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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Motivating People in Smart Environments</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Berardina De Carolis</string-name>
          <email>decarolis@di.uniba.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Irene Mazzotta</string-name>
          <email>mazzotta@di.uniba.it</email>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Intelligent Interfaces Research Group Dipartimento di Informatica, University of Bari Via Orabona</institution>
          ,
          <addr-line>4 - 70125 Bari -</addr-line>
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we discuss the possibility to extend PORTIA, a persuasion system currently applied in human-agent dialogs, to support ambient persuasion. We have identified a fitness center as an appropriate smart environment in which ambient persuasion strategies can be applied. According to the Ubiquitous Computing vision, in the fitness center the user is surrounded by several connected devices that cooperate in the persuasion process, each of them with the most appropriate strategy, mode of persuasion, style of communication and ability of exploiting the kairos principle. To this aim we propose a multi-agent system able to support this distributed and intelligent approach to persuasion that allows to follow the user during the gradual change from the initial attitude to sustain of long term behaviours.</p>
      </abstract>
      <kwd-group>
        <kwd>Persuasion Systems</kwd>
        <kwd>Ambient Intelligence</kwd>
        <kwd>Multi-Agent systems</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>
        As stressed in Stock et al. [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] persuasion is a hot topic for intelligent interfaces since
future interactive systems may have contextual goals to pursue which aim to induce
and to convince the user to perform a specific action in the real world. It is feasible to
imagine that persuasive technologies can be integrated into different aspects of daily
life, and in this way they might have a greater persuasive power than traditional
approaches to human-computer interaction. Under this perspective, the synergy
between ambient intelligence and persuasion might be effective also because this
solution, compared to traditional systems, could take the advantage to adapt the
persuasion process, strategy and communication style to the context by using the
kairos Principle [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        In this paper, we present an approach to ambient persuasion [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] based on a
combination of pervasive and distributed computation in which we aim at motivating
people in the context of well-being. In particular we focus on how an intelligent
environment may motivate the user to believe certain things, to behave in a certain
way, or to abstain from performing certain actions, etc. This becomes important
especially in certain kind of environments, such as those devoted to well-being, that
intrinsically have this vocation. In fact, wellness is not limited to a single moment of
people daily life – in which a person may consult a conversational agent or a web site
in order to get advices or suggestions for improving life quality - but it is a continuous
process along the temporal dimension and it is more central and peculiar in some
environments than in others (i.e. fitness centers, food shops, homes, etc.). Moreover,
the devices in these environments may cooperate in order to support people in
achieving their goals.
      </p>
      <p>
        Ambient Intelligence solutions may provide a great opportunity for achieving the
aim of distributing and embedding persuasion and coaching strategies into the
environments that the user attends, according to the Ubiquitous and Pervasive
Computing vision [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], in order to apply persuasion methods and techniques usable
through several devices and in different usage contexts.
      </p>
      <p>
        Changing habits in the context of well-being is influenced by several -rational and
emotional- factors depending on the context, that can be intended as: ‘What the user is
doing, Where is the user, With whom, When’ [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Of course, attention should be paid
to insure that arguments are relevant and strong to the user, especially in ambient
intelligence context where it is essential to consider the conditions in which the
message is communicated. Therefore, in our opinion, it is important not only to
distribute the message through the existing devices in the environment and to adapt
the persuasion strategy, the arguments and their expression to the user and the
context, but it is also necessary that all the environments involved in the user's
activities, task, etc, may communicate in order to cooperate to achieve the common
goal of caring for the user.
      </p>
      <p>
        To this aim, we propose a multi-agent architecture which includes different types
of agents: (i) Sensor Agents –used in order to provide information about sensors
parameters and context features (i.e. temperature, heart rate, humidity, presence of the
user in a room, etc..); (ii) Device agents -typical of the environment- that manage the
active devices in the environment (e.g. cardio fitness machines, public displays,
mirrors, etc.) and convey to the user the training according to the context and the aim
of the environment; (iii) D-Me agents [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], represent the users in the environment as a
kind of digital image of the user; finally, (iv) the persuader agent that we call Coach
agent, decides the most promising persuasion strategy to apply in a given context and
communicate the action plan to Device agents.
