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2M4-OS-20a-4

Colletion and analysis of multi-party interation data

for boredom reognition

NataliiaBiriukova 1

KoutaroFunakoshi 2

Koihi Shinoda 1

1

Tokyo Institute of Tehnology 2

Honda ResearhInstitute

Inhuman-omputer interationsystems suh as tutoring systems or entertainment robots, it is important to

keepusers' attentionand not toget them bored. For this purpose, rst suh systemsshould reognize whether

usersareboredornot. Weplantodevelopanautomatiboredomreognitionsysteminwhihseveralnon-verbal

ues from users suh as gestures and faial expressions are aptured and utilized. Inthis paper we report our

database olletion for this development. It onsists of a set of multi-party onversations inluding a personal

robot,reorded byRGB-Dameraandmirophones. Weannotated`bored',`notbored',`annot say

,and`fae notvisible'ategories. Wefoundorrelationbetweenphysialativitiesofsubjetsandtheirboredomstates. The

lakofbodymovementsduringinterationindiatesboredomstate.

1. Introdution

Themostommonhuman-omputerinterationstylenow

is thedesktopstyle, inwhihtheinterationis performed

throughgraphialuserinterfaes, keyboards,andpointing

devies. Althoughit is very useful wheninteratingwith

PCs,itisnotenoughforemergingappliationsof

omput-ers,suhasintelligenttutoringsystemsorsoialassistants

[1℄.

Withreenttehnologyadvane,newkindsofomputers

for those newappliations have beendeveloped. In those

appliationsasystemneedstounderstandusers

aetive states, suh as emotions, interest level, engagement, and

boredom. Humansexpresstheiraetivestateinboth

ver-bal and non-verbal ues. Several studies (e.g. [2℄) have

reportedthathumansmostlyrelyonnon-verbalueswhen

judging aetive states. Non-verbal ues play important

rolesinaetivestatereognition.

Dierent aetive statesplay dierentroles andseveral

researhes have been devoted to reognition of emotions,

interestlevel,and engagement. Ontheotherhand,

auto-mati boredomreognitionimportane hasnot been fully

explored. When a person is bored during interation in

anyareaoflife,thegoalsofinterationmightnotbefully

reahed.

In this paper we will rst review previous studies and

their methods for dataset labeling, then desribe our

datasetandannotationstrategy,andreportourresults.

2. Previous studies

2.1 Aetive states reognition

Therehasbeenanumberofresearhesdealingwith

non-verbalommuniationues;todetetuser'suriosityin

us-tomer servie appliation [3℄, interest detetion in

one-to-oneinteration[4℄andinmeetings[5℄. Therealsohasbeen

boredomreognitionresearhesbasedonheadpositions[6℄

oronpostures[7℄.

: Nataliia Biriukova, 080 3019 8755

biriukova.n.aam.titeh.a.jp

So far, most of those works has foused on only one

modalitywhilesimultaneoususeofmultiplemodalitieshave

inreasedreognitionauray[8℄. Somestudieshave

om-binedonevisualmodalitysuhasfaialexpressionwithone

audiomodality(e.g. [9℄).

2.2 Datasetlabelingmethods

Most ofthelabeling methodsinaetiveomputing

re-searheshas usedannotation byjudgesandquestionnaire.

Jaobs[6℄usedtheirombinationtolabelboredomstates.

Partiipantsrstlabeledhowboredtheywereineahvideo

on a 7-point Likert sale, then two judges put one label

pervideo. The two judges ahieved anaverage of 76.9%

agreementaftertherstannotation. Theythenwentbak

andre-annotatedtheeventswheretherewasdisagreement.

Thisimprovedtheagreementtoanaverage of96.7%.

InCastellano[10℄,their datasetwas annotatedinterms

ofuserengagementwitharobotbythreeannotators.

An-notatorshoseoneoutofthreeoptionsandtheresultsfrom

eahannotatorwerethenompared. Alabelwasonrmed

whenit washosenbytwoor threeof theannotators. In

aseeahoftheannotatorshoseadierentlabel,the

seg-mentwaslabeledas`annotsay'andwasnotusedintheir

furtherstudy.

Ourstrategydiersfromthem. Wedonotusethe

ques-tionnaire. Aimingfor naturalinteration, ineahphaseof

theironversationwefousedonlong-timeinteration

se-narioswhere subjetsmay notbe able toorretlyreport

theirboredomstate.

