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Micol Spitale

Publications and source records attributed to Micol Spitale.

32 records · Page 2Linked to original sources

Small but Fair! Fairness for Multimodal Human-Human and Robot-Human Mental Wellbeing Coaching

In recent years, the affective computing (AC) and human-robot interaction (HRI) research communities have put fairness at the centre of their research agenda. However, none of the existing work has addressed the problem of machine learning (ML) bias in HRI settings. In addition, many of the current datasets for AC and HRI are "small", making ML bias and debias analysis challenging. This paper presents the first work to explore ML bias analysis and mitigation of three small multimodal datasets collected within both a human-human and robot-human wellbeing coaching settings. The contributions of this work includes: i) being the first to explore the problem of ML bias and fairness within HRI settings; and ii) providing a multimodal analysis evaluated via modelling performance and fairness metrics across both high and low-level features and proposing a simple and effective data augmentation strategy (MixFeat) to debias the small datasets presented within this paper; and iii) conducting extensive experimentation and analyses to reveal ML fairness insights unique to AC and HRI research in order to distill a set of recommendations to aid AC and HRI researchers to be more engaged with fairness-aware ML-based research.

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Robots as Mental Well-being Coaches: Design and Ethical Recommendations

The last decade has shown a growing interest in robots as well-being coaches. However, insightful guidelines for the design of robots as coaches to promote mental well-being have not yet been proposed. This paper details design and ethical recommendations based on a qualitative analysis drawing on a grounded theory approach, which was conducted with a three-step iterative design process which included user-centered design studies involving robotic well-being coaches, namely: (1) a user-centred design study conducted with 11 participants consisting of both prospective users who had participated in a Brief Solution-Focused Practice study with a human coach, as well as coaches of different disciplines, (2) semi-structured individual interview data gathered from 20 participants attending a Positive Psychology intervention study with the robotic well-being coach Pepper, and (3) a user-centred design study conducted with 3 participants of the Positive Psychology study as well as 2 relevant well-being coaches. After conducting a thematic analysis and a qualitative analysis, we collated the data gathered into convergent and divergent themes, and we distilled from those results a set of design guidelines and ethical considerations. Our findings can inform researchers and roboticists on the key aspects to take into account when designing robotic mental well-being coaches.

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Appropriateness of LLM-equipped Robotic Well-being Coach Language in the Workplace: A Qualitative Evaluation

Robotic coaches have been recently investigated to promote mental well-being in various contexts such as workplaces and homes. With the widespread use of Large Language Models (LLMs), HRI researchers are called to consider language appropriateness when using such generated language for robotic mental well-being coaches in the real world. Therefore, this paper presents the first work that investigated the language appropriateness of robot mental well-being coach in the workplace. To this end, we conducted an empirical study that involved 17 employees who interacted over 4 weeks with a robotic mental well-being coach equipped with LLM-based capabilities. After the study, we individually interviewed them and we conducted a focus group of 1.5 hours with 11 of them. The focus group consisted of: i) an ice-breaking activity, ii) evaluation of robotic coach language appropriateness in various scenarios, and iii) listing shoulds and shouldn'ts for designing appropriate robotic coach language for mental well-being. From our qualitative evaluation, we found that a language-appropriate robotic coach should (1) ask deep questions which explore feelings of the coachees, rather than superficial questions, (2) express and show emotional and empathic understanding of the context, and (3) not make any assumptions without clarifying with follow-up questions to avoid bias and stereotyping. These results can inform the design of language-appropriate robotic coach to promote mental well-being in real-world contexts.

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REACT 2024: the Second Multiple Appropriate Facial Reaction Generation Challenge

In dyadic interactions, humans communicate their intentions and state of mind using verbal and non-verbal cues, where multiple different facial reactions might be appropriate in response to a specific speaker behaviour. Then, how to develop a machine learning (ML) model that can automatically generate multiple appropriate, diverse, realistic and synchronised human facial reactions from an previously unseen speaker behaviour is a challenging task. Following the successful organisation of the first REACT challenge (REACT 2023), this edition of the challenge (REACT 2024) employs a subset used by the previous challenge, which contains segmented 30-secs dyadic interaction clips originally recorded as part of the NOXI and RECOLA datasets, encouraging participants to develop and benchmark Machine Learning (ML) models that can generate multiple appropriate facial reactions (including facial image sequences and their attributes) given an input conversational partner's stimulus under various dyadic video conference scenarios. This paper presents: (i) the guidelines of the REACT 2024 challenge; (ii) the dataset utilized in the challenge; and (iii) the performance of the baseline systems on the two proposed sub-challenges: Offline Multiple Appropriate Facial Reaction Generation and Online Multiple Appropriate Facial Reaction Generation, respectively. The challenge baseline code is publicly available at https://github.com/reactmultimodalchallenge/baseline_react2024.