      </p>
      <p>
        In order to show how this architecture works, we will consider a fitness center as a
suitable place to test the approach. In fact, a fitness center is equipped with enough
technology for simulating a smart environment, the users are already confident with
the technology during their workout and, moreover, most of them want to be
constantly motivated in order to reach their goals concerning an healthier lifestyle
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>The paper is structured as follows. In Section 2 we discuss the relation between
ambient persuasion and wellbeing. Section 3 describes the proposed architecture of
the system. Then, in Section 4, we illustrate a scenario example that is used to show
the functioning of such a system. A final discussion and future work directions are
reported in Section 5.</p>
    </sec>
    <sec id="sec-2">
      <title>Ambient Persuasion and Wellbeing</title>
      <p>
        Persuasion is a form of social influence and a ubiquitous part of contemporary life. It
is a relatively new trend in the research community that shows a growing interest also
into intelligent information technologies, and for better or for worse, persuasive
technologies are already part of the everyday technological landscape (see examples
in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]). Coming from persuasion and technology, persuasive technologies are not
exempt from ethical issue: they should be employed to change people’s attitudes or
behaviour without coercion or deception, acting therefore upon users’ beliefs always
in an atmosphere of free choice, where they are autonomous and able to change their
mind. An application area in which persuasion can be used with great effectiveness is
well-being, especially when its purpose is to persuade people to adopt a healthier diet,
lifestyle, etc. In our opinion, wellness is a domain in which ambient persuasion
technologies may increase its potential of alleviating the users’ problem by helping
them in triggering the decision to change their wrong habits and motivating them to
achieving their goals. There are different examples of systems aimed to persuade in
this application domain. Many of them are implemented as Embodied Conversational
Agents that play a role aiming at inducing behavioural change in users, a role that
traditionally was filled by coaches or therapists [
        <xref ref-type="bibr" rid="ref12 ref2 ref5">2, 5, 12</xref>
        ].
      </p>
      <p>Currently, the most common persuasive systems used in fitness centers (at least in
Italy) employ the feedback mechanism to show to users effects of the exercise (i.e.
Polar Cardio or Cardio Fitness machines and so on) and are generally isolated without
the ability to communicate and cooperate with other devices in order to achieve the
common goal of taking care of the user. In addition, a fitness center has professionals
responsible for this purpose, as personal trainers and wellness coaches: they have a
very important role in helping the user to change their habits and find the motivations
to work hard for achieving their goals. However, beside that they can be expensive or
unavailable when users need them, many people feel shame and fear of being judged
by their human coach: sometimes this can be a motivation for changing attitude,
sometimes it may compromise the success of the coaching strategy, increasing the
user's attitude at overcoming barriers -especially emotional- and decreasing
selfesteem. Several coaching systems have been implemented on mobile devices (see for
example, My Weight Loss Coach for Nintendo DS, Nokia Fitness Coach for Nokia
phones and the so many sport trackers like Endomondo for the most popular mobile
platforms, or CardioTrainer for Android, or Sports-Tracker for Nokia) aimed at
monitoring, supporting and tracking users’ progress and improving their energy
balance. Again, in many of them the user has to input data about her workout, eating
behaviour, etc. On the contrary, in other systems, as Nintendo Wii fit, My Body
Coach by BigBen Interactive, or Your Shape: Fitness Evolved, the new edition of
Ubisoft's training software for Microsoft console, the user is monitored and motivated
during the exercise even though these are not integrated with other daily activities and
situations of the user.</p>
      <p>
        According to [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], when persuasion is used in ambient intelligence contexts it may
take advantage of the distributed intelligence of the environment in order to improve
the effectiveness of the persuasion process. For instance, since entities taking part of
the persuasion process are multiple the system may use repetition for increasing
compliance. Moreover, these multiple sources may have different roles in the process
of persuading, motivating, sustaining the user and, therefore, may use different
strategies.
      </p>
      <p>
        Again, an intelligent environment is a social place and therefore, people may share
personal experiences with others that have the same problems, goals, needs [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. In
this sense, perceived similarity through shared experience may have an effect on
compliance [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>Finally, the system should be perceived not has having a pure functional
intelligence but has being an emotionally and socially intelligent actor that may
monitor the user and intervene appropriately at the right moment.</p>
      <p>In the light of these premises, we present an agent-based system that tries to apply
the principles of ambient persuasion in a smart fitness center.
