Building an On-Demand Avatar-Based Health Intervention for Behavior Change

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Building an On-Demand Avatar-Based Health Intervention for Behavior Change
Proceedings of the Twenty-Fifth International Florida Artificial Intelligence Research Society Conference

 Building an On-Demand Avatar-Based Health Intervention for Behavior Change

             Christine Lisetti, Ugan Yasavur,                                                     Ubbo Visser
       Claudia de Leon, Reza Amini, Napthali Rishe                                     Department of Computer Science
             School of Computing and Information Sciences                                    University of Miami
                    Florida International University                                    Coral Gables, FL, 33146, USA
                        Miami, FL, 33199, USA

                           Abstract                                           2002; Miller and Rose 2009). MI is a recently developed
                                                                              style of interpersonal communication which was originally
     We discuss the design and implementation of the pro-
     totype of an avatar-based health system aimed at pro-                    conceived for clinicians in the field of addiction treatment,
     viding people access to an effective behavior change                     and which has been since then proven useful for medical
     intervention which can help them to find and cultivate                   and public health settings (Emmons and Rollnick 2001), as
     motivation to change unhealthy lifestyles. An empathic                   well as for concerned others. It is aimed at helping clients
     Embodied Conversational Agent (ECA) delivers the in-                     (or people in general) to find the motivation to change their
     tervention. The health dialog is directed by a compu-                    lifestyle with respect to a specific unhealthy pattern of be-
     tational model of Motivational Interviewing, a novel                     havior. Although originally conceived as a preparation for
     effective face-to-face patient-centered counseling style                 further treatment, enhancing motivation and adherence, re-
     which respects an individual’s pace toward behavior                      search revealed that change often occurred soon after one or
     change. Although conducted on a small sample size, re-
                                                                              two session of MI, without further treatment, relative to con-
     sults of a preliminary user study to asses users’ accep-
     tance of the avatar counselor indicate that the system                   trol groups receiving no counseling at all (Miller and Roll-
     prototype is well accepted by 75% of users.                              nick 2002).

                     1    Introduction                                           At the same time as novel behavior change interventions
                                                                              have developed, simulated human characters have become
Recent epidemics of behavioral issues such as excessive al-                   increasingly common elements of user interfaces for a wide
cohol, tobacco, or drug use, overeating, and lack of exercise                 range of applications such as interactive learning environ-
place people at risk of serious health problems (e.g. obe-                    ments, e-commerce and entertainment applications such as
sity, diabetes, cardiovascular troubles). Medicine and health-                video games, virtual worlds, and interactive drama. Simu-
care have therefore started to move toward finding ways of                    lated characters that focus on dialog-based interactions are
preventively promoting wellness rather than solely treating                   called Embodied Conversational Agents (ECAs). ECAs are
already established illness. Health promotion interventions                   digital systems created with a physical anthropomorphic
aimed at helping people to change lifestyle are being de-                     representation (be it graphical or robotic), and capable of
ployed, but the epidemic nature of these problems calls for                   having a conversation (albeit still limited) with a human
drastic measures to rapidly increase access to effective be-                  counterpart, using some artificial intelligence broadly re-
havior change interventions for diverse populations.                          ferred to as an “agent“ (Cassell and J. Sullivan, S. Prevost,
   Lifestyle changes toward good health often involve rela-                   & E. Churchill 2000). With their anthropomorphic features
tively simple behavioral changes that can easily be targeted                  and capabilities, they provide computer users with a some-
(as opposed to major life crisis that usually require psy-                    what natural interface, in that they interact with humans
chotherapy): for example lower alcohol consumption, ad-                       using humans’ natural and innate communication modali-
just a diet, or implement an exercise program. One of the                     ties such as facial expressions, body language, speech, and
main obstacle to conquer change of unhealthy habits, is of-                   natural language understanding (Magnenat-Thalmann, N.
ten ’just’ a matter of finding enough motivation. There has                   and Thalman 2004; Predinger and Ishizuka 2004; Allen et
recently been a growing effort in the health promotion sec-                   al. 2006; Becker-Asano 2008; Boukricha and Wachsmuth
tor to help people find motivation to change, and a number                    2011; Pelachaud 2009). We posit that given the well-defined
of successful evidence-based health promotion interventions                   structure of MI (discussed next), MI-based interventions can
have been designed.                                                           be automated and delivered with Embodied Conversational
   Our current research interests have brought us to consider                 Agent (ECA). We describe the design and implementation of
one such counseling style for motivating people to change –                   an MI-based automated intervention aimed at helping people
namely Motivational Interviewing (MI) (Miller and Rollnick                    with some excessive alcohol consumption to become aware
Copyright c 2012, Association for the Advancement of Artificial               and potentially motivated to change unhealthy patterns of
Intelligence (www.aaai.org). All rights reserved.                             behavior.

