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EMASPEL
(Emotional Multi-Agents System for Peer to peer E-Learning)
Mohamed BEN AMMAR1
, Mahmoud Neji 2
1
Institut Supérieur d’Informatique et de Gestion
University of Kairouan – Tunisia
2
Faculté des Sciences Economiques et de Gestion, University of Sfax, –Tunisia
ben_ammar@acm.org, Mahmoud.neji@fsegs.rnu.tn
Abstract
Intelligent Tutoring System (ITS) must enrich
learner-tutor interactions with more personalized
communications based either on cognitive and
affective behavior. This provides flexible tutoring
process during learning process, context-sensitive help
and explanation. In this context we propose a multi-
agent system with agents that manage both cognitive
and affective model of the learner, that are able to
express emotions through emotional embodied
conversational agents (EECA) and to recognize the
learner’s facial expression through emotional agents
in peer-to-peer e-learning environments.
1. Introduction
In an Educational Context to interact most
effectively, it is often useful for us to try to gain insight
into “invisible” human emotions and thoughts by
interpreting these non-verbal signals. Teachers use
these non-verbal signals to make judgments about the
state of others to improve the accuracy and
effectiveness of their interactions with students.
Furthermore and according to Goleman, D 1995 “The
extent to which emotional upsets can interfere with
mental life is no news to teachers. Students who are
anxious, angry, or depressed don’t learn. People who
are caught in these states do not take in information
efficiently or deal with it well”1
. In this approach, one
privileges at the same time the contributions of a social
intelligence to the shared knowledge between virtual
communities. Moreover, the evolutionary and the
emergence of services on demand within "peer to peer"
1
Goleman, D. Emotional intelligence. New York: Bantam
Books. Hancock et al., 1995.
communities becomes a strategic stake and
consequently integration in the dialogue of another
form of communication that the texts or the speech
such as the emotions. Consequently, the question
arises of knowing if one can dynamically build the
protocols of "peer to peer" exchanges starting from the
behaviors of the users. Therefore, we propose
architecture for an intelligent emotional system. This
system is called EMASPEL (Emotional Multi-Agents
System for Peer to peer E-Learning), based on a multi-
agents architecture [15]; it thus makes it possible to
recognize the emotional state running of learning in the
peer-to-peer network.
2. Multi agents technology
Recently, distributed Artificial Intelligence
techniques have been evolved towards multi-agents
systems (MAS) where each agent is an intelligent
system that solves a specific problem. All these agents
work together, communicate, collaborate, and
negotiate among them, to achieve common goals. The
software agents can thus be seen as a quite appropriate
platform to analyse and simulate human organizations
and human teams. Recently, MAS are used to simulate
human societies to analyse macro-societies (collective
behavior). This is a multi-disciplinary approach where
social science, psychology and cognitive science
theories are implemented in a multi-agent
environment. [9] According to (Hayes-Roth 1995)
“Intelligent agents continuously perform three
functions: perception of dynamic conditions in the
environment; action to affect conditions in the
environment; and reasoning to interpret perceptions,
solve problems, draw inferences, and determine
actions.” [6] Now we are facing the challenge to
emulate or simulate the way human act in their
environment, interact with one another, cooperatively
solve problems or act on behalf of others, solve more
ICTA’07, April 12-14, Hammamet, Tunisia
and more complex problems by distributing tasks or
enhance their problem solving performances by
competition. Multi-agent systems open a number of
extremely interesting and potentially useful research
avenues concerning inter-agent negotiation, persuasion
and competition in agent societies.
Thus multi-agent system technology seems very
relevant for implementing these types of systems.
3. The architecture of EMASPEL
Over the past few years, peer-to-peer (P2P)
networks have revolutionized the way we effectively
exploit and share distributed resources. In contrast to
the traditional client-server architecture, P2P systems
are application level, collaborative systems where
agents work together to perform certain tasks. The
architecture of a peer in our P2P e-learning system is
the following (figure 1).
3.1 General architecture of EMASPEL
The proposed system includes five kinds of agents:
3.1.1 Interface Agent
• Transmit the facial information coming from the
learner to the other agents of the Multi-Agents
System (MAS).
• Assign the achieved actions and information
communicated by the learner, to agents
Curriculum, EECA and the other agents of the
MAS.
The agent interfacing is a merely reactive agent.
3.1.2 Emotional Agents
Extracting and validating emotional cues through
analysis of users’ facial expressions is of high
importance for improving the level of interaction in
man machine communication systems. Extraction of
appropriate facial features and consequent recognition
of the user’s emotional state that can be robust to facial
expression variations among different users is the topic
of these emotional agents.