3</p>
    </sec>
    <sec id="sec-3">
      <title>The proposed System</title>
      <p>
        According to the ambient persuasion model proposed by Kaptein et al. [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], the first
difference from traditional persuasive systems consists in the fact that the persuasion
process can be distributed not only with respect of multiple sources but also according
to the phases that constitute the gradual change from the initial attitude to sustain long
term behaviour. In the application domain considered in this paper, the system
provides a first phase in which the user should be persuaded to have the intention of
adopting a certain behaviour, for instance a particular type of workout, and then, in a
subsequent phase should be sustained using appropriate motivational cues, during the
entire path of actuation of the suggested behaviour.
      </p>
      <p>In order to generate the most appropriate persuasive message to the user, we
extended PORTIA and used its reasoning and argumentation model. As far as the
sustain phase it is necessary to reason on which motivational arguments have to be
adopt for continuing to motivate the user according to the situation. To this aim, we
started an empirical study aiming at exploiting the knowledge and rules that human
personal trainer and fitness professionals use.</p>
      <p>Before illustrating the architecture and the functioning of the system, let us
introduce a brief overview of PORTIA.
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>An overview of PORTIA</title>
      <p>
        PORTIA is a user-adapted persuasion system capable of simulating the persuasion
process used by humans to convince someone to perform a given action. In this paper
we provide a brief overview of the system. For a more detailed description of
PORTIA, please refer to [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] It mainly focuses on two typical aspects of the human
persuasion in order to produce effective persuasion attempt in different contexts: on
one hand, the ability of reasoning on the potential strength of alternative persuasive
strategies for a given user, in order to select the most appropriate one; on the other
hand, the capability of combining rational and emotional modes of persuasion,
according to the theory of a-rational persuasion [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. The strategies represented in the
model are the result of a combination of theoretical [
        <xref ref-type="bibr" rid="ref18 ref22 ref23">22, 23, 18</xref>
        ]) and empirical [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
background. The key points of the system are the separation between reasoning and
argumentation phases in the persuasion process [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], and the use of Belief Networks
to represent the uncertainty inherent in this form of practical reasoning [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>PORTIA considers three knowledge bases: the User Model, the Persuasion and the
Argumentation Knowledge Bases.</p>
      <p>The User Model. Understanding the presumed weight of user’s goals is crucial to
select the most promising persuasion strategy in a given context. User Model is
employed to reason about the user’s presumed characteristics. Rather than acquiring
this knowledge through direct questions, PORTIA attempts to implicitly infer it, with
some level of uncertainty, from information about user’s personality traits and living
habits. The User Model includes a specific knowledge and a general knowledge
component. The former collects facts about the user (evidence).The second represents
criteria to infer the user’s goals and abilities under conditions of uncertainty in the
form of Elementary Belief Networks (EBNs) that are belief networks with only one
leaf node representing uncertain implications. In particular, user’s rational and
emotional goals can be inferred respectively from knowledge about user’s habits and
personality traits.</p>
      <p>
        The Persuasion Knowledge Base is employed to model rational and emotional
strategies. The Persuasion model is defined in term of goals and beliefs from the
Persuader’s perspective that may employ rational as well as emotional strategies (but
also a mixture of them) to induce the user to perform a given action. Persuasion
strategies are represented with EBNs too. In particular, emotions may be introduced
in the persuasion process in two forms: by selecting an emotional goal or by
activating, through arousal of user’s emotion, an intermediate goal which is
instrumental to the final one. The PORTIA’s persuasion strategies are summarized in
Table 1. For more details see [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>PORTIA’s Persuasion KB</p>
      <p>General induction of intentions
[(VGoal U gi)∧(AGoal U gi)∧ (Bel U Implies(a,gi)) ∧(Bel U CanDo(U,a)) ] →? (Int U Do(U a)) [i]
It may be summarized as follow: “If User has the goal g (VGoal U g) and it is really relevant at this time (AGoal U
g) and he believes that doing the action a implies achieving g in a more or less near future (Bel U Implies(a,gi)),
and he believes that has the ability to do a (Bel U CanDo(U,a)), then probably user intends to do a (Int U Do(U a))”
(from Miceli et al, 2006).</p>
      <p>Rational induction of intention Emotional induction of intention
gi ∊ {Rational goal set} gi ∊ {Emotional goal set}
It focuses on rational goals like ‘to be in good health’, It focuses on rational goals like ‘to make friends’, to be
‘to have a good appearance’, and so on. in good mood’, and so on.</p>
      <p>Activation of goal strategy
Activation through a belief or an emotion of an intermediate goal which is instrumental to the user’s goal. It
considers two possible applications: Rational Activation strategy or Emotional one.</p>
      <p>Induction of beliefs
Argumentation about means-end implication. It represents the action-goal relation.</p>
      <p>Appeal to
Expert
Opinion</p>
      <p>Appeal to
Popular
Opinion</p>
      <p>Appeal to
Position to
Know</p>
      <p>Appeal to Friendly
Personal Experience</p>
      <p>Others</p>
      <p>
        The Argumentation Knowledge Base is employed to translate each strategy into an
argument. Items to include in the argument correspond to the variables associated
with nodes of EBNs, and the way these items are combined in the message (order in
which to present them and relationships among the various parts) is represented into
Elementary Argumentation Plans (EAPs) that are a coherent translation of EBNs.
