9,500 research outputs found

    A Virtual Conversational Agent for Teens with Autism: Experimental Results and Design Lessons

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    We present the design of an online social skills development interface for teenagers with autism spectrum disorder (ASD). The interface is intended to enable private conversation practice anywhere, anytime using a web-browser. Users converse informally with a virtual agent, receiving feedback on nonverbal cues in real-time, and summary feedback. The prototype was developed in consultation with an expert UX designer, two psychologists, and a pediatrician. Using the data from 47 individuals, feedback and dialogue generation were automated using a hidden Markov model and a schema-driven dialogue manager capable of handling multi-topic conversations. We conducted a study with nine high-functioning ASD teenagers. Through a thematic analysis of post-experiment interviews, identified several key design considerations, notably: 1) Users should be fully briefed at the outset about the purpose and limitations of the system, to avoid unrealistic expectations. 2) An interface should incorporate positive acknowledgment of behavior change. 3) Realistic appearance of a virtual agent and responsiveness are important in engaging users. 4) Conversation personalization, for instance in prompting laconic users for more input and reciprocal questions, would help the teenagers engage for longer terms and increase the system's utility

    Conversational Agents for depression screening: a systematic review

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    Objective: This work explores the advances in conversational agents aimed at the detection of mental health disorders, and specifically the screening of depression. The focus is put on those based on voice interaction, but other approaches are also tackled, such as text-based interaction or embodied avatars. Methods: PRISMA was selected as the systematic methodology for the analysis of existing literature, which was retrieved from Scopus, PubMed, IEEE Xplore, APA PsycINFO, Cochrane, and Web of Science. Relevant research addresses the detection of depression using conversational agents, and the selection criteria utilized include their effectiveness, usability, personalization, and psychometric properties. Results: Of the 993 references initially retrieved, 36 were finally included in our work. The analysis of these studies allowed us to identify 30 conversational agents that claim to detect depression, specifically or in combination with other disorders such as anxiety or stress disorders. As a general approach, screening was implemented in the conversational agents taking as a reference standardized or psychometrically validated clinical tests, which were also utilized as a golden standard for their validation. The implementation of questionnaires such as Patient Health Questionnaire or the Beck Depression Inventory, which are used in 65% of the articles analyzed, stand out. Conclusions: The usefulness of intelligent conversational agents allows screening to be administered to different types of profiles, such as patients (33% of relevant proposals) and caregivers (11%), although in many cases a target profile is not clearly of (66% of solutions analyzed). This study found 30 standalone conversational agents, but some proposals were explored that combine several approaches for a more enriching data acquisition. The interaction implemented in most relevant conversational agents is textbased, although the evolution is clearly towards voice integration, which in turns enhances their psychometric characteristics, as voice interaction is perceived as more natural and less invasive.Agencia Estatal de Investigación | Ref. PID2020-115137RB-I0

    Annotated Bibliography: Anticipation

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    Multiple Intelligences and Videogames: Intervention Proposal for Learning Disabilities

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    In recent years, there has been much research into the possibilities offered by digital tools for intervention in learning disabilities. The most recent studies have found that these tools can have positive effects on diverse aspects of learning, such as the acquisition of reading, writing, vocabulary and mathematics, as well as improvement of executive functioning and behavioural control skills. Despite the results showing the positive effects of using digital tools for students with learning disabilities, it remains necessary to widen their use in areas such as identification, assessment and intervention as early as possible. Within the current chapter, the application of the conceptual framework of multiple intelligences to the design of educational video games is proposed to facilitate diagnosis and improve intervention success in cases of learning disability. In this regard, a proposed novel tool is presented that may be used for the evaluation and intervention for students with learning disabilities

    Beyond the ‘diminished self’ : challenging an array of objections to emotional well-being in education

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    With early school leaving prevention being an agreed European Union headline target of 10% across the EU by 2020, emotional-relational dimensions to education are gaining renewed attention in European education policy. Against this backdrop, prominent criticisms of an emotional well-being agenda in education by Ecclestone and Hayes require further consideration. The key objective of this paper is to challenge and reconstruct six key arguments of Ecclestone and Hayes against emotional wellbeing in education. There is a need to move beyond paradigms of conceptual coherence that rest upon diametric oppositions – thought/feeling, healthy/sick, diminished/undiminished, optimism/pessimism, subject/negation of a subject, learning/therapy. It is argued that an emotional well-being agenda in education is a conceptually coherent one, once different levels of prevention and intervention are distinguished and the argument goes beyond flat, undifferentiated conceptions of ‘therapeutic culture’. The Cartesian model supported by Ecclestone and Hayes to frame a ‘diminished’ self is but one selfhood. A more nuanced debate would focus on the strengths and weaknesses of different, pluralistic conceptions of selfhood. Their most substantive objections to an emotional well-being agenda in education concern deficit labelling and privacy and are important cautionary notes.peer-reviewe

    AI Extenders and the Ethics of Mental Health

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    The extended mind thesis maintains that the functional contributions of tools and artefacts can become so essential for our cognition that they can be constitutive parts of our minds. In other words, our tools can be on a par with our brains: our minds and cognitive processes can literally ‘extend’ into the tools. Several extended mind theorists have argued that this ‘extended’ view of the mind offers unique insights into how we understand, assess, and treat certain cognitive conditions. In this chapter we suggest that using AI extenders, i.e., tightly coupled cognitive extenders that are imbued with machine learning and other ‘artificially intelligent’ tools, presents both new ethical challenges and opportunities for mental health. We focus on several mental health conditions that can develop differently by the use of AI extenders for people with cognitive disorders and then discuss some of the related opportunities and challenges

    Serious games assisted by playware as a way to improve socio-emotional skills in children with autism spectrum disorder

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    This paper presents a project developed with the aim of promoting emotional skills in children with Autism Spectrum Disorders (ASD). The project involves a serious game and a playware object, which is a physical component that allows the user to interactively play the serious game. The playware object has six buttons, each one showing an emoji with a specific facial expression and communicates via Bluetooth with the serious game app installed in an Android device. The facial expressions used are: happiness, sadness, fear, anger, surprise and neutral/normal. They were applied to the three game activities (imitation, recognition and storytelling). The chain of tests started with an online questionnaire to validate the avatars created to represent the previously mentioned facial expressions in the game, which was followed by a usability test of the application (serious game and playware object) with six typically developing children. Finally, the three game activities were tested with six children with ASD in three/four sessions. Due to the small test group and reduced number of sessions, the primary objective was to assess if the target group accepted the application. In fact, it had a high level of approval regarding both the serious game and the playware object. had a high level of approval regarding both the serious game and the playware object.COMPETE: POCI-01-0145-FEDER-007043 and FCT –Fundação para a Ciência e Tecnologia within the Project Scope: UID/CEC/00319/2013. Vinicius Silva also thanks FCT for the PhD scholarship SFRH/BD/SFRH/BD/133314/2017. The authors thank the teachers and students of the Elementary School of Gualtar (EB1/JI Gualtar) in Braga for the participation in the testsinfo:eu-repo/semantics/publishedVersio
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