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			<titleStmt><title level='a'>The Impact of Multi-character Story Distribution and Gesture on Children's Engagement</title></titleStmt>
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				<date>2019 Fall</date>
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					<idno type="par_id">10206442</idno>
					<idno type="doi">10.1007/978-3-030-33894-7_14</idno>
					<title level='j'>International Conference on Interactive Digital Storytelling</title>
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					<author>H. J. Smith</author>
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			<abstract><ab><![CDATA[Effective storytelling relies on engagement and interaction. This work develops an automated software platform for telling stories to children and investigates the impact of two design choices on children’s engagement and willingness to interact with the system: story distribution and the use of complex gesture. A storyteller condition compares stories told in a third person, narrator voice with those distributed between a narrator and first-person story characters. Basic gestures are used in all our storytellings, but, in a second factor, some are augmented with gestures that indicate conversational turn changes, references to other characters and prompt children to ask questions. An analysis of eye gaze indicates that children attend more to the story when a distributed storytelling model is used. Gesture prompts appear to encourage children to ask questions, something that children did, but at a relatively low rate. Interestingly, the children most frequently asked “why” questions. Gaze switching happened more quickly when the story characters began to speak than for narrator turns. These results have implications for future agent-based storytelling system research.]]></ab></abstract>
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<div xmlns="http://www.tei-c.org/ns/1.0"><head n="1">Introduction</head><p>For many, being read a bedtime story is a fond childhood memory. This comforting experience also creates excitement as the the new world of the story unfolds. While enjoyable, such storytelling also provides the foundation for developing listening comprehension and later reading comprehension skills <ref type="bibr">[28,</ref><ref type="bibr">19,</ref><ref type="bibr">20,</ref><ref type="bibr">38,</ref><ref type="bibr">48,</ref><ref type="bibr">16,</ref><ref type="bibr">59,</ref><ref type="bibr">63]</ref> which are critical to educational attainment.</p><p>While the levels of quality home language input low socioeconomic status (SES) children receive is debated <ref type="bibr">[25,</ref><ref type="bibr">57]</ref>, it is clear that the absence of such language input can negatively affect a child's early language development skills <ref type="bibr">[26,</ref><ref type="bibr">27,</ref><ref type="bibr">8,</ref><ref type="bibr">14,</ref><ref type="bibr">4,</ref><ref type="bibr">35,</ref><ref type="bibr">44,</ref><ref type="bibr">64,</ref><ref type="bibr">67,</ref><ref type="bibr">31,</ref><ref type="bibr">56]</ref>. If children do not have adequate language skills in the primary grades, they are likely to have persistent academic difficulties <ref type="bibr">[30,</ref><ref type="bibr">56,</ref><ref type="bibr">62]</ref>, leading to long lasting consequences <ref type="bibr">[52]</ref>.</p><p>Computer storytelling apps may provide a way to address this early exposure gap and remediate, at least in part, the early educational deficit by providing high quality language exposure at home or in the classroom. They can be displayed on phones or tablets and deployed at low cost. It remains unclear, however, how to effectively design these apps in order to maximize child engagement.</p><p>To help answer this question, we present the results of experiment that looks at two factors in story presentation. The first compares narrator-only storytellings (third-person) with tellings that distribute the text between a narrator and story characters (first and third-person). The second factor varies the amount of nonverbal behavior present in the characters, comparing a condition that only uses beat gestures and subtle head nods with a condition that includes character deixis gestures, turn taking cues, and interaction prompts (see 2.3 for gesture type definitions).</p><p>To investigate these factors, we used a custom-built Unity application and cloud-based text-to-speech software to present four Aesop's fables in a repeatable, controlled fashion. The storytelling application is shown in Fig. <ref type="figure">1</ref>. During the story presentation, we recorded participants' gaze locations. After each story concluded, the system solicited and recorded questions asked by the participant.