• Analysis of facial expression
A machine system of analysis of the facial
expressions by the emotional agents is generally
carried out according to following stages: detection of
the face, the automatic extraction of contours of the
permanent features of the face to knowing: the eyes,
the eyebrows and the lips. These features detected
must be useful like basic information of an automatic
system of recognition of the emotions on the face of
one learning in front of a PC and in situation from
training. Extracted contours being sufficiently
realistic, we then use them in a system of recognition
of the six universal emotions on the face (joy, surprise,
fear, disgust, anger, sadness).
• Recognition and interpretation of facial
expression
•Recognition of the facial expressions [18]:
classification of the structural deformations facial in
abstract classes based on visual information.
• Interpretation of the facial expressions: bond with
the basic emotions2
.
The expressions considered are the six universal
emotions (smile, disgust, surprise, sadness, anger, fear)
as well as the neutral. Classification is carried out
2
Ekman, P. (1999) Basic Emotions In T. Dalgleish and T. Power (Eds.) The
Handbook of Cognition and Emotion Pp. 45-60. Sussex, U.K.: John
Wiley & Sons, Ltd.
Figure 1: General architecture of EMASPEL
Learner
EECA
TutorPeer
Peer
PECS
Emotional
Agents
Interface
Agent
Curriculum Agent
D4
D3
D6
D1
D5
D2
Figure 2: Definition of the distances Di
202
while being based on the analysis of characteristic
distances calculated on skeletons of expressions
resulting from a segmentation of contours of
permanent features of the face. The characteristic
distances considered make it possible to develop an
expert system (for classification) which is compatible
with the description MPEG-4 of the six universal
emotions. Contours of the eyes, the eyebrows and the
mouth are extracted automatically by using the
algorithms described in [2]. The segmentation leads to
obtaining what we call skeleton of expression. Six
distances were defined on these D1 skeletons: opening
of the eye, D2: outdistance between the interior corner
of the eye and that of the eyebrow, D3: opening of the
mouth in width, D4: opening of the mouth in height,
D5: outdistance between the eye and eyebrow and D6:
outdistance between the corner of the mouth and that
of the corner external of the eye (cf Figure 2). The
objective of work presented is to set up a system of
recognition of facial expressions starting from the
analysis of these 6 distances.
• Joy: {D4 increase}, {D3 decrease and D6
decrease}, {the other distances remain constant}
• Sadness: {D2 increase and D5 decrease}, {D1
decrease}, {the other distances remain constant}
• Anger: {D2 decrease}, {D1 increase}, {D4 either
decrease D4 increases}
• Fear: {D2 increase and D5 increase but more that
D2}
• Disgust: {D3 increase AND D4 increase}, {the
other distances remain constant}
• Surprised: {D2 increase}, {D1 increase}, {D4
increase}, {the other distances remain constant}
The table 1 gives a scripts of evolution of the distances
Di for the six emotions (↑means increase,↓ means
decrease and " = " translates the absence of evolution).
Notice that for the fear, we don't make any hypothesis
on the evolution of D1 because we don't know how to
translate the condition {eyes are contracted and in state
of alert}.
Extracted contours being sufficiently realistic, we use
them in a system of analysis and recognition of the six
universal emotions on the face. The classification or
recognition of an emotion is based on the temporal
evolution of the information contained in the
"skeleton" resulting from this stage of segmentation
(temporal evolution of six characteristic distances). For
example, joy and disgust differ by the evolution of the
distance D6. One notes that emotions (joy and
surprise) differ by the evolution of distances D1, D2,
D3 and D6. This permits a distinction between these
two emotions.
3.1.3 Curriculum Agent
The agent Curriculum saves the trace of the evolution
of the system in interaction with the learner. The trace
constitutes the history of progression of the learner in
the exercise. While analyzing the profile of the learner,
this agent proposes sessions of activities subsequently
to apply.
3.1.4 Tutor Agent
The tutor has the role of ensuring the follow-up of the
training of each learner. He has a role of support for
the learner in their activity, of stimulative of training.
The role of the tutor is to support the human relations,
the contacts between learners, in order to break the
insulation in which they can be.
3.1.5 The emotional embodied conversational agent
Our objective is to produce an emotional visual entity
be in charge of several software’s able at the same time
to enclose, evaluate and react with the effort of the
learner. Motivated by this principle, we have
introduced the concept of an emotional embodied
conversational agent (EECA).[14]
In the construction of embodied agents [4] capable of
expressive and communicative behaviors, an important
step is to reproduce affective and conversational facial
expressions on synthetic faces.[1] Consequently and
based on HUMAINE [16] that is investigates how
emotions can be expressed by EECA systems we
follow-up these steps:
• In the perception domain, an important pre-requisite
for believable emotional interaction is an ECA
capability to perceive the user, events, or other
agents.
• At the level of interaction, rather than modelling the
ECA merely as a speaker, it is important to attempt
the generation of listener behavior.