3. Database

3.1 Data

Database 1

[12℄onsistsof60reordings,ineahofwhih

threeusers interating with arobot, reorded by RGB-D

ameraandmirophones. Thenumberofsubjetsintotal

is90. Eahreordingis25minuteslong. WeusedNaorobot

[13℄andemployedWizard-of-Oz(WoZ)tehniqueinwhih

1 thispaper'snotionofpartiipationisdierentfromthe

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Fig. 1: `GestureGame'senario

an operator remotelymanipulates a robot, ontrolling its

movement,speeh,andgestures. Duringonesessionallthe

users anappear inthe senetogether, inpairs,or alone.

They wereinstruted tobehavenaturally,free toleaveor

jointhesenewhenevertheywant.

Eahgroup of threeusers (further alled A, B,and C)

partiipated in two dierent interation senarios. First

senariois`QuizGame'. In`QuizGame

,therobot imag-ines aword (e.g. `apple') andanswersyes-noquestionsof

users. Users'goal istoorretlyguesstheimaginedword,

askingquestionsanddisussing therobot

s answers with eahother. Theseondsenario is a`Gesturegame'(Fig.

1). Itisagameinwhihtherobottriestoteahusersaset

of gesturesinEnglish. Forexample, the robottouhes its

noseand says`Nose',askingusersto repeat thesame

ges-ture. Ifuser'sgestureisorret,therobotgivesapproving

omment.

3.2 Annotation strategy

Annotationisondutedby threejudges(further alled

X,Y,Z),twofemales(X,Z)andonemale(Y).In

annota-tion we used`bored', `notbored',`not sure' and `faenot

visible' labels. If a state is observable less than 2 se, it

is not labeled. Followings are the desription of the four

labels:

A) Nofaevisible-Thefaeoftheuseristurnedfromthe

robotfor90degreesormore,orthefaeisblokedby

theotheruser.

B) Bored-Theuserisnotative,reatsslowly,ordoesn't

reatatalltotheotherpartiipants.

C) NotBored-Theuserativelypartiipatesinthegame,

reatstotherobot'squestionsfast,interatswiththe

robotortheotherusersenergetially

D) Cannotsay -Itisextremelyhardforthejudgetoput

anyoftheaboveategories

Figure2showsthedeisiontreeusedinthelabeling. To

answerquestions`Subjetpartiipates?' and`Subjetlooks

interestedinpartiipating?',judgesusedthenextrules:

1. Subjetpartiipates, whenheorshe:

Fig. 2: Annotationdeisionhart

(a) Doesgesturesthattherobotaskedtodowithin

3seaftertherobotnisheditsspeeh.

(b) Replies to the questions within 3 se after the

robotnishedherspeeh.

() Raisesahandtoreplytothequestionswithin3

seaftertherobotnisheditsspeeh.

(d) Touhesortalkstotheothersubjets.

(e) Makesexitedorhappynoises.

(f) Doesnotaverthis/hergazefromthe robotand

theothersubjetsforlongerthan7se.

2. Subjetlooksinterestedinpartiipation,whenhe/she:

(a) Looksattherobotortheotherpartiipantswith

smile

(b) Whenstandinginthebak,thesubjetxesgaze

ontherobotortheotherpartiipants

() Startstalkingtotherobotbeforetherobotasks

him/hertoplay

Intheases whenjudgeswerenot sureaboutpreseneof

featuresfromthelist aboveandthereforewerenotableto

answerquestionsinthehart,theyannotated

annotsay

label.

Some spontaneous gestures are informative for

annota-tors. We listed theminTable 1. Whenannotators found

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Group Gesture

Fixing Clothesxing

Hairtouhing

Faetouhing

Waving Wave

Win Win

Clap

Handsup

Pointing Pointing

Selfpointing

Next

Playfull Daning

Table 1: List of of partiipants'spontaneous

ges-tures

A B C

Before 7 10 43

After 5 9 13

Table 2: Disagreementratesbefore andafter

re-annotation(%)

4. Results

Table2showsthedisagreementratesfor

GestureGame

sessionbeforeandafterre-annotation.

Before re-annotation the disagreement rate between

judges was high. For example, it was high for C due to

hisambiguousbehavior. Table3showstheexampleofthe

amountoftimeperstate,labeledbyjudgeXtothree

parti-ipants,beforeandafterre-annotation. ThejudgeXtended

toput`bored'labelmoreofteninitially. Alsore-annotation

redued the amount of time of `annot say' label for all

judges. However, it is not lear whether this was dueto

thebetterunderstandingofsubjets'reationsorthemore

biaseddeisions.