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"Oh, Sorry, I Think I Interrupted You'': Designing Repair Strategies for Robotic Longitudinal Well-being Coaching

Robotic well-being coaches have been shown to successfully promote people's mental well-being. To provide successful coaching, a robotic coach should have the capability to repair the mistakes it makes. Past investigations of robot mistakes are limited to game or task-based, one-off and in-lab studies. This paper presents a 4-phase design process to design repair strategies for robotic longitudinal well-being coaching with the involvement of real-world stakeholders: 1) designing repair strategies with a professional well-being coach; 2) a longitudinal study with the involvement of experienced users (i.e., who had already interacted with a robotic coach) to investigate the repair strategies defined in (1); 3) a design workshop with users from the study in (2) to gather their perspectives on the robotic coach's repair strategies; 4) discussing the results obtained in (2) and (3) with the mental well-being professional to reflect on how to design repair strategies for robotic coaching. Our results show that users have different expectations for a robotic coach than a human coach, which influences how repair strategies should be designed. We show that different repair strategies (e.g., apologizing, explaining, or repairing empathically) are appropriate in different scenarios, and that preferences for repair strategies change during longitudinal interactions with the robotic coach.

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VITA: A Multi-modal LLM-based System for Longitudinal, Autonomous, and Adaptive Robotic Mental Well-being Coaching

Recently, several works have explored if and how robotic coaches can promote and maintain mental well-being in different settings. However, findings from these studies revealed that these robotic coaches are not ready to be used and deployed in real-world settings due to several limitations that span from technological challenges to coaching success. To overcome these challenges, this paper presents VITA, a novel multi-modal LLM-based system that allows robotic coaches to autonomously adapt to the coachee's multi-modal behaviours (facial valence and speech duration) and deliver coaching exercises in order to promote mental well-being in adults. We identified five objectives that correspond to the challenges in the recent literature, and we show how the VITA system addresses these via experimental validations that include one in-lab pilot study (N=4) that enabled us to test different robotic coach configurations (pre-scripted, generic, and adaptive models) and inform its design for using it in the real world, and one real-world study (N=17) conducted in a workplace over 4 weeks. Our results show that: (i) coachees perceived the VITA adaptive and generic configurations more positively than the pre-scripted one, and they felt understood and heard by the adaptive robotic coach, (ii) the VITA adaptive robotic coach kept learning successfully by personalising to each coachee over time and did not detect any interaction ruptures during the coaching, (iii) coachees had significant mental well-being improvements via the VITA-based robotic coach practice. The code for the VITA system is openly available via: https://github.com/Cambridge-AFAR/VITA-system.

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Reversible Graph Neural Network-based Reaction Distribution Learning for Multiple Appropriate Facial Reactions Generation

Generating facial reactions in a human-human dyadic interaction is complex and highly dependent on the context since more than one facial reactions can be appropriate for the speaker's behaviour. This has challenged existing machine learning (ML) methods, whose training strategies enforce models to reproduce a specific (not multiple) facial reaction from each input speaker behaviour. This paper proposes the first multiple appropriate facial reaction generation framework that re-formulates the one-to-many mapping facial reaction generation problem as a one-to-one mapping problem. This means that we approach this problem by considering the generation of a distribution of the listener's appropriate facial reactions instead of multiple different appropriate facial reactions, i.e., 'many' appropriate facial reaction labels are summarised as 'one' distribution label during training. Our model consists of a perceptual processor, a cognitive processor, and a motor processor. The motor processor is implemented with a novel Reversible Multi-dimensional Edge Graph Neural Network (REGNN). This allows us to obtain a distribution of appropriate real facial reactions during the training process, enabling the cognitive processor to be trained to predict the appropriate facial reaction distribution. At the inference stage, the REGNN decodes an appropriate facial reaction by using this distribution as input. Experimental results demonstrate that our approach outperforms existing models in generating more appropriate, realistic, and synchronized facial reactions. The improved performance is largely attributed to the proposed appropriate facial reaction distribution learning strategy and the use of a REGNN. The code is available at https://github.com/TongXu-05/REGNN-Multiple-Appropriate-Facial-Reaction-Generation.

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A Systematic Review on Reproducibility in Child-Robot Interaction

Research reproducibility - i.e., rerunning analyses on original data to replicate the results - is paramount for guaranteeing scientific validity. However, reproducibility is often very challenging, especially in research fields where multi-disciplinary teams are involved, such as child-robot interaction (CRI). This paper presents a systematic review of the last three years (2020-2022) of research in CRI under the lens of reproducibility, by analysing the field for transparency in reporting. Across a total of 325 studies, we found deficiencies in reporting demographics (e.g. age of participants), study design and implementation (e.g. length of interactions), and open data (e.g. maintaining an active code repository). From this analysis, we distill a set of guidelines and provide a checklist to systematically report CRI studies to help and guide research to improve reproducibility in CRI and beyond.

