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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Social Robots in Learning Environments: a Case Study of an Empathic Chess Companion</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Iolanda Leite</string-name>
          <email>iolanda.leite@ist.utl.pt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andre Pereira</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ginevra Castellano</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Samuel Mascarenhas</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carlos Martinho</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ana Paiva</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>INESC-ID, Instituto Superior Tecnico</institution>
          ,
          <addr-line>Porto Salvo</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Queen Mary University of London</institution>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>We present a scenario where a social robot acts as a chess companion for children, and describe our current e orts towards endowing such robot with empathic capabilities. A multimodal framework for modeling some of the user's a ective states that combines visual and task-related features is presented. Further, we describe how the robot selects adaptive empathic responses considering the model of the user's a ect.</p>
      </abstract>
      <kwd-group>
        <kwd>learning companions</kwd>
        <kwd>empathy</kwd>
        <kwd>a ective user modeling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        In the last few years, there has been a growing interest in developing animated
pedagogical agents for learning environments [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Several studies suggest that
pedagogical agents positively a ect the way students perceive the learning
experience due to their non-verbal behaviours [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ], physical appearance or voice
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. More recently, the ability to recognise and respond to the student's a ective
state has also been considered a very important characteristic of pedagogical
agents [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In humans, the capacity of understanding and responding
appropriately to the a ective states of others is commonly designated as empathy [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Several theorists argue that empathy facilitates the creation and development
of social relationships [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. A positive student-teacher relationship increases
student's trust, cooperation and motivation during the learning process. For these
reasons, empathy is often linked with e ective teaching.
      </p>
      <p>
        Research on arti cial companions has recently started to address the issue
of designing systems for the automatic recognition of scenario-dependent,
spontaneous a ect-related states. Examples include the system by Kapoor et al.
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], which can automatically predict frustration, and the work by Nakano and
Ishii [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] to estimate the user's conversational engagement with a conversational
agent. In this domain, there has been an increasing attention towards systems
utilising contextual information to improve the a ect recognition performance
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. In our previous work on the automatic detection of engagement, we showed
that a combination of task and visual features allows for the highest recognition
rate to be achieved [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. While many e orts are being made to detect user's a
ective and motivational states, another branch of research addresses the challenge
of how a ect-aware agents should react to those states, and in which ways
empathic responses improve the interaction. For example, Robison et al. studied
the impact of a ective feedback on students interacting with a virtual agent in
a narrative-centered learning environment [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In another study, Saerbeck and
colleagues [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] investigated the e ects of a robot's social supportive behaviour
on student's learning performance and motivation.
      </p>
      <p>In this paper, we summarise our e orts on the development of a social robot
with empathic capabilities that acts as a chess companion for children. By
endowing the robot with empathic capabilities, we expect to improve the relationship
established between children and the robot, which can ultimately lead them to
improve their chess abilities. Thus, to behave empathically, our robot needs to
(1) model the child's a ective states and (2) adapt its a ective and prosocial
behaviour in response to the a ective states of the child. In the remaining of
the paper, we present our approach for modelling empathy in a robotic learning
companion.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Towards an Empathic Chess Companion</title>
      <p>
        Our application scenario consists of an iCat robot that plays chess with children
using an electronic chessboard (see Fig. 1). The iCat provides feedback on the
children's moves by employing facial expressions determined by the robot's
affective state. Chess can be considered an educational game, as it helps children
develop their memory and problem solving skills [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. A previous study using this
scenario showed that the a ective behaviour expressed by the iCat increased
user's perception of the game [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. However, in another study, after several
interactions children started realising that the robot's behaviour did not take into
account their own a ective state [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. The results of this study suggested that
social presence decreased over time, especially in terms of perceived a ective
and behavioural interdependence. These dimensions refer to the extent to which
users believe that the behaviour and a ective state of the robot is in uenced by
their own behaviour and a ective state. As described earlier, empathy requires
the ability of understanding the user's a ective state and responding
accordingly. Thus, in the remaining of this section, we describe our current research in
these two distinct processes of empathy.
O -line analysis of videos recorded during several interactions between children
and the iCat showed that children display prototypical emotional expressions
only occasionally. Therefore, we aim to endow the robot with the ability to infer
scenario-dependent user a ective states, and speci cally a ective states related
to the game and the social interaction with the robot: valence of feeling (positive
or negative) and engagement with the robot. The valence of the feeling provides
information about the overall feeling that the user is experiencing throughout
the game, whereas engagement is \the value that a participant in an interaction
attributes to the goal of being together with the other participant(s) and
continuing the interaction", as de ned by Poggi [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. In our previous work, we showed
the key role of a subset of user's non-verbal behaviours and contextual features
in the discrimination of a ective states [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ].
After modelling the a ective state of the user, the robot should be able to select
the empathic responses that are most e ective to keep the user in a positive
affective state. Several empathic and pro-social strategies existing in the literature
are being considered, such as facial expressions, verbal comments to encourage
the player and game-related actions (e.g., allow the user to take back a bad
move). Some of these strategies were proven to be successful in a previous study
that investigated the in uence of empathic behaviours on people's perceptions
of a social robot [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>But how should the robot decide, among the set of possible empathic
strategies, which one is more appropriate at a certain moment? We are currently
implementing an adaptive approach, where the robot learns the best strategies
for a particular user by estimating the success of an empathic strategy
measuring the user's a ective state right after such strategy is displayed by the iCat.
For example, consider a situation where the user is experiencing a negative
feeling for loosing an importance piece in the game and the iCat responds with an
encouraging verbal comment. If the user's valence changes from negative to
positive, then utterances containing encouraging behaviours will become part of the
user's preferences in that particular situation. As the same users are expected to
interact with the robot for several games, the preferences for a particular user
are updated even over di erent interaction sessions.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Discussion</title>
      <p>In this paper, we described our work towards endowing the robot with empathic
capabilities. A multimodal system for predicting and modeling some of the
children's a ective states in real time is currently being trained using a corpus with
videos previously collected in another experiments using this scenario. With this
model of the user, we intend to personalise the learning environment by
adapting the robot's empathic responses to the particular needs of the child who is
interacting with the robot.</p>
    </sec>
  </body>
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