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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Toward Individualized Real-time Sensor-based Affective Modeling with Intelligent Tutoring Systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Keith Brawner</string-name>
          <email>keith.w.brawner.civ@mail.mil</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jonathan Rowe</string-name>
          <email>jprowe@ncsu.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>North Carolina State University</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>United States Army Research Laboratory</institution>
        </aff>
      </contrib-group>
      <fpage>29</fpage>
      <lpage>36</lpage>
      <abstract>
        <p>Human tutors do not simply deliver content; they pay attention to the cognitive and affective states of the instructed learners and use this knowledge to adjust their instructional strategies. Thus, a key component of human tutoring is the ability to recognize affect in a learner, and intelligent tutoring systems (ITS) which recognize and classify emotion from data collected on a group of students are prevalent in the literature. However, AI-based software systems that use group-based affective modeling face challenges -- models trained and evaluated with data from groups of students may not be effective for individual learners. An alternative to this approach is individualized models - highly customized models specific to each individual learner, continuously modified over time based on individual observations. This paper examines individualized modeling techniques for affective state recognition. It reports results from an initial evaluation of individualized modeling techniques using data from WestPoint cadets interacting with a serious game for combat casualty care training.</p>
      </abstract>
      <kwd-group>
        <kwd>Intelligent Tutoring</kwd>
        <kwd>Affective Computing</kwd>
        <kwd>Real-time modeling</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction and Motivation</title>
      <p>
        Tutoring by an expert human tutor is extraordinarily effective. There is some debate
within the literature about how effective human tutors are, but it is commonly cited that
tutoring yields between one and two standard deviations of improvement for learners,
which corresponds to roughly one to two letter grades [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. Learning in ITS systems
is typically measured in terms of “learning gains”; improved performance in equal time.
This is a tradeoff, and could instead represent equivalent performance in less time,
improved retention, or other measures of learning outcomes.
      </p>
      <p>
        Theory indicates that learner data inform learner states which inform instructional
strategy selection which influences learning gains [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]; adaptable and individualized
tutoring requires automatically assessing the cognitive and affective states of individual
learners for personalized instruction [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ]. As an example, extensive work has been
performed to recognize the emotional state of a learner through incorporating
behavioral and physiological sensors [
        <xref ref-type="bibr" rid="ref10 ref6 ref7 ref8 ref9">6-10</xref>
        ]. The remainder of the paper discusses prior work
in generalized modeling, the need for individualized modeling, different AI approaches
for individualized modeling, the successful results of their application, and
recommendations for industrial applications.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        In 2006, Mott and Lester [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] investigated the inclusion of sensors for affect detection
in Crystal Island, an intelligent game-based learning environment that teaches middle
school microbiology concepts. This research made use of a variety of features,
including temporal interactions, location features, intentional features, physiological response
from blood volume pulse and galvanic skin response. These measurements were
collected and classified using various machine learning algorithms [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], including Naïve
Bayes, decision trees, Support Vector Machines (SVMs), and n-grams. Each of these
techniques showed significant predictive accuracy, when compared to baseline
accuracy measures. However, when the generalized models were applied in situ, they were
found to have worse than baseline classification accuracy [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Their 2011 study is one
of only two published research articles with validation results across multiple studies,
where cross-fold validated models are placed into practice, where Sabourin et al.
reported data from 260 learners from two schools; representing a remarkably similar
population, and included the injection of experimenter knowledge of student tasks into the
models, which is undesirable for transference reasons.
      </p>
      <p>
        Partially in response to this work and others [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], a new study was designed and
conducted to investigate Kinect-based runtime affect modeling [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. This study used
students within a single school different from previous studies, in different semesters,
in an attempt to apply the offline-created models to a new setting, without the injection
of experimenter knowledge. These models failed to trigger in the operational
educational settings at the appropriate times, representing another study which experienced
difficulties in application transition. This dataset is used for consideration of the current
results and recommendations.
2.1
      </p>
      <sec id="sec-2-1">
        <title>Individualized Motivation</title>
        <p>
          To date, offline-created, group-based models of learner affect have encountered several
challenges in real-world runtime settings. Offline-created, individual-based models
present an alternative. Individualized approaches to affective data analysis are rare in the
ITS literature, but authors of generalized modeling publications have pointed to
individualization as a possible solution to the problem for transferring models into
production [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Certain types of signals, such as electroencephalography (EEG), naturally lend
themselves to individualized approaches (e.g. human brains are very individualistic and
modeled as such).