EAPs are built on two theoretical grounds: Walton’s Argumentation Schemes [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]
and Rhetorical Structure Theory (RST) [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In particular, EAPs represent the
association between rhetorical relations (RRs) and argumentation scheme.
      </p>
      <p>PORTIA considers two main modules: the Reasoning module (REASONER), and
the Argumentation one (ARGUER).In the Reasoning module, PORTIA exploits the
information about the user (User Model KB), computes the degree of importance of
the various -rational and emotional-goals on which focus the persuasion strategy, and
evaluates the persuasiveness of different combination of strategies (Persuasion
Strategies KB) and selects the most promising one with respect to the goal of
inducing in the user the intention to do a certain action. For this purpose, PORTIA
builds a complex Belief Network (BN) by dynamically chaining forward several
EBNs. The BN is a representation of the user’s mental state that enables to apply a
“what-if” reasoning form for evaluating the persuasive power of the strategies, and to
select the most promising one.</p>
      <p>In the Argumentation module, PORTIA has to construct the arguments to express
the strategy selected in the previous step. To this aim, PORTIA explores the complex
Belief Network and decides the items to mention, their presentation order and the
rhetorical relations among them. Also, she has to decide whether to include an appeal
to cognitive consistency (between the user’s of goals and beliefs, and his behaviour)
as a form of encouragement to adopt a more consistent behaviour. That is, PORTIA
has to translate the complex Belief Network into a coherent discourse plan. The
discourse plan is dynamically built by combining the elementary argumentation plans
(Argumentation Plans KB) that represent the elementary beliefs networks included in
the Belief Network. The discourse plan is then translated into a natural language
message used as an attempt to persuade the user.
3.2</p>
    </sec>
    <sec id="sec-5">
      <title>The System Architecture</title>
      <p>
        In order to develop a system for ambient persuasion in the context described in the
Introduction, we propose an extension of a multi-agent platform implemented in
another project [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] which considers four types of agents:
i) Sensor Agents – they are used in order to provide information about sensors
parameters and context features (i.e. temperature, heart rate, humidity,
presence of the user in a room, etc..).
ii) Device agents – they control the active devices in the environment (e.g. cardio
fitness machines, public displays, mirrors, etc.) and communicate with the user
by conveying the messages of the coach agent according to the display
facilities typical of the controlled device.
iii) D-Me agents – they represent the users in the environment as a kind of digital
alter-ego. In particular, a D-Me agent knows the user and monitors all his/her
activities, when authorized, communicates the information required by the
environment according to the privacy policies set by the user. Of course, the
user can always decide which data to send to which environment and the level
of detail of the information to be provided to the environment and the coach
agent.
iv) Coach agents – they decide the most promising strategy to apply in a given
context in order to persuade/motivate/sustain the user involved in the workout
and communicate the action plan to the Device agents or to the D-Me agents.
Coach agents are specialised in persuasion strategies typical of the
environment.