</p><p>The experiment was run as a 2x2, within-subjects study focused on children aged 5-8. Results indicate that a multi-character, distributed telling of the story is more engaging than a narrator-only telling, based on gaze behavior. The impact of nonverbal communication appears complicated, as the additional animation of a conversational turn handover can hold student attention, rather than directing it at the intended target. However, there is some evidence that question prompting gestures can help elicit feedback from children. Question elicitation at the end of the story resulted in questions 20% of the time, most of which (70%) where different types of why questions.</p><p>The results reported in this paper have implications for future automated and/or interactive storytelling applications. They suggest that presenting stories from multiple characters' first-person points of view is an effective way to increase student engagement. While question-prompting gestures may be a useful way to ellicit questions from students, it is unclear whether nonverbal turn-over gestures are an effective method for signalling the next speaker to children aged 5-8. The frequency and types of questions asked is useful for developing a conversational storytelling framework, which is a long-term aim of this project.</p><p>The contributions of this work are as follow:</p><p>-We show that a distributed storytelling model results in significantly higher engagement than a narrator-only model. -We present data suggesting that question-prompting gestures may be effective for eliciting questions from children. -We present the frequency and types of questions asked by children to an automated storytelling application.</p><p>-We present data showing that nonverbal turnover gestures may not be an effective method of signalling the next speaker to children aged 5-8. -We demonstrate a webcam-based method for collecting gaze data, useful in certain experimental settings. </p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2">Background</head></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2.1">Automated Storytelling and Editing</head><p>Recognizing the importance of reading and storytelling for children's development, related work has also focused on improving children's reading skills.</p><p>Project LISTEN was one of the first systems in this area: it aimed at computer tutors that could listen to a child read aloud and provide help where needed with pronunciation and other types of reading aloud errors <ref type="bibr">[47,</ref><ref type="bibr">2]</ref>. Other work has focused on virtual peers for pedagogical purposes, and tested the effect of having the peer model more advanced storytelling behaviors <ref type="bibr">[15,</ref><ref type="bibr">10,</ref><ref type="bibr">55]</ref>. Storytelling agents have also been explored with robots as reading companions and tutors <ref type="bibr">[17,</ref><ref type="bibr">36,</ref><ref type="bibr">65,</ref><ref type="bibr">49]</ref>, including studies placing robots in classrooms over extended period of time <ref type="bibr">[32]</ref>. An automated storyteller could potentially tailor the text of a story based on the needs of the current user. Adjusting vocabulary level or narration point-ofview could result in a more effective and rewarding storytelling session. Due to the complexities of natural language, however, it is challenging to create robust methods for automatically editing text in non-trivial ways. Several researchers in the field of natural language processing have focused efforts on this problem. One set of researchers presented methods for automatically generating dialogues from monologues <ref type="bibr">[51]</ref>. In another work, the author presented methods for generating full virtual-agent based performances, given only input text <ref type="bibr">[50]</ref>.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2.2">Eye Tracking in Multimedia Learning</head><p>Multimedia learning materials, which distribute conveyed information across multiple visual and/or audio channels, are widely used and are an effective way to foster meaningful learning outcomes in students <ref type="bibr">[42]</ref>. In the past, the efficacy of such materials were commonly assessed using post-intervention interviews and behavioral assessments <ref type="bibr">[53]</ref>. While such techniques are useful to measure the overall learning outcomes induced by the materials, they do not provide the resolution necessary to link detailed behaviors of a participant to on-screen causal elements <ref type="bibr">[43]</ref>. Such linkages, and the insights they can provide, may aid in the creation of valuable design principles for different categories of multimedia applications.</p><p>An alternative to post-assessments is tracking participant gaze behavior. It is a useful measure for understanding how a viewer allocates their visual attention and how this engagement temporally fluctuates as a function of on-screen events <ref type="bibr">[29]</ref>. Analyzing such engagement is particularly useful when developing design guidelines for interactive storytelling applications, whose primary purpose is fostering listening comprehension in the viewer. Such applications should engage the viewer without resorting to seductive details (motions or other stimuli that are pleasant but distracting, and which do not further comprehension).