D1 D2 D3 D4 D5 D6
Joy = = ↑ ↑ = ↓
Sadness ↓ ↑ = = ↓ =
Anger ↑ ↓ = ↑or↓ = =
Fear ? ↑ = = ↑ =
Disgust = = ↑ ↑ = =
Surprise ↑ ↑ = ↑ = =
Table 1: Di evolution for every emotion
203
• On the generation side [13], six basic emotions are
converted to facial expressions by a fuzzy rule-
based system.
The internal state of the EECA agent is based on the
PECS architecture proposed by Schmidt (2000) and
Urban (2001) [3]. The PECS architecture is a model of
agent that aims to simulating the human behavior in a
group. PECS stands for Physical Conditions,
Emotional State, Cognitive Capabilities and Social
Status. These are the four main building blocks of a
particular PECS agent architecture adding a Sensor-
Perception module and a Behavior-Actor module.
(fig.3) The PECS reference model aims at replacing
the so-called BDI (Belief, Desire and Intention)
architecture. [17] Architectures, such as BDI, which
conceive of human beings as rational decision makers,
are sensible and useful to a very limited degree only.
Restriction to the factors of belief, desire and intention
is simply not appropriate for sophisticated models of
real systems where human factors play an important
role. [11]
The emotional agents aim at extracting the facial
expressions (acquisition and facial alignment) and
categorizing them (classification) using the evolution
temporal of the Di distances while referring to the
table1; The analysis of table 1 shows that it will be
possible to differentiate between different emotions
while being interested in priority in the Di distances
which undertake significant modifications. Indeed,
there is always at least one different evolution in each
scenario. The EECA first of all carries out an analysis
of the emotional state of the learner. The purpose of
this analysis is to translate the meaning of the emotion
in the training context. It is carried out while being
based on several factors with knowing: emotion sent
by the emotional agents, the current emotional profile,
the history of the actions carried out before the
appearance of the emotion, the cognitive state, the
evolution of the emotion and the social context (if it is
about a social training or collaborative). The
expressions in entry are “joy”, “fear”, “dislike”,
“sadness”, “anger”, “surprised” and the analysis makes
it possible to determine if the learner is in state of
“satisfaction”, “confidence”, “surprise”, “confusion”
or “frustration”. The interpretation of the analyzed
emotional state is then established. It will thus
determine the causes having led to this situation
(success/failure with an exercise, difficulty of work,
misses knowledge, etc), while being based again on the
cognitive state of the learner and thus making it
possible to the tutor to take, if it is necessary, of the
adapted teaching actions. The action layer consists in
defining, if it is necessary, a whole of tasks making it
possible to cure at the emotional state observed in
order to bring the learner in a state more favorable with
the assimilation from knowledge. (fig.3). For this
reason a collaborative reciprocal strategy in ITS can
gain advantage from "mirroring" and then assessing
emotions in P2P Learning situations.
4. Implementation of the EMASPEL
Framework
4.1 The Interaction among Agents
The interaction among human agents is not restricted
to the proposed computational model. On the contrary,
Figure 3: The emotional embodied conversational agent (EECA) Architecture
Social
Status
Cognition
Perception
Behavior Actor
Sensor
Emotion Physics
Event
Emotional Agents
Facial Expression
Facial
Animations
Generatorofemotions
FacialAnimationEngine
Emotion
Learner
204
the computational interaction among the artificial
agents aims at contributing even more for the
communication and the exchange among the human
agents. The interaction will be one of the main
objectives of this model, because the proposal is about
a model of collaborative learning. The several
interaction forms involved in the model are interaction
among artificial agents; interaction among artificial
and human agents, and interaction among human
agents. In respect to communication among the human
agents, the system offers tools (synchronous or
asynchronous) when physical presence is not possible
(for example, in the case of virtual classes).
4.2 The organizational model
Our organizational model is based on the Agent Group
Role meta model (AGR for short) [8]. This Meta
Model is one of the frameworks proposed to define the
organizational dimension of a multi-agent system, and
it is well appropriate to the Elearning context.
According to this model, the organization of a system
is defined as a set of related groups, agents, and roles.
There are several reasons, which justify the interests of
this Meta Model. The main reasons are the following:
(i) it is possible to construct secure systems using
groups viewed as “black boxes” because what happens
in a group cannot be seen from agents that do not
belong to that group. (ii) It is possible to construct
dynamically components of system when we view
system as an organization where agents are
components. Adding a new group or playing a new
role may be seen as a plug-in process where a
component is integrated into a system. (iii) Semantic
interoperability may be guaranteed using roles because
a role describes the constraints (obligations,
requirements, and skills) that an agent will have to
satisfy to obtain a role.
4.3 Implementation
We programmed agents used in the Emaspel
Framework (fig 4) with the MadKit [7] Platform.