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2    Related Research                                   Hester, R. K., Skire, D.D., and Delaney 2005). The check-
Several avatar-based health intervention or counseling                   up (along with modifications of it) is the most widely used
applications have been developed and evaluated. Silverman                brief motivational interviewing adaptation, where the client
and colleagues coupled a simulation package with an an-                  (usually alcohol or drug addicted) is given feedback, in a
imated pedagogical heart-shaped avatar to promote health                 MI “style“based on individual results from standardized as-
behavior change in heart attacks (Silverman et al. 2001).                sessment measures (Burke, B. L. and Arkowitz, H. and and
Anthropomorphic pedagogical agents are used in a system                  Dunn 2002).
called DESIA for psychosocial intervention deployed on                      The On-demand Health Counselor System Architecture
hand-held computers in order to teach caregivers problem                 we developed can deliver personalized and tailored behav-
solving skills (Johnson, LaBore, and Chiu 2004). FitTrack                ior change interventions using the MI communication style
uses an ECA to investigate the ability of an avatar-based sys-           via multimodal verbal and non-verbal channels. The system
tem to establish and maintain a long-term working alliance               is developed in the .NET framework as a three-tier architec-
with users (Bickmore and Picard 2005). The Virtual Hospi-                ture which uses third party components and services.
tal Discharge Nurse has been developed to explain written                   The system architecture is composed of the main mod-
hospital discharge instructions to patients with low health              ules shown in Figure 1, which we describe in details later. In
literacy. It is available to patients on their hospital beds and         short, during any interaction, the user’s utterances are pro-
helps to review material before discharging them from the                cessed by the Dialog Module which directs the MI sessions
hospital. It indicates any unresolved issues for the human               and elicits information from the user; the user’s facial ex-
nurse to clarify (Bickmore, Pfeifer, and Jack 2009).                     pressions are captured and processed by the Affective Mod-
   More recently MI has been identified as particu-                      ule, in an attempt to assess the user’s most probable affective
larly useful for health dialog systems (Lisetti 2008;                    states and convey an ongoing sense of empathy via a Mul-
Lisetti and Wagner 2008). Since then some researchers have               timodal Avatar-based Interface (using 3D animated virtual
explored the use of 2-D cartoon or comic-like characters to              character with verbal and nonverbal communication); Psy-
provide MI-related material to patients or to train health care          chometric Analysis is performed based on the information
personnel in MI (Schulman, Bickmore, and Sidner 2011;                    collected by the Dialog Module, and its results are stored in
Magerko et al. 2011). Although the avatars employed in                   the User model which is maintained over multiple sessions
these mentioned systems have shown some promising                        to offer a dynamically Tailored Intervention in the form of
acceptance by their users, because they are 2D, they lack                sensitive feedback or specific behavior change plans.
dynamic expressiveness which is key for communicating
facial affect (Ehrlich, Schiano, and Sheridan 2000), itself
essential in establishing the MI requirement of empathic                                       Tailored ntervention
communicative style (Miller and Rollnick 2002).                                                   Behavior                                Tailored
                                                                                                                          User
                                                                                                  Change                                 Feedback
                                                                                                                          Model
                                                                                                  Planner                                 Engine
Motivational Interviewing (MI) has been defined by
Miller and Rollnick (Miller and Rollnick 2002) as a direc-
tive, client-centered counseling style for eliciting behavior                                  Psychometric
change by helping clients to explore and resolve ambiva-                                       Analysis

lence. One of MI central goals is to magnify discrepancies                                                     Score
                                                                                                              Evaluator
                                                                                                                                    Psychometric
                                                                                                                                        Data
that exist between someone’s goals and current behavior.
MI basic tenets are that a) if there is no discrepancy, there is
no motivation; b) one way to develop discrepancy is to be-                                     Dialog
come ambivalent; c) as discrepancy increases, ambivalence                                      Module

first intensifies; if discrepancy continues to grow, ambiva-                                     Psychometric             Dialog
                                                                                                                                         MI-based
                                                                                                                                          Dialog
lence can be resolved toward change. In the past few years,                                       Instruments             Planner
                                                                                                                                          Engine
adaptations of motivational interviewing (AMIs) have mush-                           User
                                                                                  Utterances
roomed with the purpose to meet the need for motivational
interventions within medical and health care settings (Burke,                                  Affective                              Multimodal Avatar-based
                                                                                                                                      nterface
B. L. and Arkowitz, H. and and Dunn 2002). In such set-                             User's
                                                                                    Facial
                                                                                               Module        Empathy
                                                                                                              Engine
tings, motivational issues in patient behavior are quite com-                     Expression                                               Text-To-Speech
                                                                                                                                               Engine
mon, but practitioners may only have a few minutes to deal
with them. Some of these AMIs can be as short as one 40-                                                       Facial
                                                                                                                                           Avatar System

minute session.                                                                                              Processing

