people linked to the artworks they saw. The authors plotted these feelings on an interactive
map, grouping artworks that triggered specific emotions.
      </p>
      <p>In the context of the EU project SPICE (Social Participation and Inclusion through Cultural
Engagement [16], which aims at supporting citizens in creating and sharing their own
interpretation of artworks by attaching personal responses and afective annotations to artworks,
our work has been focused on developing knowledge-based and reasoning technologies that
leverage the role of emotions in the tasks of interpreting and reflecting on museums exhibits. In
particular, we have developed a strategy to equip museum exhibits with emotional labels from
user-generated comments that rests on the use of reasoning tools on a well-established emotion
models (the Plutchik’s theory, described below). In this paper, the emotional labels have been
derived from workshops and events wherein the participants listened to audio-recorded stories
while testing the Pop-up VR Museum and in response, annotated their emotional feelings on a
selection of items in the virtual museum (Pop-up VR Museum) in Helsinki. By applying our
strategy on the user-generated contents in the Pop-up VR Museum, we obtained a fine-grained,
comprehensive account of the emotions evoked by the items in the collection.</p>
    </sec>
    <sec id="sec-3">
      <title>2. The Plutchik’s Ontological Model</title>
      <p>The reference theory for the two systems is encoded in an ontology of emotional categories
based on Plutchik’s psychological model of emotions [17]. The ontology structures emotional
categories in a taxonomy, which currently includes 32 emotional concepts. The design of the
taxonomic structure of emotional categories, of the disjunction axioms and of the object and
data properties mirrors the main features of Plutchik’s circumplex model. As mentioned before,
such model can be represented as a wheel of emotions (see Figure 1) and encodes the following
elements:
• Basic or primary emotions: Joy, Trust, Fear, Surprise, Sadness, Disgust, Anger, Anticipation;
in the color wheel, this is represented by diferently colored sectors.
• Opposites: basic emotions can be conceptualized in terms of polar opposites: Joy vs</p>
      <p>Sadness, Anger vs Fear, Trust vs Disgust, Surprise vs Anticipation.
• Intensity: each emotion can exist in varying degrees of intensity; in the wheel, this is
represented by the vertical dimension.
• Similarity: emotions vary in their degree of similarity to one another; in the wheel, this
is represented by the radial dimension.
• Complex emotions: a complex emotion is a composition of two basic emotions; the pair
of basic emotions involved in the composition is called a dyad. Looking at the Plutchik
wheel, the eight emotions in the blank spaces are compositions of similar basic emotions,
called primary dyads. Pairs of less similar emotions are called secondary dyads (if the
radial distance between them is 2) or tertiary dyads (if the distance is 3), while opposites
cannot be combined.</p>
      <p>Within this ontology, the class Emotion is the root for all the emotional concepts. The
Emotions hierarchy includes all the 32 emotional categories as distinct labels. In particular, the
Emotion class has two disjoint subclasses: BasicEmotion and ComplexEmotion. Basic emotions
of the Plutchik model are direct sub-classes of BasicEmotion. Each of them is specialized again
into two subclasses representing the same emotion with weaker or stronger intensity (e.g. the
basic emotion Joy has Ecstasy and Serenity as sub-classes). Therefore, we have 24 emotional
concepts subsumed by the BasicEmotion concept. Instead, the class CompositeEmotion has
24 subclasses, corresponding to the primary (Love, Submission, Awe, Disapproval, Remorse,
Contempt, Aggressiveness e Optimism), secondary (Hope, Guilt, Curiosity, Despair, Unbelief, Envy,
Cynicism e Pride) and tertiary (Anxiety, Delight, Sentimentality, Shame, Outrage, Pessimism,
Morbidness, Dominance) dyads. Other relations in the Plutchik model have been expressed in
the ontology by means of object properties: the hasOpposite property encodes the notion of
polar opposites; the hasSibling property encodes the notion of similarity and the isComposedOf
property encodes the notion of composition of basic emotions.</p>
    </sec>
    <sec id="sec-4">
      <title>3. DEGARI</title>
      <p>The core component of DEGARI relies on a probabilistic extension of a typicality-based
Description Logic called TCL, (Typicality-based Compositional Logic, introduced in [18]). This
framework allows one to describe and reason upon an ontology with commonsense (i.e.