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REACT2023: the first Multi-modal Multiple Appropriate Facial Reaction Generation Challenge

The Multi-modal Multiple Appropriate Facial Reaction Generation Challenge (REACT2023) is the first competition event focused on evaluating multimedia processing and machine learning techniques for generating human-appropriate facial reactions in various dyadic interaction scenarios, with all participants competing strictly under the same conditions. The goal of the challenge is to provide the first benchmark test set for multi-modal information processing and to foster collaboration among the audio, visual, and audio-visual affective computing communities, to compare the relative merits of the approaches to automatic appropriate facial reaction generation under different spontaneous dyadic interaction conditions. This paper presents: (i) novelties, contributions and guidelines of the REACT2023 challenge; (ii) the dataset utilized in the challenge; and (iii) the performance of baseline systems on the two proposed sub-challenges: Offline Multiple Appropriate Facial Reaction Generation and Online Multiple Appropriate Facial Reaction Generation, respectively. The challenge baseline code is publicly available at \url{https://github.com/reactmultimodalchallenge/baseline_react2023}.

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Affective Robotics For Wellbeing: A Scoping Review

Affective robotics research aims to better understand human social and emotional signals to improve human-robot interaction (HRI), and has been widely used during the last decade in multiple application fields. Past works have demonstrated, indeed, the potential of using affective robots (i.e., that can recognize, or interpret, or process, or simulate human affects) for healthcare applications, especially wellbeing. This paper systematically review the last decade (January 2013 - May 2022) of HRI literature to identify the main features of affective robotics for wellbeing. Specifically, we focused on the types of wellbeing goals affective robots addressed, their platforms, their shapes, their affective capabilities, and their autonomy in the surveyed studies. Based on this analysis, we list a set of recommendations that emerged, and we also present a research agenda to provide future directions to researchers in the field of affective robotics for wellbeing.

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Multiple Appropriate Facial Reaction Generation in Dyadic Interaction Settings: What, Why and How?

According to the Stimulus Organism Response (SOR) theory, all human behavioral reactions are stimulated by context, where people will process the received stimulus and produce an appropriate reaction. This implies that in a specific context for a given input stimulus, a person can react differently according to their internal state and other contextual factors. Analogously, in dyadic interactions, humans communicate using verbal and nonverbal cues, where a broad spectrum of listeners' non-verbal reactions might be appropriate for responding to a specific speaker behaviour. There already exists a body of work that investigated the problem of automatically generating an appropriate reaction for a given input. However, none attempted to automatically generate multiple appropriate reactions in the context of dyadic interactions and evaluate the appropriateness of those reactions using objective measures. This paper starts by defining the facial Multiple Appropriate Reaction Generation (fMARG) task for the first time in the literature and proposes a new set of objective evaluation metrics to evaluate the appropriateness of the generated reactions. The paper subsequently introduces a framework to predict, generate, and evaluate multiple appropriate facial reactions.

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Conversational Agents in Therapeutic Interventions for Neurodevelopmental Disorders: A Survey

Neurodevelopmental Disorders (NDD) are a group of conditions with onset in the developmental period characterized by deficits in the cognitive and social areas. Conversational agents have been increasingly explored to support therapeutic interventions for people with NDD. This survey provides a structured view of the crucial design features of these systems, the types of therapeutic goals they address, and the empirical methods adopted for their evaluation. From this analysis, we elaborate a set of recommendations and highlight the gaps left unsolved in the state of the art, upon which we ground a research agenda on conversational agents for NDD.

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Modeling User Empathy Elicited by a Robot Storyteller

Virtual and robotic agents capable of perceiving human empathy have the potential to participate in engaging and meaningful human-machine interactions that support human well-being. Prior research in computational empathy has focused on designing empathic agents that use verbal and nonverbal behaviors to simulate empathy and attempt to elicit empathic responses from humans. The challenge of developing agents with the ability to automatically perceive elicited empathy in humans remains largely unexplored. Our paper presents the first approach to modeling user empathy elicited during interactions with a robotic agent. We collected a new dataset from the novel interaction context of participants listening to a robot storyteller (46 participants, 6.9 hours of video). After each storytelling interaction, participants answered a questionnaire that assessed their level of elicited empathy during the interaction with the robot. We conducted experiments with 8 classical machine learning models and 2 deep learning models (long short-term memory networks and temporal convolutional networks) to detect empathy by leveraging patterns in participants' visual behaviors while they were listening to the robot storyteller. Our highest-performing approach, based on XGBoost, achieved an accuracy of 69% and AUC of 72% when detecting empathy in videos. We contribute insights regarding modeling approaches and visual features for automated empathy detection. Our research informs and motivates future development of empathy perception models that can be leveraged by virtual and robotic agents during human-machine interactions.

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Toward Automated Generation of Affective Gestures from Text:A Theory-Driven Approach

Communication in both human-human and human-robot interac-tion (HRI) contexts consists of verbal (speech-based) and non-verbal(facial expressions, eye gaze, gesture, body pose, etc.) components.The verbal component contains semantic and affective information;accordingly, HRI work on the gesture component so far has focusedon rule-based (mapping words to gestures) and data-driven (deep-learning) approaches to generating speech-paired gestures basedon either semantics or the affective state. Consequently, most ges-ture systems are confined to producing either semantically-linkedor affect-based gesticures. This paper introduces an approach forenabling human-robot communication based on a theory-drivenapproach to generate speech-paired robot gestures using both se-mantic and affective information. Our model takes as input textand sentiment analysis, and generates robot gestures in terms oftheir shape, intensity, and speed.

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