        </p>
        <p>
          Other researchers indicate that the models are poorly fit for practice when assuming
that the underlying concept is stationary, when in fact it is drifting across the sampling
space [
          <xref ref-type="bibr" rid="ref10 ref14">10, 14</xref>
          ]; models should be adaptive and continuously adjusting for the reasons
enumerated above. As such, they hypothesize that nonlinear algorithms could
successfully deal with the dynamic nature of the signal. AlZoubi et al. empirically show this
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Dataset</title>
      <p>
        success through an injection of real-time adaptive algorithmic techniques, such as
windowed Bayes Networks, which diminished overall classification error by 40% [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
Generally speaking, the individualized modeling techniques have shown superior
performance in other research. Inspired by the prior work, all of the algorithmic
approaches in the current work are nonlinear and adaptive.
      </p>
      <p>
        There are two datasets subject to analysis in this paper, one from each of 2013 and 2016
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. They were both collected from a class of United States Military Academy
(USMA) at WestPoint cadets as they interacted with the Tactical Combat Casualty Care
Simulation (TC3Sim), with 116 cadets from 2013 and 101 cadets from 2016. TC3Sim
is a serious game used to train US Army combat medics and combat lifesavers on tasks
associated with dispensing tactical field care and care under fire. Participants in both
studies interacted with the system for approximately an hour of total protocol, while
approximately 25 minutes were spent within the TC3Sim game. The participants were
monitored via within-system interactions as well as via Microsoft Kinect sensor. While
the participants interacted with the system, the BROMP protocol [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] was used in order
to label the “ground truth” data of affective states of the learners, as observed. There
are advantages and disadvantages to different labeling schemes [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], but in-field
observations have been found to be relatively stable over time [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        The initial 2013 collection followed the traditional offline- and group-based model
creations, and saw the development of various feature extraction methods, used in both
studies to compare benchmark performance. The same features and models from the
2013 study were used in 2016. Of the 91 vertices recorded by the Kinect sensor, only
three are utilized for posture analysis: top_skull, head, and center_shoulder. These
vertices were selected based on prior work investigating postural indicators of emotion
with Kinect data [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Derived statistical and windowed features were calculated over
top of these items, including the minimum observed, maximum observed, median,
variance; each of these features is additionally calculated for 5/10/20 second windows.
Further information on the dataset can be found in prior work [
        <xref ref-type="bibr" rid="ref13 ref18 ref19">13, 18, 19</xref>
        ]. 78 input
features were used, including raw data, such as CENTER_SHOULDER_DISTANCE
reported from the Kinect, and computer features, such as the net_dist_change_20sec.
Generally, the raw input features reflect the position and orientation of the head, skull,
shoulders, and center of mass, while the computed input features reflect the changes,
maximums, minimums, and variances during a 3/5/10/20 second time window. This
represents non-extensive feature engineering.
4
      </p>
    </sec>
    <sec id="sec-4">
      <title>Algorithmic Implementations</title>
      <p>
        In order for models to be individualized, the models must be created as new data arrives
and operate on under strict time constraints. As such, only machine learning algorithms
which have algorithmic complexity of O(1) are appropriate for the task, and the “1”
processing requirements of the O(1) operation must be less than the frequency of data
per user. The algorithms used to create models within this work are the same that have
been implemented previously by the lead author, in identical configuration to prior
methodologies [
        <xref ref-type="bibr" rid="ref12 ref20 ref21">12, 20, 21</xref>
        ]. They are, in short, an online incremental clustering
technique, Adaptive Resonance Theory (ART), and a linear regression approach called
Vowpal Wabbit (VW).
5
5.1
      </p>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <sec id="sec-5-1">
        <title>Previous Performance Benchmarks</title>
        <p>
          The previous benchmarks for this work, using a variety of offline and generalized
classification schemes are shown for the 2013 and 2016 datasets in the tables below,
respectively [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]. It is worth noting that the 2013 affect classifiers were applied to the
2016 dataset, but no Kappa value above 0.00 was observed in situ – they were not
usable in practice, as referenced in the earlier sections of this work. Additionally, the
reader should note that no ‘boredom’ labels were observed in the 2016 study. The
below table represents the best performance of a variety of offline methods given an
unlimited amount of modeling time in a cross-validation approach. Naturally, different
machine learning methods had different performance, with the best-performing
classification approach varying between data signals, and noted in the below table.