      </p>
      <p>It is worth noting that the architecture that we propose has not been conceived with
the sole purpose of persuading the user, but it aims at implementing smart
environments that aims at improving the quality of life of the user. In these
environments all agents exchange data and information in order to provide services
(recommendations, information, motivation) suitable for helping users in achieving
their goals.</p>
      <p>For instance, the D-Me agent, by monitoring the user behaviour, knows about
his/her meals, and, through social networks, may know who are his/her friends, etc.
Then, it may communicate this data to the Coach Agent that may adopt the optimal
persuasion strategy and arguments accordingly. Again, suppose that the doctor
recommended to the user to loose weight. When the user goes to the food shop with
the intention to buy a sweet cream, the D-Me agent may communicate this
information to the Coach Agent that may act to persuade him not to do it by adopting
the most effective persuasion strategy and arguments.</p>
      <p>For this reason, one might argue: why not delegating the entire ambient persuasion
process to the D-Me agent? The idea is to build a platform environment-independent
that may be applied in a fitness center as well as in a virtual home and, possibly,
enabling interaction between different environments so as to support the user at
different times of the day. According to this perspective, we believe that D-Me agent
should not have specific knowledge of the environment or the technological devices
because persuasion strategies and arguments used by a Personal-Coach in the fitness
center are probably different from those applied by Personal-Butler in the smart
home.
4.</p>
    </sec>
    <sec id="sec-6">
      <title>An example</title>
      <p>The following example is a simulation of the system’s behaviour in a typical scenario
of the gym environment. Let us consider the following starting conditions.</p>
      <p>Robert is a man below 40 years who regularly makes medical check-ups. He is a
hypochondriac, too. He is probably an extravert because he feels comfortable
around people. The doctor suggested him to make some physical activity
regularly. He decides to go to the gym but he is quite sceptical about this.
When Robert enters in the gym his D-Me agent has the permission to communicate to
the other agents in the environment the anagraphical and physiometric data and other
information about the user social network. Robert registers himself to the gym
information system. Then, the system provides a personalized workout schema to
Robert and, in order to persuade him to adopt the proposed workout, the Coach agent
generates and communicates the following persuasion message, according to the BN
in Figure 2:
“Hi Robert, I am your personal coach and this is your personalized workout
schema. You should do it because I know that you care for your health and
training has a lot of benefits on your health. In fact, the World Health
Organization says that this is very important for health and it is a specialized
agency of the United Nations that acts as a coordinating authority on
international public health, it is an authoritative voice. In addition working out
may be a great opportunity to know new friends. In fact, this is well known to all
who attend gyms and there is no evidence against it. Come on! I’m sure you can
do it if you wish”.</p>
      <p>Fig. 2. The BN used by the Coach agent to simulate the effect of selected strategy on the user’s
mental state.</p>
      <p>Figure 2 represents the result of the reasoning process of the persuasion model
applied by the coach agent when tries to persuade the user to adopt the proposed
workout. That is, the coach’s representation of the user’s mental state on which has
been tested the effectiveness of the persuasion strategy. Reasoning component has
propagated the user’s evidence received by the D-Me agent into the EBN-KB and has
inferred that, although ‘to be in good health’ is the presumed most important goal to
Robert, the associated rational persuasion strategy does not seem to induce in the user
the desired level of intention to do the proposed workout schema and a mixed strategy
could be more effective. Therefore, Coach agent selects the goal with the highest
value among the emotional goals and infers that the two candidate goals on which the
persuasion strategy focuses are the rational goal to be in good health and the
emotional goal to make friends. Moreover, it selects the belief induction strategies
through appeal to expert opinion and appeal to popular opinion, respectively, for the
goals of being in good health and making friends.</p>
      <p>
        In a dialog perspective, persuasion, rather then a predefined, integrated set of
propositions, is seen as a sequence of moves in which two parties (Persuader and
Receiver) are reasoning together on some argument [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. While monologic persuasion
is characterized by the three steps (planning, plan revision and surface realization), in
the ‘pure’ persuasion dialogues the sequence of exchanges includes some typical
phases, and forms of reasoning, by the Persuader (that is, making a proposal,
observing, classifying and reasoning on the Receiver’s reaction and replying to it).
Therefore, a persuasion attempt may be criticized by the Receiver in several ways: by
questioning the goal premises; by attacking them with counter-arguments alleging
that one or more of them is false; by undercutting the inferential link between
premises and conclusion with critical questions; by rebutting the practical reasoning
inference with counter-arguments asserting that the conclusion is false or by putting
forward a proposal arguing for a different action, and contending that the arguments
for this opposed proposal are stronger. Persuader must be able to respond
appropriately to all these situations.