</p><p>While interest in eye tracking has increased rapidly in recent years <ref type="bibr">[3]</ref>, relatively few researchers have studied the eye movement of early grade school students interacting with multimedia stimuli <ref type="bibr">[46,</ref><ref type="bibr">60]</ref> . Neither study reported eye tracking movement of students observing the stimuli in an in-use classroom. This may be due to the chaotic nature of such classroom, the expense and sensitivity of eye-tracking software, and the difficulty of properly calibrating and controlling the behaviors of a young child during a sedentary experiment. In contrast, the current study focuses on engagement and attention of early grade school students within in-use classrooms and makes use of multiple web cameras to record gaze behaviors.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="2.3">Gesture</head><p>To further engage the child, we will endow the child-like narrator with nonverbal communication behaviors, as endorsed by the PAL framework <ref type="bibr">[34]</ref> and other related work on pedagogical agents and agent personality <ref type="bibr">[11,</ref><ref type="bibr">37,</ref><ref type="bibr">41]</ref>. Studies of teacher communication have found a cluster of nonverbal behaviors that are particularly effective in the teaching context. Termed "immediacy", these factors generate positive affect and include eye contact, smiling, vocal expressiveness, physical proximity, leaning towards a person, using appropriate gestures and being relaxed <ref type="bibr">[58,</ref><ref type="bibr">5,</ref><ref type="bibr">6,</ref><ref type="bibr">33]</ref>. They are consistently shown to impact affective learning <ref type="bibr">[54,</ref><ref type="bibr">7,</ref><ref type="bibr">18]</ref>, which impacts students predisposition towards material and motivation to use knowledge <ref type="bibr">[6,</ref><ref type="bibr">9]</ref>. Their impact on cognitive learning is less clear, with mixed findings <ref type="bibr">[18,</ref><ref type="bibr">54]</ref>. Deictic (or pointing) gestures help ground the conversation by establishing shared reference <ref type="bibr">[45]</ref> and can help children distinguish ambiguous speech sounds <ref type="bibr">[61]</ref>. Speech that is accompanied by gesture leads to better recall than the same speech without gesture <ref type="bibr">[13]</ref>. In teaching settings, gesture can provide a second representation, and multiple representations are known to enhance learning <ref type="bibr">[23]</ref>.</p><p>Beat gestures <ref type="bibr">[45]</ref> are small, downward movements of the arms and hands that accompany the cadence of the speech and may add emphasis, but do not convey clear meaning. They are used in this work to make the characters appear more alive. Deictic gestures <ref type="bibr">[45]</ref> are used to create reference, such as by pointing. Backchanneling, such as head nods and affirmative utterances, are used by the listener to signal their agreement with the speaker <ref type="bibr">[66]</ref>. Conversational turn management in human dialog is largely nonverbal <ref type="bibr">[66]</ref>, motivating its use here.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="3">Method</head><p>Participants. Participants from four K-2 classrooms in two schools in the United States participated in this experiment. Consent from school administration, classroom teachers, parents, and an institutional review board was obtained prior to the study. All participants spoke English and had normal or correctedto-normal vision. In total, 33 participants, 12 girls and 21 boys, were included in the final analysis. Their ages ranged from 5-8 years old (M = 6.4, SD = 1.05).</p><p>Design. The study used a 2x2 experimental design in which every participant observed all four stimuli combinations. A within-subjects design was used to minimize sources of non task-related variance, such as participant's base attention spans or moods on the day of the experiment. The first factor was Storytelling Perspective, which employed a Narrator Only level and a Distributed level. The second factor was Gesture Types, which employed a Complex Gesture level and a Simple Gesture level. A single story was used for each condition combination (see Fig. <ref type="figure">2</ref>).</p><p>Materials. Four Aesop's Fables were selected for use in the experiment. Aesop's Fables are commonly used in studies on (oral) narrative comprehension and are often used in teaching materials for the K-2 age group. We selected four fables that could be animated using Narrator, Fox and Crow characters. These were The Fox and the Grapes, The Fox and the Crow, The Dog and His Shadow and The Crow and the Pitcher. The fable The Dog and his Shadow was converted to The Fox and his Shadow in order to use the Fox's character model and gestures.