Before a discussion of the results, it is useful to consider how the algorithms operate
and are assessed. For each individual a model is created over time in supervised,
unsupervised, and semi-supervised fashions. These samples of the model performance
represent “best possible algorithmic performance”, “worst possible algorithmic
performance”, and “realistic performance that can be expected in practice”, respectively. The
semi-supervised models represent effectively unsupervised models with ~6 labeled
points for the largest clusters and are majority-labeled – the labeled datapoints represent
a direct user query for the label on the 6 minute time scale and are allowed to influence
classification boundaries afterwards. As an example, the first 6 minutes of data would
be modeled as an unsupervised problem with the next 6 minutes of data being modeled
as a mostly unsupervised problem (only one labeled datapoint). Given the sparseness
of labeling information in this work (all, none, or 6) in the different implementations,
overfitting is not a particular concern; 6 labels is not enough to overfit. Further,
considering that each created model is started uninitialized with standard model
hyperparameters and created for a single individual, the comparing or using this model for
another individual wouldn’t be sensible; each model is custom to each student. In order
to create an evaluation metric which might be compared with the prior work (A’ metric)
the models are evaluated over time in accordance with the assessment algorithm
described in Pseudo-Code 1, feeding an incremental amount of data in, labeling all
unknown clusters as the majority class of the true labels, making an A’ metric over all
data seen so far, and then destroying the evaluated model, which is now polluted with
significant labeling information. Additional metrics for the ability to model the
nearterm past (last 10% of observed data) and near-term future (predictions on the next 10%
of data) were found empirically to have within 10% of the overall error of this approach
and to generally be measuring the same error rate in prior work [
          <xref ref-type="bibr" rid="ref12 ref20 ref21">12, 20, 21</xref>
          ].
        </p>
        <p>As a byproduct of the evaluation algorithm, each of the models begins with 100%
accuracy – a single datapoint generates a single cluster and the majority-class of the
cluster is correctly labeled. Gradually, as more data about both the user and labels
comes available, the overall accuracy of the model decreases. This decrease represents
coming progressively closer to the true accuracy of the approach. This paper answers
the question of whether the individual real-time modeling approach is valid. As such,
it is useful to see the overall effect of the model, and how useful it would have been, on
average, for a given unit of time, and to be able to compare to prior metrics. The
algorithm used to assess the performance of each of the methods, per individual, is described
below in Pseudo-Code 1. Using this assessment methodology generates 10 assessment
points per user. These results are averaged for the group to generate a single metric to
compare against prior results.</p>
        <p>For x from 10-100, in increments of 10
Feed x% of the data to the algorithm
For each class created by unlabeled class
boundaries</p>
        <p>Label this class the majority label of true set
Evaluate for AUC ROC accuracy through
input of data for classification (next,
previous, all</p>
        <p>Pseudo-Code 1: Assessment Algorithm
5.3</p>
      </sec>
      <sec id="sec-5-2">
        <title>Tabular Results</title>
        <p>
          Overall, the model performance is favorable, with the indication that the individualized
and real-time modeling approach is effective. Naturally, this is an unfair comparison
to the previous models; these results are comparing an aggregate of many individual
models to a single model which models the population. A highlight of these results was
previously published in another work [
          <xref ref-type="bibr" rid="ref20">20</xref>
          ], which discussed that this performance
improvement is not a “free lunch”, and that real-time models should 1) have relatively
stable labeling, on the order of minutes, and 2) make use of the created features from
offline models, which are shown to help online models. This paper finds similarly.
        </p>
        <p>Recommendations for industrial implementation, based on the above, are for a setup
for affective state detection within an intelligent tutoring system to have the following
features:
• Sensors of physiological state
• Existing feature extraction shown useful in other contexts – such as the feature
extraction performed in this work
• Participant able to label affect states as they come available – a system able to request
these items
• Use of one of more machine learning measures, such as ART or incremental
clustering, shown above to be the best-performing of the three selected.</p>
        <p>This type of implementation can be performed relatively easily within the confines
of the Generalized Intelligent Framework for Tutoring (GIFT) system. A specific
implementation would be for the Sensor Module to collect, filter, and feature extract the
data as above. This data is then sent to the Learner Module, which has the ability to
stitch it together with survey-queried ground truth data and models which are created
on the fly with algorithmic complexity of O(1). The GIFT system is set up to integrate
these types of models with only configuration parameters, rather than any significant
module addition or re-architecting.</p>
      </sec>
    </sec>
  </body>
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