prototypical) descriptions of emotional concepts, as well as to dynamically generate novel prototypical
concepts in a knowledge base as the result of a human-like recombination of the existing ones
[19, 20, 21, 22, 23, 24].</p>
      <p>The logic TCL, that we recall here for self-containedness, is the result of the integration of two
main features: (i) an extension of a nonmonotonic Description Logic of typicality  ℒ  + TR
introduced in [25] with a distributed semantics; (ii) a well-established heuristics inspired by
cognitive semantics for concept combination and generation [26], in order to formalize a
dominance efect between the concepts to be combined: for every combination, it distinguishes
a HEAD, representing the stronger element of the combination, and a MODIFIER. The basic
idea is to extend an initial knowledge base (ontology) with a prototypical description of a novel
concept, obtained by the combination of two existing ones, namely a HEAD concept and a
MODIFIER concept. In this logic, typical properties can be directly specified by means of a
typicality operator T enriching the underlying Description Logic, and a knowledge base can
contain inclusions of the form  ∶∶ T() ⊑  to represent that “typical  s are also  ”, where
 is a real number between 0.5 and 1, representing the probability of finding elements of  being
also  . From a semantic point of view, it considers models equipped by a preference relation
among domain elements, where  &lt;  means that  is “more normal” than  , and that the
typical members of a concept  are the minimal elements of  with respect to this relation. An
element  is a typical instance of a given concept  if  belongs to the extension of the concept  ,
written  ∈  ℐ, and there is no element in  ℐ “more normal” than  . TCL also considers the key
notion of scenario. Intuitively, a scenario is a knowledge base obtained by considering all rigid
properties as well as all ABox facts, but only a subset of typicality properties. To this aim, it
considers an extension of the Description Logic  ℒ  + TR based on the distribution semantics
known as DISPONTE [27]. The idea is to assume that each typicality inclusion is independent
from each other in order to define a probability distribution over scenarios: roughly speaking,
a scenario is obtained by choosing, for each typicality inclusion, whether it is considered as
true of false. Reasoning can then be restricted to either all or some scenarios. TCL equips each
scenario with a probability, easily obtained as the product, for each typicality inclusion, of the
probability  in case the inclusion is involved, (1 − ) otherwise. It immediately follows that
the probability of a scenario introduces a probability distribution over scenarios, that is to say
the sum of the probabilities of all scenarios is 1.</p>
      <p>
        The bridge from the definition of the emotions in the ontology and the annotations associated
with an artwork is provided by an emotion lexicon. Emotional concepts are described by using
the NRC Emotion Intensity Lexicon [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] (one of the lexica used also by SOPHIA). Such lexicon
provides a list of English words, each with real-values representing intensity scores for the eight
basic emotions of Plutchik’s theory. The lexicon contains close to 10, 000 words, including terms
already known to be associated with emotions as well as terms that co-occur in Twitter posts
that convey emotions. The intensity scores were obtained via crowdsourcing, using best-worst
scaling annotation scheme. In this work, we considered the most frequent terms available in
such lexicon (and associated to the basic emotions of the Plutchik wheel) as typical features of
such emotions. In this way, once the prototypes of the basic emotional concepts were formed,
the TCL reasoning framework was used to generate the compound emotions.