   3   Health Counselor System Architecture
We based our system on one such AMI referred to as the
Check-Up that specifically targets excessive drinking behav-             Figure 1: On-demand Avatar-based Counselor Architecture.
iors and with which people can reduce their drinking by an
average of 50% (Miller, W., Sovereign, R. and Krege 1988;

                                                                   176
Dialog Module                                                           have missed work about once every two weeks, you have
The Dialog Module evaluates and generates dialog utter-                 gotten into arguments with friends frequently at parties, ...”);
ances using three key components: a Dialog Planner, an                  and 3) reflective listening.
MI-based Dialog Engine and a collection of Psychometric                    Reflective Listening is a client-centered communication
Instruments. The interaction of the client with the system is           strategy involving two key steps: seeking to understand a
based on a series of dialog sessions, each of which having              speaker’s thoughts or feelings, then conveying the idea back
a specific assessment goal to identify different aspects of             to the speaker to confirm that the idea has been understood
the user’s behavioral problem (if any) and in this article we           correctly (Rogers 1959). Reflective listening also includes
focus on excessive intake of alcohol. Each session is based             mirroring the mood of the speaker, reflecting the emotional
on psychometric instruments which the Dialog Planner                    state with words and nonverbal communication (which we
uses as a flexible plan so that the dialog-based interaction            discuss in the Affect Module below). Reflective listening is
can be dynamically conducted based on the knowledge that                an important MI technique which the system simulates to
the system has acquired about the user (maintained in the               help the client notice discrepancies between his or her stated
user model), and on the user’s current entries and affective            beliefs and values, and his or her current behavior. We cur-
states.                                                                 rently implement simple reflection to elicit ambivalence (e.g.
                                                                        – Client: “I only have a couple of drinks a day.” – Counselor:
Psychometric Instruments: We use a collection of well-                  “ So you have about 14 drinks per week.”).
validated Psychometric Instruments commonly used by                        We also use Double-sided reflection to summarize am-
therapists to assess an individual’s alcohol use in order to            bivalence, which can help to challenge patients to work
design each assessment session (Miller and Rollnick 2002).              through their ambivalence about change. Statements such as
Each psychometric instrument contains a set of questions                “on the one hand, you like to drink and party, but on the other
which represent the plan for an assessment session. For                 hand, you are then less likely to practice safe sex” can clearly
example one instrument (DrInC, 50 items) is used to                     summarize a patient’s ambivalence toward change (Botelho
identify consequences of the client’s drinking problem with             2004). Other double-sided reflections such as “Ok, so your
five different parameters (e.g. interpersonal relationships,            wife and children complain daily about your drinking but
work) and these are stored in the user model (see below).               you do not feel that your ability to be a good parent is at
                                                                        stake, is that right?”, can magnify the discrepancies between
Dialog Planner: This component of the dialog module                     the user’s current situation and what they would like it to be.
decides what type of utterance is to be generated based on
the previous interaction in that session, i.e. it decides the           Psychometric Analysis
next stage of the session. For instance, when the system                As shown in Figure 1, psychometric analysis is concerned
needs to assess the client’s awareness of the consequences              with processing Psychometric Data collected in the dia-
of his/her drinking, the The Drinker Inventory of Conse-                log module using the collection of psychometric instruments
quences (DrInC) psychometric instrument is used as the                  (described earlier). Based on instructions in each instru-
plan for the session, and each question is assigned one of the          ment, the Score Evaluator module calculates the score of
five topics of the DrInC (e.g. inter-personal, intra-personal).         the user for a particular measuring instrument, according to
To measure consequences in each area, there are sets of                 normative data (MATCH 1998). The result is stored in the
non-sequentially positioned questions for each area and                 user model (see next) in order to identify specific aspects of
these questions are conceptually related with each other.               the drinking problem. For instance, the instrument assessing
The dialog planner aims at detecting discrepancies between              drinking patterns can locate the user on a spectrum of al-
received answers for questions in the same area. If the                 cohol consumption (low, mild, medium, high, or very high,
planner detects discrepancy in the client’s answers, then               where a score above 8 indicates mild or higher problems).
the MI-based Dialog Engine is invoked to generate some                  When provided feedback about this score (by the Tailored
MI-style dialog, such as reflective listening (explained                Feedback module), the user can make an informed decision
next). If no such discrepancy nor ambivalence in the user’s             about whether or not to continue with the offered self-help
answers is detected, then the dialog planner continues with             program. Respecting the MI spirit, the user is never coerced
the assessment session.                                                 and can at any moment exit the intervention and the system
                                                                        gracefully terminates the conversation.
MI-based Dialog Engine: This engine applies a finite set of
well-documented MI techniques known under the acronym                   Tailored Intervention
(OARS): Open-ended questions, Affirmations, Reflective lis-             User Model: The user model enables the system to tailor
tening, and Summaries, which are applied toward goals con-              its intervention to a specific user. Tailoring can be achieved
cerning specific behaviors (e.g. excessive alcohol use, drug            in multiple ways: by using the user’s name referred to as
use, overeating). The engine adapts each static psychometric            personalization, by using known characteristics of the user
instrument to MI style interaction and currently implements             such as gender referred to as adaptiveness, and by using self-
1) affirmations (e.g.“You have much to be proud off”); 2)               identified needs of the user referred to feedback-provision.
Summaries (“Ok, so let me summarize what you’ve told me                    The user model collects the age, gender, weight, height
today about your experience during the last 90 days. You                and first name or nickname to preserve anonymity. It also
have had more than 20 drinks, during the last 90 days you               gathers the user’s ethnicity to implement patient-physician