</p><p>The original text of the stories came from the versions of Aesop's Fables distributed as part of Elson's Drama Bank <ref type="bibr">[21,</ref><ref type="bibr">1]</ref>. For each story we produced (by hand) a version of the story with simpler sentences and simpler vocabulary: these story versions were double-checked by a learning scientist for their age appropriateness. Because all the original stories are presented in third person by a narrator, we used the Fabula tales natural language generation engine to generate first person direct versions of story sentences for half of the stories <ref type="bibr">[39,</ref><ref type="bibr">40]</ref>. Fig. <ref type="figure">2</ref> provides examples of how each story was told and how the content was distributed amongst the characters. In the Narrator Only condition the Narrator recounted the entire story (see Rows a and c of Fig. <ref type="figure">2</ref>). The Narrator refers to the story characters in third person, and all utterances and gestures are produced by the Narrator. The story characters appear on the screen but do not speak.</p><p>The first person, direct speech, versions of the stories are used in the Distributed condition, and thus the story telling is split between the onscreen characters (Rows b and d of Fig. <ref type="figure">2</ref>). The Narrator only produces the utterances that describe actions. Utterances that provide content for character speech and thought are converted to first person direct speech and spoken by the character to whom the speech or thought is attributed, e.g. What a beautiful bird I see! Nobody is as beautiful ... in Row b of Fig. <ref type="figure">2</ref>.</p><p>While all stories employed character blinks, idle breathing motions, and minor head/arm beat gestures, the Complex Gesture condition included three different types of gestures not present in the Simple Gesture condition: question prompt gestures, deictic gestures, and nonverbal turnover gestures. Question prompt gestures (see example image of Fig. <ref type="figure">2-a</ref>) were performed by the Narrator while she verbally prompted the participants for questions about the story ("Now tell me, do you have any questions about the story?"); in the Simple Gesture condition, the Narrator only verbally prompted the participants. In the Narrator Only, Complex Gesture condition, the Narrator used two deictic gestures, pointing towards the Fox, while verbally referring to him. The form of this gesture was identical to the nonverbal turnover gesture demonstrated by the Narrator in Fig. <ref type="figure">2-b</ref>.</p><p>In the Distributed, Complex Gesture condition, characters performed conversational turnover gestures after they finished speaking, visually indicating which character would speak next (see example images in Fig. <ref type="figure">2-b</ref>). In all stories there was a pause of 1.2 seconds between when one character stopped speaking and the next character began. When present, the conversational turnover gestures began as the character finished talking and took 0.75 seconds, leaving 0.5 seconds before the next character began to speak.</p><p>Stories were presented using a custom-built Unity application. The characters, story text, and gestures were provided as input to the system. AWS Polly Text-to-Speech was used to obtain speech audio and the viseme information necessary to drive character lip syncing behavior. At the end of each story, the Narrator would prompt the participant for questions about the story. During this period, the researcher used an external keyboard to control the Narrator in a Wizard of Oz fashion, triggering verbal and nonverbal backchanneling behaviors. After the child was finished asking questions, the researcher initiated the next story.</p><p>Procedure. Stimuli were shown on a Dell Precision laptop with 17 inch screen in a partially secluded classroom corner. Despite this separation, other students would sometimes distract the participant with their presence, actions, and noises. This environment therefore contained the same types of distractions that a child would experience while reading or working in school.</p><p>Upon starting the experiment, each participant watched an introductory segment in which the Narrator introduced herself, explained that she would be telling stories, and invited the participant to ask questions at the end of each story. Then all four stories were shown sequentially. Order was randomized to control for ordering effects. At the end of each story, the Narrator prompted the participant to ask any questions they had about about the story. The entire procedure took, on average, 3.5 minutes. For an example screen recording showing the experimental stimuli presented to participants, please visit the following link: <ref type="url">https://youtu.be/HEeQica-xHY</ref>.