MadKit is a modular and scalable multi-agents
platform written in Java and built upon the AGR
(Agent/Group/Role) organizational model [8]: agents
are situated in groups and play roles. MadKit allows
high heterogeneity in agent architectures and
communication languages, and various customizations.
In fact MadKit does not enforce any consideration
about the internal structure of agents, thus allowing a
developer to freely implements its own agent
architecture. Communication among agents is
implemented by a set of communication primitives,
which is a subset of FIPA-ACL [5] extended with
specific primitives. We used the JXTA [12]
Framework to build an open source p2p network. The
Sequence diagram of Emaspel Framework is given in
figure 5.
5. Conclusion and future work
In this paper, we proposed the Emotional Multi-Agents
System for peer-to-peer E-Learning. This system is
able to recognize the current emotion of the learner
according to his facial expression.
The development of complete architecture EMASPEL
is in hand. We plan to take account of the temporal
evolution of measurements knowing that an expression
cannot completely be changed from one image to
another. Moreover, we think that it is necessary to
further go and to provide the additional EECA of two
Figure 4 : Emaspel Framework
Figure 5: Sequence diagram of Emaspel Framework
205
functionalities, which are closely dependent according
to Sansonnet [10]:
1. Rational Agent: an EECA should be capable of
reasoning on the structure and the operation of the
application, which it has in load.
2. Dialogical Agent: an EECA should be able to
interact with the user in natural language to answer
isolated requests (questions of the user, bearing about
control, the operation, assistance etc.)
6. References
[1] Nijholt, A. (2003) Humor and Embodied Conversational
Agents. Technical Report TR-CTIT-03-03 Centre for
Telematics and Information Technology, University of
Twente, Enschede. ISSN 1381-3625
[2] Ben ammar. M, Neji. M, Alimi M “The integration of
an emotional system in the Intelligent Tutoring
System”, AICCSA, Egypt. 2005
[3] Bernd Schmidt, The Modelling of Human Behavior;
SCS Publication, Ghent, 2000;
[4] Cassell, J., Sullivan, J.,Prevost, S. & Churchill, E.
(2000). Embodied Conversational Agents, MIT Press.0-
262-03278-3.
[5] FIPA Agent Management Specifications
http://www.fipa.org/specs/fipa00023/
[6] Hayes-Roth, B. (1995). "An Architecture for Adaptive
Intelligent Systems," Artificial Intelligence: Special
Issue on Agents and Interactivity, 72, 329-365,
[7] J. FERBER et O. GUTKNECHT : Aalaadin : a meta-
model for the analysis and design of organizations in
multi-agent systems. Dans DEMAZEAU, Y., éditeur :
3rd International Conference on Multi-Agent Systems,
pages 128–135, Paris, 1998. IEEE.
[8] J. FERBER, O. GUTKNECHT et F.MICHEL: From
Agents to Organizations: An Organizational View of
Multi-agent Systems. Dans P. GIORGINI, J. P.
MÜLLER et J. ODELL, éditeurs : Agent-Oriented
Software Engineering IV, 4th International Workshop,
AOSE 2003, Melbourne, Australia, July 15, 2003,
Revised Papers, volume 2935 de Lecture Notes in
Computer Science (LNCS), pages 214–230. Springer-
Verlag, 2003.
[9] J. Mart nez-Miranda, A. Aldea, Emotions in human and
artificial intelligence, / Computers in Human Behavior
21 (2005) 323–341
[10] J-P. Sansonnet, K. Leguern, J-C. Martin, Une
architecture médiateur pour des agents conversationnels
animés, Workshop WACA'01, Grenoble, 13-14 june
2005
[11] Juan Mart nez-Miranda, Arantza Aldea, Emotions in
human and artificial intelligence; in Journal Computers
in Human Behavior 21 (2005) 323–341
[12] Li Gong. Project JXTA: A Technology Overview.
Technical Report. Sun Microsystems, Inc. October
2002.
[13] Marc Schroder and Roddy Cowie, Developing a
consistent view on emotion-oriented computing,
http://emotion-research.net/, 2005
[14] M. Ben Ammar, M. Neji, G. Gouardères,
Conversational Embodied Peer agents in affective e-
learning, G. Rebolledo-Mendez, E. Martinez-Miron
(Eds): Workshop on Motivational and Affective Issues
in ITS. 8th International Conference on ITS 2006, pp
29-37, 2006.
[15] Neji, M., Ben ammar, M. & Alimi, M. (2005). E-
learning peer to peer using eeca based on the pecs
model. In G. Richards (Ed.), Proceedings of World
Conference on E-Learning in Corporate, Government,
Healthcare, and Higher Education 2005 (pp. 1715-
1719). Chesapeake, VA: AACE.