                                                                  177
ethnic concordance with diverse avatars matching the eth-
nicity of the user because it is known that racial concor-
dance increases the quality of patient-physician communica-
tion and some patient outcomes (e.g. patient positive affect)
(Cooper et al. 2003). In addition to static demographic infor-
mation, the user model builds and dynamically maintains the
profile of each user as it changes over time. The user model
includes different variables in six different areas: motivation,
personal attributes, frequency of drinking, risk factors, con-
sequences and dependence. Each area consists of multiple
variables to assess specific aspects of the problem from dif-
ferent view points. These psychometric data are calculated                    Figure 2: Dynamic Facial Expression Animations
based on psychometric instruments (see above).
   Because the intervention is designed to assist the user
to change unhealthy behavioral patterns, it can be used                  (ECA) or avatar, which can deliver verbal communication
over multiple sessions as on-demand follow-up sessions.                  with automatic lip synchronization, as well as non-verbal
As the user continues to interact with the system over                   communication cues (e.g. facial expressions).
time, the user model keeps track of the fluctuating user’s
progress toward change in terms of: the user’s current                   Avatar System: We integrated a set of features that we
level of ambivalence, by identifying and weighing positive               consider necessary for health promotion interventions in our
and negative things about drinking; the user’s readiness to              current prototype (using a third party avatar system called
change, from pre-contemplation to maintenance (Prochaska                 Haptek): 1) a 3-dimensional (3D) graphical avatar well-
and Velicer 1997); as well as the result of other specialized            accepted by users as documented in an earlier study (Lisetti
self-report questionnaires (e.g. the user’s awareness of the             et al. 2004); 2) a selection of different avatars with different
consequences of drinking).                                               ethnicity (e.g. skin color, facial proportions) shown in Fig-
                                                                         ure 3 (Nasoz, F. and Lisetti 2006); 3) a set of custom-made
Tailored Feedback Engine: This engine generates tailored                 facial expressions capable of animating the 3D avatar with
feedback based on the user model. Several studies showed                 dynamical believable facial expressions(e.g. pleased, sad,
that tailored health communication and information can be                annoyed shown in Figure 2) (Paleari, Grizard, and Lisetti
much more effective than non-tailored one because it is                  2007); 4) a Text-To-Speech (TTS) engine able to read text
considered more interesting and relevant, e.g. (Noar, Benac,             with a natural voice with lip synchronization; and 5) a set
and Harris 2007). Because the feedback module reveals                    of mark-ups to control the avatar’s TTS vocal intonation and
discrepancies between the user’s desired state and present               facial expressions in order to add to the agent’s believability
state, it is likely to raise resistance and defensiveness. The           (Predinger and Ishizuka 2004).
style in which the feedback is given therefore needs to be
empathetic enough to avoid generating defensiveness. A                   Affective Module
number of pre-identified sub-dialog scripts are used for                 Our on-demand avatar counselor aims at delivering health
the various topics of feedback, e.g. self-reported drinking,             promotion messages that are not only tailored to the user (via
perceived current and future consequences of drinking,                   the user-model), but also empathetic. Because discussing is-
pros and cons of current consumption patterns, personal                  sues about at-risk behaviors are highly emotional for people
goals and their relation to alcohol use, readiness to change             to talk about (e.g. embarrassment, discouragement, hope-
drinking behavior. The user receives feedback about the                  fulness), our context or domain application is particularly
assessed self-check information, which is put in perspective             suited to inform the design of empathic characters. Empathy
with respect to normative data (e.g. “according to the                   is considered the most important core condition in terms of
current national norm, 10% of people your age drink as                   promoting positive outcomes in psychotherapeutic contexts
much as you do”).                                                        (Bellet and Maloney 1991) and it can account for as much
                                                                         as 25%-100% rate of improvement among patients (Miller
Behavior Change Planner: This component helps to create                  and Rollnick 2002; Rogers 1959).
personalized behavior change plans for clients who are ready                Currently, the Empathy Engine is limited to deciding
to change, and is only entered by users who have received                which facial expressions the avatar needs to display. Our cur-
feedback from the Tailored Feedback Engine. The first step               rent system focusses on mimicking the user’s facial expres-
of the behavior change planner is to assess the user’s readi-            sions, which is considered as a type of primitive empathy
ness to change along a continuum from “Not at all ready” to              (Boukricha and Wachsmuth 2011). In the Facial Process-
“Unsure” to “Really ready to change”. Depending upon the                 ing component, pictures of the user’s face are taken at fixed
level of readiness, different sub-modules are performed.                 intervals during the user’s interaction with our avatar-based
                                                                         system, and these are analyzed and labeled with categori-
Avatar-based Multimodal User Interface                                   cal emotion labels (neutral, sad, happy, surprised, and an-
The user interface of the system is web-based with an em-                gry) using the face recognition engine from (Wolf, Hassner,
bedded anthropomorphic Embodied Conversational Agent                     and Taigman 2011). Since health counselors only carry out