      </p>
      <p>In the context of our system, TCL allows us to provide a formal, explainable framework
for combining prototypical descriptions of concepts. It is adopted to automatically build the
prototypical representations of the compound emotions according to the Plutchik’s theory. The
prototypes of basic emotions are formalized by means of a TCL knowledge base, whose TBox
contains both rigid inclusions of the form</p>
      <sec id="sec-4-1">
        <title>BasicEmotion ⊑ Concept,</title>
        <p>to express essential desiderata but also constraints, e.g. Joy ⊑ PositiveEmotion as well as
prototypical properties:
 ∶∶</p>
      </sec>
      <sec id="sec-4-2">
        <title>T(BasicEmotion) ⊑ TypicalConcept,</title>
        <p>representing typical concepts of a given emotion, where  ∈ (0.5, 1] , expressing the frequency of
such a concept in items belonging to that emotion: for instance, 0.72 ∶∶ T(Surprise) ⊑ Delight
is used to express that the typical feature of being surprised contains/refers to the emotional
concept Delight with a frequency/probability/degree of belief of the 72%.</p>
        <p>Once the association of lexical features to the emotional concepts in the Plutchik’s ontology
is obtained and the compound emotions are generated via the logic TCL, the system is able to
reclassify the artworks in the novel emotional categories. Intuitively, an item belongs to the
new generated emotion if its metadata (name, description, title, user-generated annotations)
contain all the rigid properties as well as at least the 30% of the typical properties of such a
derived emotion. The 30% threshold was empirically determined: i.e., it is the percentage that
provides the better trade-of between overcategorization and missed categorizations [ 28].</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Analyzing the Stories from Pop-up VR-Museum</title>
      <p>The Pop-up VR Museum is a collaborative endeavor between Aalto University and Design
Museum Helsinki (DMH), resulting in a prototype of a Virtual Reality (VR) application that
provides citizens with access to a digitized collection of artifacts from DMH. Some of the features
ofered by the application include:
• Interactive Object Manipulation: Users have the capability to interact with virtual
design objects, enabling actions such as picking them up, rotating them, and even altering
their color variants within the VR environment.
• Engagement with narratives: Users are encouraged to contribute their own stories,
while also having the opportunity to read and listen to narratives shared by other
contributors. Additionally, users can annotate these stories using a range of emotions, represented
through emojis.
• Immersive Environments: Each virtual object is accompanied by a distinct virtual
environment, allowing users to immerse themselves and gain fresh perspectives on the
object. This VR experience employs a Natural User Interface (NUI) to facilitate user
interaction, characterized by its minimal interaction requirements (Reference needed
here). This design choice results in a gentle learning curve for users, potentially enhancing
their sense of presence within the VR environment as well (References needed).</p>
      <p>In the Pop-up VR Museum, the functionality for annotating emotions becomes available to
users exclusively after they have thoroughly engaged with the content. Specifically, this feature
is activated once a user has completed the process of listening to a narrative and immersing
themselves in the design object. This criterion was deliberately chosen in the case study to
guarantee that users experience the entirety of a story without any premature interruptions.
Moreover, it ensures that users have the opportunity to engage with the object from a novel
perspective within the VR environment. It is only under these circumstances that a user is
deemed eligible to select and annotate their emotions to a particular story.</p>
      <p>Before the integration of DEGARI 2.0 emotions for user annotation, the initial iterations of
the prototype employed a Likert scale range (1-5) of commonly used emojis, as typically seen in
surveys for gathering user feedback. This range encompassed the following emotions, ranging
from sadness to happiness: , , , , and . Notably, these emojis were not explicitly
labeled for users, leaving them open to individual interpretation. Users were limited to selecting
a single emoji, and the experience would proceed accordingly.</p>
      <p>In the subsequent iterations, a more nuanced approach was introduced by ofering users the
ability to annotate their emotions using the DEGARI 2.0 framework, which comprises nine
distinct and complex emotional states. Users were presented with a specific question: ”How
did the previous story make you feel? (Select multiple)”, accompanied by the option to choose
multiple emotions that resonated with them. In order to select emojis that closely aligned with
each DEGARI 2.0 emotion, the following were chosen:
• Delight:
• Love:
• Joy:
• Optimism:
• Hope:
• Curiosity:
• Disapproval:
• Anxiety:
• Outrage:
• Pessimism:
• Shame:</p>
      <p>However, it remains a subject of ongoing inquiry whether these emojis accurately encapsulate
the full spectrum of DEGARI 2.0 emotions, especially in light of the potential language variations
introduced by users selecting either Finnish or Swedish for their Pop-up VR Museum experience.
In such cases, the selected texts would subsequently be translated into the chosen language,
further emphasizing the need for continued evaluation and refinement.</p>
      <p>In the broader context, the selection of emotions is influenced by a diverse array of factors:
1. User’s Emotional Response to the Story: The emotions chosen are contingent upon how
the user personally interprets and reacts to the narrative presented.
2. Content Characteristics in the Virtual Environment: The emotional selection may also be
influenced by the nature of the content within the virtual environment that the user is
immersed in.