</p><p>Measures. Due to the in-classroom nature of our experiment, expensive, sensitive eye-tracking hardware was avoided. Rather, two webcams were positioned around the perimeter of the laptop screen to record the gaze behaviors of the participant (see Fig. <ref type="figure">1</ref>-Left) for post-hoc annotation. Simultaneously, Open Broadcast Studio was used to record the contents of the screen. Taken together, this information was sufficient to determine when a participant was looking at the stimuli and at which character they were looking. See Fig. <ref type="figure">1</ref>-Right for an example of the resulting video. The webcams also captured the questions each participant asked at the conclusion of each story.</p><p>Gaze Annotation. Two undergraduate annotators were hired to annotate gaze behaviors and transcribe the utterances of each participant. Based on the synced screen recording and dual webcam footage, annotators identified the participant's area of focus throughout the duration of the experiment by labeling it with one of four categories: Narrator, Fox, Crow, and Non-Task. Non-Task was used when the participant was not looking at any of the characters on the screen.</p><p>The data from one participant was used to train the annotators; both annotators, along with the lead researcher, collectively discussed and annotated the gaze behavior. Next, data from six participants (21 minutes, 19% of the remaining data) was independently annotated by each annotator. Inter-rater reliability was very high (observed agreement was 97% and Cohen's kappa was 0.93), so data from the remaining 26 participants was split between the annotators.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="4">Results</head></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="4.1">Visual Attention</head><p>Attention To Story. Using the gaze annotations, it was possible to determine the percentage of time participants were actively observing each story (viewing a character versus viewing a Non-Task category). These are shown in Fig. <ref type="figure">3</ref>. Summary attention statistics are given in Table <ref type="table">1</ref>.</p><p>To assess whether attention differed significantly as a function of condition, we conducted a Friedman test of differences using the single factor of 'Condition' with four levels. While a repeated measures ANOVA is commonly used in 2x2 within-factors designs, the percentage values analyzed were not normally distributed, and thus the non-parametric Friedman test was used instead. The test rendered a Chi-square value of 9.13, which was significant (p=0.02). Posthoc analysis using multiple Wilcox signed-rank tests with Bonferroni correction revealed multiple significant differences (Fig. <ref type="figure">2</ref>, left). Distributed, Complex Gesture was significantly higher than both Narrator Only, Simple Gesture (p adj &lt; 0.01) and Narrator Only, Complex Gesture (p adj = 0.02). Distributed, Simple Gesture was significantly higher than Narrator Only, Simple Gesture (p adj &lt; 0.01) and almost significantly higher than Narrator Only, Complex Gesture (p adj = 0.09). Other differences were not significant.</p><p>Using the same technique, we evaluated the effect of order on attention (Fig. <ref type="figure">2</ref>, right). As might be expected, attention wanes over time. Attention to the first story was significantly higher than to the third (p adj = 0.008) and fourth (p adj = 0.006) story, and marginally higher than to the second story (p adj = 0.10).  Gaze Behavior during Conversational Turnovers. We next used gaze information to evaluate differences in the amount of time it took participants to focus on the next speaker after a conversational turnover. Because these turnovers only occur when two or more characters take turns speaking, this analysis was conducted only on data obtained from the Distributed conditions. For each conversational turnover, we determined the time at which the new character began to speak. We then calculated, relative to this point, the amount of time it took each participant to first glance at the new speaker. This value was positive if the speaker began talking before the participant looked to them and negative if the participant looked to the speaker before they began to speak.</p><p>Using these values, an independent samples t-test was conducted to compare the differences in gaze switching time between the Distributed, Complex Gesture condition and the Distributed, Simple Gesture condition. The results are shown in Table <ref type="table">2</ref>, top. There was a significant difference between these two conditions, with participants taking longer to switch their gaze to the new character in the Distributed, Complex Gesture condition.   