We'vefound strongorrelation betweenboredomstates

and the numberof spontaneous gestures of subjets.

Ta-ble4 shows theamountof gestures ineahstate for eah

subjet. In`bored'statesubjetstendtobemorestilland

makelessgestures. We'vealsofoundaorrelationbetween

`bored' state ourrene and the number of partiipants

presentin the sene. For ases whenonlyone person

in-teratedwiththerobotandthepersonbeomesbored,the

appearane of the other partiipants in the sene always

ausesstatehangeto`not-bored'. Therewereno

disagree-mentbetweenjudgesinall suhinstanes,whihmakesus

totrustthelabelinghere.

5. Conlusion

Anautomatiboredomreognitionsystemplays

impor-tantroleinaetivestatereognition. Weolletedand

an-alyzedthedatasetforsuhasystem,usingmultiple

modal-ities. Weusedinterativesenariosfor human-robot

inter-ation,reordedthedatasetbyRGB-Dameraand

miro-phones, andlabeledthemintermsofboredomstates. We

ahieved 80% agreement rate between three judges. We

A B C

Before After Before After Before After

Bored 00:57 00:42 01:43 00:50 03:58 03:13

NotBored 12:47 14:02 11:10 12:23 08:59 10:58

Cannotsay 01:09 00:00 01:07 00:21 01:33 00:31

Nofaevisible 00:00 00:05 00:41

Table 3: Time per state before and after

re-annotation(min:se)

A B C

Bored 5 3 11

NotBored 58 16 60

Cannotsay 0 2 5

Nofaevisible 0 0 2

Table 4: Amount of gestures ourred in eah

state

have found the orrelation between the physial ativity

of subjets and their boredom states. The lak of body

movementsandativenessduring theinterationindiates

boredomstate.

Weplan todevelopautomatiboredomreognition

sys-teminfuture.

Referenes

[1℄ M. Turk, G. Robertson, The Human-Computer

Inter-ationHandbook: Fundamentals,EvolvingTehnologies

andEmergingAppliations,2008.

[2℄ A. Mehrabian, Communiation without words,

Psy-hol.Today,vol.2,no.4,pp.53-56,1968.

[3℄ P.Qvarfordt,D.Beymer,S.X.Zhai,Realtourist-astudy

of augmentinghuman-humanand human-omputer

di-alogue with eye-gaze overlay. INTERACT 2005, vol.

LNCS3585,pp.767-780,2005.

[4℄ A. Pentland, A. Madan, Pereption of soial interest.

Pro.IEEEInt.Conf.onComputerVision,Workshopon

Modeling People and Human Interation (ICCV-PHI),

2005.

[5℄ L. Kennedy, D. Ellis, Pith-based emphasis detetion

forharaterizationofmeetingreordings,Pro.ASRU,

2003.

[6℄ A. Jaobs, B. Fransen, J.M. MCurry, F. Hekel, A.

Wagner, J.G. Trafton, A preliminarysystem for

reog-nizingboredom. Proeedingsofthe FourthACM/IEEE

International Conferene on HumanRobot Interation,

2009.

[7℄ S.Mota,R.W.Piard,Automatedpostureanalysisfor

detetinglearner

sinterestlevel,ComputerVisionand PatternReognition Workshop,2003.

[8℄ E. Hudlika, To feel or not to feel: The role of aet

in human-omputer interation, Int. J. Hum.-Comput.

(4)

[9℄ M. Panti et al., Aetive Multimodal

Human-ComputerInteration,Pro.ofACMInt'lConf.on

Mul-timedia,pp.669-676,2005.

[10℄ G. Castellano, A. Pereira, I. Leit, A. Paiva, P.

MOwan,Detetinguserengagementwitharobot

om-panion usingtask andsoialinteration-based features.

Proeedingsofthe11thICMI,2009.

[11℄ S.K.D

Mello,P.Chipman,A.C.Graesser,Postureasa preditoroflearner

saetiveengagement.Proeedings of the 29th Annual Cognitive Siene Soiety, pp.

571-576, 2006.

[12℄

石川

真也

,

船越

孝太郎

,

篠田

浩一

,

中野

幹生

,

多人数対

話ロボットの実現にむけたマルチモーダル対話データの収

集と分析著者

.JSAI,2013

Figure 2 shows the de
ision tree used in the labeling. T o
Table 2: Disagreement rates before and after re-

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