3. Sense of Presence in the Experience: The degree to which users feel present in the virtual
environment is a critical determinant. Any disruptions in this sense of presence may lead
to users expressing frustration and subsequently annotating negative emotions to stories.
4. Physical Surroundings during the VR Experience: Users engaging with the Pop-up VR
Museum while immersed in VR may also be impacted by their immediate physical
environment. This is particularly pertinent as many users often engage in conversations with
mediators located in the real space, potentially influencing their emotional annotations.</p>
      <p>The fist experiment conducted with DEGARI 2.0 was on the stories of the virtual museum
(Pop-up VR Museum) in Helsinki (the used dataset is on the Linked Data Hub (LDH) 1 and has
been used also for further analysis by the Thematic and Value Reasoners). In this case the term
story refers to the users generated contents on specific artifacts. In particular, the first part
of Table 1(a), shows some statistics calculated from the use of our DEGARI 2.0 system for the
extraction of emotions on user-generated comments. The set of tuple of emotions that have
been extracted by DEGARI 2.0 most frequently are {Delight, Joy}, {Love, Optimism} and {Love,
Joy}. Table 1(b) shows for each extracted emotion from user-generated comments on stories,
the relative frequency. The emotion that DEGARI 2.0 extracted most frequently, was Joy with
36 followed by Delight with 25.</p>
      <p>The second experiment was to validate DEGARI 2.0 as a cognitive tool to investigate the true
emotional content that is present within the stories. In particular, we wanted to understand
how the emotions extracted from DEGARI 2.0 could be aligned with the emotions chosen by
the users during the creation of their stories. In particular, the fist column shows the emotions
extracted by DEGARI 2.0: the emotion ”Love” was extracted 19 times out of a total of 20 objects
(95%), 15 times DEGARI 2.0 extracted the emotion ”Optimism” (75%), 9 times the emotion ”Hope”
(45%), 4 times ”Joy” and ”Delight” (20%). The 4th column shows the number of users who chose
a particular emotion related to the 20 objects. Specifically, 17 users chose ”Love”, 14 ”Optimism”,
4 the emotion ”Hope”, 8 the emotion ”Joy” and 7 users the emotion ”Delight”. Finally, the
last column shows the perfect match between the emotions extracted by DEGARI 2.0 and the
emotions selected by the users. In particular, 17 users have chosen the emotion ”Love” (85% of
them had a perfect match with the 19 extracted by DEGARI 2.0). These results are shown in
Table 2 and Table 3.
1https://spice.kmi.open.ac.uk/dataset/details/104</p>
      <p>Total stories
Total stories with extracted emotions
Total extracted emotions by DEGARI 2.0
Mean extracted emotions foreach story
MIN extracted emotions for each item
MAX extracted emotions for each item
Emotion
Joy
Delight
Love
Optimism
Curiosity
Pessimism
Disapproval
Hope
Anxiety
Shame
Outrage
(a)
(b)</p>
      <p>Frequency</p>
    </sec>
    <sec id="sec-6">
      <title>5. Discussion and Conclusion</title>
      <p>In this paper, we described the results of the analysis on the stories generated by the users for the
design artefacts exhibited in the Pop-up VR Museum created by the Aalto University and Design
Museum Helsinki (DMH) using the afective-based sensemaking system called DEGARI 2.0. The
results of the analysis show that there is an overlapping between the emotional labels extracted
from the user-contributed stories and the emotional labels added by other users to the same
objects as part of their experience with the Pop-up VR-Museum. Although the sentiment of the
user contributions (stories and annotations) is generally oriented towards positive emotions
– due to the very same natures of the experience, which triggers a reflection on the personal
engagement with the artefacts –, we think that data extracted by DEGARI 2.0 complement the
DEGARI 2.0
emotions
Love
Optimism
Joy
Delight
Hope</p>
      <p>DEGARI 2.0 % on
Extracted emotions total
foreach object objects</p>
      <p>Emotions
selected by
users
users’ annotation in a way that can provide the museum curators with an useful insight on
the emotional response of the audience expressed. In particular, the overlapping between the
two types of data suggests that a basic human mechanism for the creation of social cohesion,
namely emotional empathy, is at work also in the experience of art, paving the way to an ethical
use of emotions to build cohesion.
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