Finding The Truth: Interview And Interrogation Training .

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Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2011Finding the Truth: Interview and Interrogation Training SimulationsDavid LuciewConcurrent TechnologiesCorporationJanet MulkernConcurrent TechnologiesCorporationJohnstown, PAluciewj@ctc.comClearwater, FLmulkernj@ctc.comRonald Punako, Jr.Concurrent TechnologiesCorporationJohnstown, PApunakor@ctc.comABSTRACTIn order for investigators to conduct effective interviews and interrogations they must carefully interpret the verbaland non-verbal communication of their subjects. When investigators can interpret both types of communication theyare said to be able to “see” the “whole picture” or the “whole truth.” The interpretation of non-verbalcommunication such as body language, facial expressions and gestures is called Kinesics. Studies have shown thatKinesics account for 55-93% of all communication. For instance, sometimes investigators can "see" that a subjectmay be lying if the subject's words and Kinesics do not agree. Studies have also shown that interpretation ofKinesics can improve with practice.This paper will present a visual, interaction and instructional design approach employed to develop interview andinterrogation Immersive Learning Simulations (ILS). We will provide examples of the use of Kinesics within theinterview and interrogation simulations being developed for the United States Army Criminal InvestigationCommand (USACIDC) Military Police Investigators.The paper will discuss concurrent research of body language, facial expression and Proxemics relative to theinterview and interrogation process. Within the area of facial expression we will discuss brief (1/25th of a second),involuntary facial expressions called “micro expressions” and how they are portrayed to learners within thesimulation. A study of the interpretation of micro expressions by Ekman and O’Sullivan has shown that only 50 outof 20,000 participants, or 0.25% of the study’s population, were able to successfully interpret these expressions withan accuracy of 80%.ABOUT THE AUTHORSDavid Luciew is a Senior Interactive Designer/Developer at Concurrent Technologies Corporation (CTC) with over14 years of experience developing advanced learning applications. Mr Luciew pioneered several game andsimulation initiatives at CTC including the development of the Real-time Avatars & Environments for Learning(REAL) technology. Mr. Luciew attended the Art Institute of Pittsburgh for Game Art and Design.Janet Mulkern is a Principal Instructional Systems Designer at CTC with 25 years of experience in analyzing,designing, developing and evaluating instructional products to ensure high quality, efficiency and effectiveness for avariety of clients from Fortune 500 companies to small businesses, in the education, commercial and Department ofDefence sectors. Ms. Mulkern has a Master of Science in Instructional Design and Technologies from St. CloudState University. She is also a Certified Performance Technologist (CPT).Ronald Punako, Jr. is a Senior Software Engineer at CTC with 14 years of experience creating software in supportof business operations, outreach and education for a variety of clients primarily in the small business, commercialand Department of Defense (DoD) sectors. He focuses on game and simulation development, software quality andsoftware usability. Mr. Punako has a Masters of Computer Information Systems from Nova Southeastern University.2011 Paper No. 11186 Page 1 of 10

Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2011Finding the Truth: Interview and Interrogation Training SimulationsDavid LuciewConcurrent TechnologiesCorporationJanet MulkernConcurrent TechnologiesCorporationJohnstown, PAluciewj@ctc.comClearwater, FLmulkernj@ctc.comINTRODUCTIONThis paper will present a visual, interaction andinstructional design approach employed to developinterview and interrogation Immersive LearningSimulations (ILS). The goals of the simulations were toprovide depiction and detection of Kinesics exhibitedby subjects within an ILS in order to train learners ineffective interview and interrogation techniques.DefinitionsFacial Animation Coding System (FACS). FACS is asystem to taxonomize human facial expressions byproviding a common standard to systematicallycategorize the physical expression of emotions (Ekmanand Friesen, 1978).Kinesics. Kinesics is the study of nonlinguistic bodilymovements, such as gestures and facial expressions, asa systematic mode of communication (AmericanHeritage Dictionary eReference, 2011).Micro expression. A micro expression is a brief,involuntary facial expression (1/25 – 1/15 of a second)shown on the face of humans according to emotionsexperienced (Ekman, 2001).Proxemics. Proxemics is the study of the cultural,behavioral, and sociological aspects of spatial distancesbetween individuals, (American Heritage DictionaryeReference, 2011).Develop a prototype immersive system to aidin the training of interrogation techniques withan Investigator Virtual Training System.Two prototype systems were developed in support ofthese priorities. The first system was designed toenable investigators to experience a virtual interviewwith a victim of child abuse. This system shall bereferred to as the “interview training system.” Thesecond system was designed to enable investigators toexperience a virtual interrogation of a subject suspectedof sexual assault. This system shall be referred to asthe “interrogation training system.”In regard to interrogation, agencies today rely upon avariety of investigative techniques and tools to assistcriminal investigators in identifying those personsattempting to deceive them. Skilled investigatorsdevelop deception indicators during repeatedinterrogations. The skills required to identify thesedeception indictors range from verbal communicationto non-verbal cues to assist investigators in theirdiscovery of the truth, the ultimate goal of any criminalinvestigation. This process is time consuming and canonly be accomplished through hands-on interrogationtechnique application with known suspects of crimescommitted. Government agencies are beginning todevelop tactics, techniques, and procedures (TTPs) toassist them in identifying deception indicators,especially for suspects of serious crimes againstpersons.Interview Training System GoalsThe goals of the interview training system were asfollows:NeedsTwo training priorities identified through review of theUnited States (U.S.) Army Maneuver Support Center ofExcellence’s (MSCoE) included:1.2.Ronald Punako, Jr.Concurrent TechnologiesCorporationJohnstown, PApunakor@ctc.comDevelop an immersive criminal investigatortrainer for investigations of child abuse, whichacts as a capability to assist in addressing childphysical and sexual abuse within the DoD.2011 Paper No. 11186 Page 2 of 101.Develop a proof-of-concept simulation to traininvestigators to conduct interviews of childabuse victims.2.Develop a training scenario to benefitinteragency organizations for both militaryand civilian applications.

Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 20113.Provide a virtual interactive training moduleavatar system, with all necessary motion andappearance to project the behavioral indicatorsof abuse.4.Enable investigators to practice interviewingchild abuse victims and to receive feedbackafter the training has reached completion.Interrogation Training System GoalsThe goals of the interrogation training system were asfollows:A key implication of this audience upon system designwas that the majority of learners would be consideredMillennial learners (1982-2002) who grew up withelectronic media from television to Ataris. Manystudies have shown that for Millennial learners thepredominant training question to answer is “how do wedo it” (Coomes and DeBard, 2004). Learners in thisgroup need to achieve, have a relatively short attentionspan, are used to multitasking, prefer to have a structureenforced and to tend to have high regard for objectivetesting. Instructional design considerations for bothsystems were selected in order to support the followingMillennial needs as described by Svinicki (1999):1.Develop a proof-of-concept simulation to traininvestigators to conduct interrogation ofcriminals suspected of sexual assault.1.Provide reinforcement for activities you wishto encourage such as praise and positivefeedback.2.Develop scenarios that can be manipulated toprovide challenging interrogation exercisesthat are real and relevant to the current threatof perpetrators of serious crimes againstpersons.2.Emphasizemotivation.3.Set challenging yet attainable goals forlearning, and provide feedback on progress.AudienceThe interview training system was designed as capstoneexperience where as the interrogation training systemwas designed in support of learners who may have noprior experience before working with ILS.internalreinforcementandFigure 1 is an example of the learner’s view point whileinterviewing a suspect in the interrogation trainingsystem.Since partaking in the interview training system isintended as a capstone experience and although somelearners may already have experience conductinginterviews, some of these learners do not have childrenand may not be familiar with the special dimension ofinterviewing young children who are victims of abuse.The interrogation training system was designed tosupport the curriculum of the interviews andinterrogations class which is taught through twodifferent courses including the Criminal Investigationscourse and the Military Police Investigations (MPI)course. The audience profile for the CriminalInvestigations course includes individuals with aminimum of 21 years of age and who possess either aminimum of one year of military police experience ortwo years of civilian police experience (sometimes thisis waived). The audience profile for the MPI courseincludes attainment of the military rank of Specialistand a minimum of 18-19 years of age. Learners forboth courses may possess little or no experienceinterviewing or interrogating suspects of major crimes.2011 Paper No. 11186 Page 3 of 10Figure 1. Example interrogation point-of-viewA key demographic aspect of both audiences is thatthe learners are predominantly male. One of the wellknown facts around video games and gaming is thatmen like competition and “winning.” In regard to thesedemographics, additional instructional strategies wereemployed in the design of the interrogation trainingsystem to provide a separate point score in addition tothe scored training aspect for passing or failing in orderto provide a record of achievement. By providing thelearner a score, the system would provide learners theopportunity to replay the interrogation scenariomultiple times in order to improve their score, not justto pass the lesson.

Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2011KINESICS RESEARCHFacial ExpressionA key challenge for the systems design was to identifyand synthesize relevant research from the field ofKinesics and the practical Kinesics-related workexperience of Criminal Justice Subject Matter Experts(SMEs) for effective implementation into systemsfunctionality. In order to do so, we focused ourresearch and SME consulting efforts around depictionand detection of body language, facial expression andproxemics exhibited by subjects.The Facial Action Coding System (FACS) is taxonomyof human facial expressions, originally developed byEkman and Friesen in the 1970’s and that is continuingto be expanded with additional empirical research. Theidentification of commonality among human facialexpression of emotions across many cultures had begunin the 1930’s, but Ekman and Friesen were the first todevelop a scoring methodology for facial expressions.Body LanguageGestures have been studied since the early Greek andRoman societies when both Cicero (106–43 BC) andQuintilian (c. 35–100 AD) considered body languageas important as the other four categories of oratory. Inthe 1950’s, anthropologists, sociolinguists, and socialpsychologists began scientifically studying non-verbalcommunication. Ray Birdwhistell defined “Kinesics” asthe study of communicative body movements. EdwardT. Hall, used the term “Proxemics” to describe thedistance people keep between themselves whentalking, the term “haptics” to describe the study of theway they touch each other during the conversation, andthe currently common term of “social space”(Blakemore and Jennett, 2001).Albert Mehrabian (1967) conducted two studies n is 55% non-verbal expression, 38%tonality and 7% words. Since then many researchershave argued against the percentages in Mehzrabian’srule, but in general all agree the words are a small partof the communication equation. The current research ofJohn Borg supports the conclusion that communicationis 93% body language and paralinguistic cues(including pitch, volume and tone), and that the wordsonly provide 7% of the communication. (Borg, 2009).The FACS taxonomy distinguishes 44 Action Units(AUs). These are the minimal units of facial activitythat are anatomically separate and visuallydistinguishable. Scoring of an expression involvesdecomposing a facial movement into the particular AUthat produced it, either singly or in combination withother units. In addition, FACS scoring incorporates anintensity rating for each action (Appelman and Wilson,2005). Judy Forman of the New York Times reported,“The FBI, the Central Intelligence Agency and stateand local police forces have turned to Dr. Ekman forhelp learning to read subtle emotional cues from thefaces, voices and body language of potential assassins,terrorists and questionable visa applicants” (Forman,2003).The interview and interrogation training systems havebeen designed to apply FACS and other “hard” scienceto engage the learners emotionally as well ascognitively within an ILS environment.ProxemicsProxemics is the reactions of an individual or groups ofindividuals with relation to the immediate surroundingarea including the animate or inanimate objects withinthat area. Edward Hall described four aspects of space(Figure 2.) in his seminal work, The HiddenDimension, including: Intimate space, personal space,social distance and public distance (Hall, 1966).Today, individual gestures have been broken down anddocumented. David Efron created ideographs tracinghow people use their hands. Erfron’s studies showedthat hands are used like a conductor to illustrate oremphasize in about 8 different ways. (Hall, 1966). Theway people use their hands can reflect a person’s ethnicbackground and the rate of movement of the hands canshow if a person is under stress. The changes in ratemay be meaningful. For instance, fewer movements areexhibited when a person is careful about what they say– the rate of illustrators goes down.Figure 2. Hall Proxemics Diagram2011 Paper No. 11186 Page 4 of 10

Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2011An individual’s personal space (“comfort zone”) variesbut in the U.S. it may range around 2 feet (varies in anindividual side, front and back). One thing people in allcultures have in common is that if an interrogator entersthe “comfort zone” the biological reaction is stress.Police officers may use this natural reaction as part ofan interrogation technique. To accomplish this in theinterrogation training system the simulation has beendesigned to enable the learner to move closer to thesuspect within the virtual environment. While moving,the visual perspective moves with the learner.DESIGNsome cases, as described for the red path, the learnermay be subject to premature termination of theinterview due to reaching a terminal condition in thepath. In this case, the system is designed to simulate anunrecoverable state in which the subject is unable orunwilling to proceed further with the investigation. As aspecific instance, if the child has psychologicallydecompensated and is sobbing uncontrollably, herbehavior has been designed to not be brought backabruptly to a path that does not show a continuation ofthat emotion (i.e., she can’t go back to playing happilyon the green path) without some remediating decisionon the part of the learner to move to the yellow pathfirst.Interview Training System Instructional DesignThe interview training system design was built on threecolored, parallel “event sequence paths” runningthrough five acts including a green path, yellow pathand a red path. Each path began as a separate script orstory with its own, unique subject animations, subjectvoiceover, events and outcomes.The green path is designed to move the learner throughthe optimum scenario in which the interviewer willhave made all the right decisions in regard tointerviewing the child subject. The yellow path isdesigned to move the learner into some tangles and willmeet with some resistance from the subject. The redpath is designed to be a halting path of strongresistance, even hostility towards the learner, from thesubject. Depending on how far down the red path thelearner goes (based on his/her own poor decisionmaking) the result could be a dramatic behavioralbreakdown or psychological decompensation on thepart of the child subject and an abrupt end to thescenario.In each act the three path scripts run in parallel andintersect at decision points in which the learner mustsynthesize and analyze information from the virtualenvironment in order to make a decision for how bestto proceed with the in-process interview. Thisinformation may include observation of simulatedsubject body language, Proxemics, facial expression,verbal cues and recall of prior intelligence andconfessions.The learner may start on the green path and make apoor decision regarding a technique or line ofquestioning and be subjected to dropping to the yellowpath as a result. The interview training system isdesigned to allow the learner to recover to moreoptimum paths in some cases by making betterdecisions at subsequent decision points. However, in2011 Paper No. 11186 Page 5 of 10Interrogation Training System Instructional DesignThe interrogation training system has been designedsuch that the interrogation is driven by the learner andthat the learner is responsible for setting the tone andmaintaining pressure on the suspect. This psychologicalapproach requires the learner to watch for informationsuch as verbal cues and to take note of speech qualityand content. This information is then used to assesswhether the simulated subject is telling the truth orbeing deceptive. In addition to discerning whether thesimulated subject is being truthful, experts canrecognize certain behaviors that indicate guilt, knownas confession behaviors.The interrogation training system scenario consists ofthree acts and works using the same colored pathdesign as the interview training system. The first actwas designed to enable the learner to ask questions tothe suspect that supports a baseline of the subject’sresponse tendencies.These are non-threateningquestions that require memory as well as creativethinking.Throughout the simulation the learner is tasked to lookfor many non-verbal signs as well as micro expressions.For instance, when the simulated suspect isremembering something, his physical behavior has beendesigned to move to the right. This is an outwardmanifestation of his brain activating the memory center.When the simulated subject is thinking aboutsomething, his eye movement has been designed tomove upward or to the left, reflecting activation of thecognitive center.Micro expressions may assist the learner in uncoveringkey facts about the crime through administeringquestions about the victim. While the questioningmight be presented with a positive overtone, the learneris required to make a mental note of a strong micro

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physical and sexual abuse within the DoD. 2. Develop a prototype immersive system to aid in the training of interrogation techniques with an Investigator Virtual Training System. Two prototype systems were developed in support of these priorities. The first system was designed to enable investigators to experience a virtual interview

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