[16] Pélachaud, C., et al.: HUMAINE deliverable D6c:
Description of potential exemplars: Interaction.
http://emotion-research.net/deliverables (2004)
[17] Rao, A.S., et al. BDI-Agents: From Theory to Practice;
in: Proceedings of the First International Conference on
Multi-Agents-Systems (ICMAS); San Francisco,
(1995);
[18]Spiros V. Ioannou, Amaryllis T. Raouzaiou, Vasilis A.
Tzouvaras, Theofilos P. Mailis, Kostas C. Karpouzis,
Stefanos D. Kollias, “Emotion recognition through
facial expression analysis based on a neurofuzzy
network”, Neural Networks 18 (2005) 423–435
206

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Emotional Multi-Agents System for Peer to peer E-Learning

  • 1. EMASPEL (Emotional Multi-Agents System for Peer to peer E-Learning) Mohamed BEN AMMAR1 , Mahmoud Neji 2 1 Institut Supérieur d’Informatique et de Gestion University of Kairouan – Tunisia 2 Faculté des Sciences Economiques et de Gestion, University of Sfax, –Tunisia ben_ammar@acm.org, Mahmoud.neji@fsegs.rnu.tn Abstract Intelligent Tutoring System (ITS) must enrich learner-tutor interactions with more personalized communications based either on cognitive and affective behavior. This provides flexible tutoring process during learning process, context-sensitive help and explanation. In this context we propose a multi- agent system with agents that manage both cognitive and affective model of the learner, that are able to express emotions through emotional embodied conversational agents (EECA) and to recognize the learner’s facial expression through emotional agents in peer-to-peer e-learning environments. 1. Introduction In an Educational Context to interact most effectively, it is often useful for us to try to gain insight into “invisible” human emotions and thoughts by interpreting these non-verbal signals. Teachers use these non-verbal signals to make judgments about the state of others to improve the accuracy and effectiveness of their interactions with students. Furthermore and according to Goleman, D 1995 “The extent to which emotional upsets can interfere with mental life is no news to teachers. Students who are anxious, angry, or depressed don’t learn. People who are caught in these states do not take in information efficiently or deal with it well”1 . In this approach, one privileges at the same time the contributions of a social intelligence to the shared knowledge between virtual communities. Moreover, the evolutionary and the emergence of services on demand within "peer to peer" 1 Goleman, D. Emotional intelligence. New York: Bantam Books. Hancock et al., 1995. communities becomes a strategic stake and consequently integration in the dialogue of another form of communication that the texts or the speech such as the emotions. Consequently, the question arises of knowing if one can dynamically build the protocols of "peer to peer" exchanges starting from the behaviors of the users. Therefore, we propose architecture for an intelligent emotional system. This system is called EMASPEL (Emotional Multi-Agents System for Peer to peer E-Learning), based on a multi- agents architecture [15]; it thus makes it possible to recognize the emotional state running of learning in the peer-to-peer network. 2. Multi agents technology Recently, distributed Artificial Intelligence techniques have been evolved towards multi-agents systems (MAS) where each agent is an intelligent system that solves a specific problem. All these agents work together, communicate, collaborate, and negotiate among them, to achieve common goals. The software agents can thus be seen as a quite appropriate platform to analyse and simulate human organizations and human teams. Recently, MAS are used to simulate human societies to analyse macro-societies (collective behavior). This is a multi-disciplinary approach where social science, psychology and cognitive science theories are implemented in a multi-agent environment. [9] According to (Hayes-Roth 1995) “Intelligent agents continuously perform three functions: perception of dynamic conditions in the environment; action to affect conditions in the environment; and reasoning to interpret perceptions, solve problems, draw inferences, and determine actions.” [6] Now we are facing the challenge to emulate or simulate the way human act in their environment, interact with one another, cooperatively solve problems or act on behalf of others, solve more ICTA’07, April 12-14, Hammamet, Tunisia
  • 2. and more complex problems by distributing tasks or enhance their problem solving performances by competition. Multi-agent systems open a number of extremely interesting and potentially useful research avenues concerning inter-agent negotiation, persuasion and competition in agent societies. Thus multi-agent system technology seems very relevant for implementing these types of systems. 3. The architecture of EMASPEL Over the past few years, peer-to-peer (P2P) networks have revolutionized the way we effectively exploit and share distributed resources. In contrast to the traditional client-server architecture, P2P systems are application level, collaborative systems where agents work together to perform certain tasks. The architecture of a peer in our P2P e-learning system is the following (figure 1). 3.1 General architecture of EMASPEL The proposed system includes five kinds of agents: 3.1.1 Interface Agent • Transmit the facial information coming from the learner to the other agents of the Multi-Agents System (MAS). • Assign the achieved actions and information communicated by the learner, to agents Curriculum, EECA and the other agents of the MAS. The agent interfacing is a merely reactive agent. 