After visual inspection of the cumulative distributions of gaze switching vs. time (as shown in Fig. <ref type="figure">4</ref>), it appeared that, when the Narrator took over speaking, participants turned their gaze back to her more slowly and less frequently that with the other two characters. We therefore conducted a t-test to determine if this difference was significant. The results are shown in Table <ref type="table">2</ref>, bottom. Participants took significantly longer to turn their gaze back to the speaker when the new speaker was the Narrator (p &lt; 0.001). This could be because the participants were less interested in the Narrator (as they see her in every story), participants were more intrigued by the animal characters, and/or participants were more interested in the story characters.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="4.2">Question Analysis</head><p>Question Frequency. In this study, we only elicited questions from participants at the end of the story. This protocol created 132 possible question opportunities and resulted in 27 questions. 17 participants asked no questions, eight asked one, six asked two, one asked three, and one asked four. To assess whether the Complex Gesture condition (and the question prompt gesture it contained) influenced participant's tendency to ask questions, we performed a chi-squared independence test. The results are given in Table <ref type="table">3</ref>. While the p = 0.05 level of significance was narrowly missed, this could be due to the small total number of questions collected. A larger sampling may reveal that the question prompt gesture is a clear visual indicator encouraging children to interact with the system. Question Type. We conducted an analysis of the types of questions the children asked in order to determine the needed future capabilities of a conversational storytelling system that can answer questions as the story unfolds. We expected questions about comprehension, and two main types: (1) questions based on understanding the meaning of sentences, based on vocabulary or syntax within a sentence; (2) questions based on inferring causality, since that is a key part of understanding narrative <ref type="bibr">[12,</ref><ref type="bibr">22,</ref><ref type="bibr">24]</ref>. Our goal is to support these kind of questions from students in a future version of our system, as well as to add question categories based on these to the narrator's repertoire. Examples are shown in Table <ref type="table">4</ref>. Q1 illustrates a comprehension question. We expect these would be more frequent if we allowed questions as the story unfolds. There were 19 why questions of different types. Questions Q2, Q3 and Q4 illustrate the 12 why questions related to causal understanding about how the world works or failure to fill in implicit actions or state changes. Q2 illustrates a very simple causal inference: the Fox is described as hungry but two participants asked why the Fox wanted the grapes, while the others involve complex causal reasoning. The other question types target unexpected competencies that would be hard to support in our future conversational storyteller. Q5 and Q6 illustrate the 5 questions about the back-story, about how the situation came to be at the start of the narrative, which is not part of the story content. There were also 5 questions about what might happen in the story world after the end of the story (What Next): this is illustrated by questions Q7 and Q8. This could partly be due to the fact that we only asked questions at the end of the story. Finally, in Q9 and Q10 the participants question presuppositions of the story, i.e. that a Fox wouldn't recognize his reflection, and that birds can sing, rather than simply chirp.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head n="5">Conclusion</head><p>The greater visual attention children paid to stories presented in first-person by story characters, in addition to the narrator, suggest that such distribution of storytelling may be an effective approach for building engagement. Gaze analysis also showed that children switched attention more quickly to story characters than to the narrator. The use of intentional gestures presents a mixed picture. It appears that gestures to the child are helpful in eliciting questions. Gestures for conversational turn management appeared to hold children's interest, rather than directing them to the next character to speak.</p><p>Children did ask questions of the system some of the time and these were frequently why questions. In future work we plan to elicit questions and ask questions during the storytelling at particular story points, rather than simply at the end of the story. We expect this to increase children's engagement with the story, and hopefully increase their narrative comprehension. We also wish to study deixis in cases where it is non-redundant with the text.</p><p>Acknowledgements: This work was supported through NSF grant IIS-1748058.</p></div></body>
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