                                                                   178
avatar to interact with, building that way, a patient-physician
                                                                        concordance that could lead to a strong working alliance
                                                                        (Cooper et al. 2003).
                                                                           Lastly, modeling empathy for the patient was a key point
                                                                        when individuals were asked how they felt about the level of
                                                                        expression of emotions of the avatars. A 45% agreed on the
                                                                        suitability of the expression of emotions while a 36% said
                                                                        the avatar’s facial expressions were not intense enough.
                                                                        When the last group of individuals was asked why the level
                                                                        of expressions was not appropriate, they argued the need for
                                                                        more positive emotions such as smiles and body movement.
                                                                           Although the number of subjects was small, these results
                                                                        seem to indicate that using avatars for health promoting in-
                                                                        terventions might lead to user’s higher engagement, lower
     Figure 3: User can choose race-concordant avatar.
                                                                        attrition rates than in text-only computer-based health sys-
                                                                        tems, and overall increased divulgation of sensitive issues
                                                                        due to increased confidentiality.
partial mimicry to retain a positive overtone during the inter-
action, we model semi-mimicry so that the avatar displays a                                  5    Conclusion
sad expression if the user’s expression is identified as sad,
and smiling or neutral otherwise.                                       The demand for health promotion interventions that are tai-
                                                                        lored to an individual’s specific needs is real, and the tech-
           4    Avatar Evaluation Results                               nological advance that we described to deliver MI behavior
                                                                        change interventions with avatars is an attempt to address
In a recent survey study, eleven individuals with different
                                                                        that need. From our current promising results, we anticipate
levels of technicality were asked to interact with the system
                                                                        that avatar health counselors will be very well accepted by
and evaluate their experience based on functionality and on
                                                                        users once the field has matured from further research on the
how much the users liked interacting with the avatar.
                                                                        topic. We hope this research will contribute to promoting
   Specific results such as the willingness of individuals to
                                                                        user’s engagement with health intervention program, and,
discuss alcohol consumption with an embodied conversa-
                                                                        ideally, increases positive outcomes.
tional agent (ECA) showed that 75% of users felt as com-
fortable or more comfortable interacting with the avatar
counselor than they would with a human counselor:                                       6   Acknowledgements
37.5% felt as comfortable, 37.5% felt even more comfort-                We would would like to thank Eric Wagner for introducing
able, and a remaining 25% said it was less comfortable than             us to MI and how it is used in his NIAAA-funded adolescent
with a human.                                                           behaviors and lifestyle evaluation (ABLE) program. This re-
   Although the small group that was uncomfortable with the             search was supported in part by NSF grants HRD-0833093.
ECA argued that body language – currently lacking – was
important to obtain feedback, the groups in favor pointed                                        References
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