3.1.2 Emotional Agents Extracting and validating emotional cues through analysis of users’ facial expressions is of high importance for improving the level of interaction in man machine communication systems. Extraction of appropriate facial features and consequent recognition of the user’s emotional state that can be robust to facial expression variations among different users is the topic of these emotional agents. • Analysis of facial expression A machine system of analysis of the facial expressions by the emotional agents is generally carried out according to following stages: detection of the face, the automatic extraction of contours of the permanent features of the face to knowing: the eyes, the eyebrows and the lips. These features detected must be useful like basic information of an automatic system of recognition of the emotions on the face of one learning in front of a PC and in situation from training. Extracted contours being sufficiently realistic, we then use them in a system of recognition of the six universal emotions on the face (joy, surprise, fear, disgust, anger, sadness). • Recognition and interpretation of facial expression •Recognition of the facial expressions [18]: classification of the structural deformations facial in abstract classes based on visual information. • Interpretation of the facial expressions: bond with the basic emotions2 . The expressions considered are the six universal emotions (smile, disgust, surprise, sadness, anger, fear) as well as the neutral. Classification is carried out 2 Ekman, P. (1999) Basic Emotions In T. Dalgleish and T. Power (Eds.) The Handbook of Cognition and Emotion Pp. 45-60. Sussex, U.K.: John Wiley & Sons, Ltd. Figure 1: General architecture of EMASPEL Learner EECA TutorPeer Peer PECS Emotional Agents Interface Agent Curriculum Agent D4 D3 D6 D1 D5 D2 Figure 2: Definition of the distances Di 202
  • 3. while being based on the analysis of characteristic distances calculated on skeletons of expressions resulting from a segmentation of contours of permanent features of the face. The characteristic distances considered make it possible to develop an expert system (for classification) which is compatible with the description MPEG-4 of the six universal emotions. Contours of the eyes, the eyebrows and the mouth are extracted automatically by using the algorithms described in [2]. The segmentation leads to obtaining what we call skeleton of expression. Six distances were defined on these D1 skeletons: opening of the eye, D2: outdistance between the interior corner of the eye and that of the eyebrow, D3: opening of the mouth in width, D4: opening of the mouth in height, D5: outdistance between the eye and eyebrow and D6: outdistance between the corner of the mouth and that of the corner external of the eye (cf Figure 2). The objective of work presented is to set up a system of recognition of facial expressions starting from the analysis of these 6 distances. • Joy: {D4 increase}, {D3 decrease and D6 decrease}, {the other distances remain constant} • Sadness: {D2 increase and D5 decrease}, {D1 decrease}, {the other distances remain constant} • Anger: {D2 decrease}, {D1 increase}, {D4 either decrease D4 increases} • Fear: {D2 increase and D5 increase but more that D2} • Disgust: {D3 increase AND D4 increase}, {the other distances remain constant} • Surprised: {D2 increase}, {D1 increase}, {D4 increase}, {the other distances remain constant} The table 1 gives a scripts of evolution of the distances Di for the six emotions (↑means increase,↓ means decrease and " = " translates the absence of evolution). Notice that for the fear, we don't make any hypothesis on the evolution of D1 because we don't know how to translate the condition {eyes are contracted and in state of alert}. Extracted contours being sufficiently realistic, we use them in a system of analysis and recognition of the six universal emotions on the face. The classification or recognition of an emotion is based on the temporal evolution of the information contained in the "skeleton" resulting from this stage of segmentation (temporal evolution of six characteristic distances). For example, joy and disgust differ by the evolution of the distance D6. One notes that emotions (joy and surprise) differ by the evolution of distances D1, D2, D3 and D6. This permits a distinction between these two emotions. 3.1.3 Curriculum Agent The agent Curriculum saves the trace of the evolution of the system in interaction with the learner. The trace constitutes the history of progression of the learner in the exercise. While analyzing the profile of the learner, this agent proposes sessions of activities subsequently to apply. 3.1.4 Tutor Agent The tutor has the role of ensuring the follow-up of the training of each learner. He has a role of support for the learner in their activity, of stimulative of training. The role of the tutor is to support the human relations, the contacts between learners, in order to break the insulation in which they can be. 3.1.5 The emotional embodied conversational agent Our objective is to produce an emotional visual entity be in charge of several software’s able at the same time to enclose, evaluate and react with the effort of the learner. Motivated by this principle, we have introduced the concept of an emotional embodied conversational agent (EECA).[14] In the construction of embodied agents [4] capable of expressive and communicative behaviors, an important step is to reproduce affective and conversational facial expressions on synthetic faces.[1] Consequently and based on HUMAINE [16] that is investigates how emotions can be expressed by EECA systems we follow-up these steps: • In the perception domain, an important pre-requisite for believable emotional interaction is an ECA capability to perceive the user, events, or other agents. • At the level of interaction, rather than modelling the ECA merely as a speaker, it is important to attempt the generation of listener behavior. D1 D2 D3 D4 D5 D6 Joy = = ↑ ↑ = ↓ Sadness ↓ ↑ = = ↓ = Anger ↑ ↓ = ↑or↓ = = Fear ? ↑ = = ↑ = Disgust = = ↑ ↑ = = Surprise ↑ ↑ = ↑ = = Table 1: Di evolution for every emotion 203