      </p>
      <p>For example, let’s suppose that Robert is hypochondriac and he does not want to
do the proposed workout schema because he is afraid of getting sick. The Coach agent
classifies this reaction as an object on the user’s capability and, after reasoning on the
BN in order to select the most appropriate response, tries to reassure him because all
the tests say he's fine:
“I know you're scared but try to stay calm because your medical certificate says
you're fine!”
Finally Robert goes to the bike and began his training.</p>
      <p>Another strategy applied by the Coach agent is to motivate and sustain the user
during the exercises. Let’s suppose again that, despite the encouragement received,
Robert starts going very slowly on the bike. Then the Device agent that monitor the
user’s exercises, communicates to the Coach agent the new situation of Robert. Then,
the Coach tries again to reassure the user by conveying a following message on the
display of the bike device:
“Robert, come on, do not worry, I'm tracking your heart and, at present, you are
even below the threshold workout. Therefore, you can do more without fear of
forcing your heart ... I monitor you, do not worry”.</p>
      <p>Robert starts to push a little more and retakes the right pace.</p>
      <p>Then, finally, the user finishes the exercise. The Device agent transmit this
information to the Coach that tells Robert that everything went well but that, the next
time, he could do more.
5</p>
    </sec>
    <sec id="sec-7">
      <title>Discussion</title>
      <p>This contribution shows a preliminary work towards the development of a system for
ambient persuasion in a fitness center based on a multiagent architecture. In the
proposed architecture there are two agents that are central to the persuasion process.
The D-Me agent, which manages the personal user profile, may transmit to the
intelligent environment data about the user that may be important for adapting the
persuasion strategy and the motivational messages. The Coach agent, which acts as a
personal trainer, has the role of persuading the user to train and adopt a certain
workout and also to sustain this behaviour during training. The Coach agent uses the
reasoning and argumentation model of PORTIA for generating the persuasive
message. While, for the generation of motivational messages to be provided in the
sustain phase, we are collecting data from professionals expert in the fitness and
wellness domain, such as personal trainers.</p>
      <p>
        We are aware that in this domain the risk of producing a message that is not
appropriate to the situation because of an inferential error on the user goal, personality
traits, and so on may determine the selection of a wrong strategy or arguments and
consequently may cause distrust in the user. In this case it is necessary to endow the
environment with a formal model of trust [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], in order to give to the coach agent the
capability of assessing the level of trust that the user has in the system behaviour and
to reason on the cognitive factors involved on this project in order to recover the
situation.
      </p>
      <p>At moment, in order to test the effectiveness of the proposed system we used the
knowledge of two personal trainers. To these people we proposed some scenarios,
like the one in Section 4 of this paper, with the aim of collecting examples of
motivational sentences, arguments to be used to motivate the users. Now we are
conducting an experimental study that involves a greater number of experts in the
fitness domain aiming at understanding:
- which are the features of the user relevant for adapting the motivational
message;
- when to intervene with a motivational message;
- which are the strategies, at the reasoning and argumentation levels, most
widely used according to the user features.</p>
      <p>At present, the collected data give us some useful information for understanding
how human personal trainers build in their mind the models of their clients and which
are the features of the clients that influence their decision about how to motivate
them.</p>
      <p>For instance, the gender of the client seems to be important for choosing the
arguments to use. Personality traits (mainly the levels of sociability and extraversion)
influence the message style. While the cultural background, the age and the
profession of the client influence the argumentation schema to be used to support
some concepts and claims.</p>
      <p>Moreover, from this initial analysis, seems clear that personal trainers initially
classify their clients into stereotypes (Lazy, Super, Model, Normal, Sociable, …) that
help in deciding how to motivate them initially. This capability is related to the level
of experience of the trainer.</p>
      <p>Then, in our future work we plan to analyze the collected data and build the initial
knowledge of the coach agent relative to stereotypes and reasoning rules in order to
generate motivational messages appropriate to the user and to the situation. Moreover,
we intend to give to our coach the capability to learn from the user feedback in order
to refine the rules driving the choice of the optimal strategy.</p>
    </sec>
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