  • 4. • On the generation side [13], six basic emotions are converted to facial expressions by a fuzzy rule- based system. The internal state of the EECA agent is based on the PECS architecture proposed by Schmidt (2000) and Urban (2001) [3]. The PECS architecture is a model of agent that aims to simulating the human behavior in a group. PECS stands for Physical Conditions, Emotional State, Cognitive Capabilities and Social Status. These are the four main building blocks of a particular PECS agent architecture adding a Sensor- Perception module and a Behavior-Actor module. (fig.3) The PECS reference model aims at replacing the so-called BDI (Belief, Desire and Intention) architecture. [17] Architectures, such as BDI, which conceive of human beings as rational decision makers, are sensible and useful to a very limited degree only. Restriction to the factors of belief, desire and intention is simply not appropriate for sophisticated models of real systems where human factors play an important role. [11] The emotional agents aim at extracting the facial expressions (acquisition and facial alignment) and categorizing them (classification) using the evolution temporal of the Di distances while referring to the table1; The analysis of table 1 shows that it will be possible to differentiate between different emotions while being interested in priority in the Di distances which undertake significant modifications. Indeed, there is always at least one different evolution in each scenario. The EECA first of all carries out an analysis of the emotional state of the learner. The purpose of this analysis is to translate the meaning of the emotion in the training context. It is carried out while being based on several factors with knowing: emotion sent by the emotional agents, the current emotional profile, the history of the actions carried out before the appearance of the emotion, the cognitive state, the evolution of the emotion and the social context (if it is about a social training or collaborative). The expressions in entry are “joy”, “fear”, “dislike”, “sadness”, “anger”, “surprised” and the analysis makes it possible to determine if the learner is in state of “satisfaction”, “confidence”, “surprise”, “confusion” or “frustration”. The interpretation of the analyzed emotional state is then established. It will thus determine the causes having led to this situation (success/failure with an exercise, difficulty of work, misses knowledge, etc), while being based again on the cognitive state of the learner and thus making it possible to the tutor to take, if it is necessary, of the adapted teaching actions. The action layer consists in defining, if it is necessary, a whole of tasks making it possible to cure at the emotional state observed in order to bring the learner in a state more favorable with the assimilation from knowledge. (fig.3). For this reason a collaborative reciprocal strategy in ITS can gain advantage from "mirroring" and then assessing emotions in P2P Learning situations. 4. Implementation of the EMASPEL Framework 4.1 The Interaction among Agents The interaction among human agents is not restricted to the proposed computational model. On the contrary, Figure 3: The emotional embodied conversational agent (EECA) Architecture Social Status Cognition Perception Behavior Actor Sensor Emotion Physics Event Emotional Agents Facial Expression Facial Animations Generatorofemotions FacialAnimationEngine Emotion Learner 204
  • 5. the computational interaction among the artificial agents aims at contributing even more for the communication and the exchange among the human agents. The interaction will be one of the main objectives of this model, because the proposal is about a model of collaborative learning. The several interaction forms involved in the model are interaction among artificial agents; interaction among artificial and human agents, and interaction among human agents. In respect to communication among the human agents, the system offers tools (synchronous or asynchronous) when physical presence is not possible (for example, in the case of virtual classes). 4.2 The organizational model Our organizational model is based on the Agent Group Role meta model (AGR for short) [8]. This Meta Model is one of the frameworks proposed to define the organizational dimension of a multi-agent system, and it is well appropriate to the Elearning context. According to this model, the organization of a system is defined as a set of related groups, agents, and roles. There are several reasons, which justify the interests of this Meta Model. The main reasons are the following: (i) it is possible to construct secure systems using groups viewed as “black boxes” because what happens in a group cannot be seen from agents that do not belong to that group. (ii) It is possible to construct dynamically components of system when we view system as an organization where agents are components. Adding a new group or playing a new role may be seen as a plug-in process where a component is integrated into a system. (iii) Semantic interoperability may be guaranteed using roles because a role describes the constraints (obligations, requirements, and skills) that an agent will have to satisfy to obtain a role. 4.3 Implementation We programmed agents used in the Emaspel Framework (fig 4) with the MadKit [7] Platform. MadKit is a modular and scalable multi-agents platform written in Java and built upon the AGR (Agent/Group/Role) organizational model [8]: agents are situated in groups and play roles. MadKit allows high heterogeneity in agent architectures and communication languages, and various customizations. In fact MadKit does not enforce any consideration about the internal structure of agents, thus allowing a developer to freely implements its own agent architecture. Communication among agents is implemented by a set of communication primitives, which is a subset of FIPA-ACL [5] extended with specific primitives. We used the JXTA [12] Framework to build an open source p2p network. The Sequence diagram of Emaspel Framework is given in figure 5. 5. Conclusion and future work In this paper, we proposed the Emotional Multi-Agents System for peer-to-peer E-Learning. This system is able to recognize the current emotion of the learner according to his facial expression. The development of complete architecture EMASPEL is in hand. We plan to take account of the temporal evolution of measurements knowing that an expression cannot completely be changed from one image to another. Moreover, we think that it is necessary to further go and to provide the additional EECA of two Figure 4 : Emaspel Framework Figure 5: Sequence diagram of Emaspel Framework 205
  • 6. functionalities, which are closely dependent according to Sansonnet [10]: 1. Rational Agent: an EECA should be capable of reasoning on the structure and the operation of the application, which it has in load. 2. Dialogical Agent: an EECA should be able to interact with the user in natural language to answer isolated requests (questions of the user, bearing about control, the operation, assistance etc.) 6. References [1] Nijholt, A. (2003) Humor and Embodied Conversational Agents. Technical Report TR-CTIT-03-03 Centre for Telematics and Information Technology, University of Twente, Enschede. ISSN 1381-3625 [2] Ben ammar. M, Neji. M, Alimi M “The integration of an emotional system in the Intelligent Tutoring System”, AICCSA, Egypt. 2005 [3] Bernd Schmidt, The Modelling of Human Behavior; SCS Publication, Ghent, 2000; [4] Cassell, J., Sullivan, J.,Prevost, S. & Churchill, E. (2000). Embodied Conversational Agents, MIT Press.0- 262-03278-3. [5] FIPA Agent Management Specifications http://www.fipa.org/specs/fipa00023/ [6] Hayes-Roth, B. (1995). "An Architecture for Adaptive Intelligent Systems," Artificial Intelligence: Special Issue on Agents and Interactivity, 72, 329-365, [7] J. FERBER et O. GUTKNECHT : Aalaadin : a meta- model for the analysis and design of organizations in multi-agent systems. Dans DEMAZEAU, Y., éditeur : 3rd International Conference on Multi-Agent Systems, pages 128–135, Paris, 1998. IEEE. [8] J. FERBER, O. GUTKNECHT et F.MICHEL: From Agents to Organizations: An Organizational View of Multi-agent Systems. Dans P. GIORGINI, J. P. MÜLLER et J. ODELL, éditeurs : Agent-Oriented Software Engineering IV, 4th International Workshop, AOSE 2003, Melbourne, Australia, July 15, 2003, Revised Papers, volume 2935 de Lecture Notes in Computer Science (LNCS), pages 214–230. Springer- Verlag, 2003. [9] J. Mart nez-Miranda, A. Aldea, Emotions in human and artificial intelligence, / Computers in Human Behavior 21 (2005) 323–341 [10] J-P. Sansonnet, K. Leguern, J-C. Martin, Une architecture médiateur pour des agents conversationnels animés, Workshop WACA'01, Grenoble, 13-14 june 2005 [11] Juan Mart nez-Miranda, Arantza Aldea, Emotions in human and artificial intelligence; in Journal Computers in Human Behavior 21 (2005) 323–341 [12] Li Gong. Project JXTA: A Technology Overview. Technical Report. Sun Microsystems, Inc. October 2002. [13] Marc Schroder and Roddy Cowie, Developing a consistent view on emotion-oriented computing, http://emotion-research.net/, 2005 [14] M. Ben Ammar, M. Neji, G. Gouardères, Conversational Embodied Peer agents in affective e- learning, G. Rebolledo-Mendez, E. Martinez-Miron (Eds): Workshop on Motivational and Affective Issues in ITS. 8th International Conference on ITS 2006, pp 29-37, 2006. [15] Neji, M., Ben ammar, M. & Alimi, M. (2005). E- learning peer to peer using eeca based on the pecs model. In G. Richards (Ed.), Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2005 (pp. 1715- 1719). Chesapeake, VA: AACE. [16] Pélachaud, C., et al.: HUMAINE deliverable D6c: Description of potential exemplars: Interaction. http://emotion-research.net/deliverables (2004) [17] Rao, A.S., et al. BDI-Agents: From Theory to Practice; in: Proceedings of the First International Conference on Multi-Agents-Systems (ICMAS); San Francisco, (1995); [18]Spiros V. Ioannou, Amaryllis T. Raouzaiou, Vasilis A. Tzouvaras, Theofilos P. Mailis, Kostas C. Karpouzis, Stefanos D. Kollias, “Emotion recognition through facial expression analysis based on a neurofuzzy network”, Neural Networks 18 (2005) 423–435 206