1,559 research outputs found

    Toward emotional interactive videogames for children with autism spectrum disorder

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    Technology and videogames have been proven as motivating tools for working attention and complex communication skills, especially in children with autism spectrum disorder (ASD). In this work, we present two experiences that used interactive games for promoting communication and attention. The first game considers emotions in order to measure children’s attention, concentration and satisfaction, while the second uses tangible tabletops for fostering cognitive planning. The analysis of the results obtained allows to propose a new study integrating both, in which the tangible interactive game is complemented with the emotional trainer in a way that allows identifying and classifying children’s emotion with ASD when they collaborate to solve cognitively significant and contextualized challenges. The first application proposed is an emotional trainer application in which the child can work out the seven basic emotions (happiness, sadness, fear, disgust, anger, surprise and neutral). Further, a serious videogame is proposed: a 3D maze where the emotions can be captured. The second case study was carried out in a Special Education Center, where a set of activities for working cognitive planning was proposed. In this case, a tangible interactive tabletop was used to analyze, in students with ASD, how the communication processes with these interfaces affect to the attention, memory, successive and simultaneous processing that compose cognitive planning from the PASS model. The results of the first study, suggest that the autistic children did not act with previous planning, but they used their perception to adjust their actions a posteriori (that explains the higher number of collisions). On the second case study, the successive processing was not explored. The inclusion of the mazes of case study 1 to a semantic rich scenario could allow us to measure the prior planning and the emotions involved in the maze game. The new physiological sensors will also help to validate the emotions felt by the children. The first study has as objective the capability to imitate emotions and resolve a maze without semantic context. The second study organized all the actions from a semantic context close to users. The attention results presented by the second study are coherent with the first study and complement it showing that attention can be receptive or selective. In the first study case, the receptive attention was the focus of analysis. In the second case, both contributed to explain and understand how it can be developed from a videogame

    GOLIAH (Gaming Open Library for Intervention in Autism at Home): a 6-month single blind matched controlled exploratory study

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    BackgroundTo meet the required hours of intensive intervention for treating children with autism spectrum disorder (ASD), we developed an automated serious gaming platform (11 games) to deliver intervention at home (GOLIAH) by mapping the imitation and joint attention (JA) subset of age-adapted stimuli from the Early Start Denver Model (ESDM) intervention. Here, we report the results of a 6-month matched controlled exploratory study.MethodsFrom two specialized clinics, we included 14 children (age range 5–8 years) with ASD and 10 controls matched for gender, age, sites, and treatment as usual (TAU). Participants from the experimental group received in addition to TAU four 30-min sessions with GOLIAH per week at home and one at hospital for 6 months. Statistics were performed using Linear Mixed Models.ResultsChildren and parents participated in 40% of the planned sessions. They were able to use the 11 games, and participants trained with GOLIAH improved time to perform the task in most JA games and imitation scores in most imitation games. GOLIAH intervention did not affect Parental Stress Index scores. At end-point, we found in both groups a significant improvement for Autism Diagnostic Observation Schedule scores, Vineland socialization score, Parental Stress Index total score, and Child Behavior Checklist internalizing, externalizing and total problems. However, we found no significant change for by time × group interaction.ConclusionsDespite the lack of superiority of TAU + GOLIAH versus TAU, the results are interesting both in terms of changes by using the gaming platform and lack of parental stress increase. A large randomized controlled trial with younger participants (who are the core target of ESDM model) is now discussed. This should be facilitated by computing GOLIAH for a web platform.Trial registration Clinicaltrials.gov NCT0256041

    Movement, Technological Mediation and Embodied Interactions, in the Education of children with autism.

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    The thesis offers insight into an embodied practice informed by childhood development studies, cognitive science, and pedagogy as an iterative approach to develop creative alternatives to the application of solo engagement with technologies in the education of autistic children. Through the diverse experiences enabled by the project’s dual practice and theoretical approach, this work evidences alternative ways to reflect on the education of autistic children, and reports methods that can offer the education sector ways to support children exposed to computer technologies in education through more holistic methods. The thesis advocates for an approach, developed through the practice-research method, that works with computer technologies socially, to engage children, rather than resorting to the commonly seen isolated interactions. The concept of a hybrid offers an alternative to binary, either/or, approaches to consider the role of ICT in special needs education, and instead suggests a more productive triad of approaches premising adaptation over compromise. This triad, suggests three areas of interest; autism, education and technological advances. By applying techniques such as improvisation, somatic movement techniques and participant observation, the thesis proposes a reconsideration of existing interventions in order to promote holistic development, rather than short-term temporary solutions. The practical research of one-to-one movement interactions, with autistic children, is a method basing its approach at the intersection between traditional interventions and therapies, reliant on human interaction, and more recent technological advances developing as a result of ICT use in schools. The focus on the diagnosis of autism leads the thesis to focus on themes relating to human interaction. Empathy, mimicry and touch are developed as central concerns due to their placement in literature surrounding both childhood development and movement practices. The thesis suggests how Dance and Movement practices may offer insights into adapting such engagements with technologies within the education sector. The research advocates for a hybrid model throughout the education of autistic children. It reports a body of practice-research using movement with autistic children, as the participants, that situates and explores themes of embodiment

    Prepoznavanje in izražanje čustev: težave otrok z motnjo avtističnega spektra pri učenju tujega jezika in kako jih rešiti

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    Recognising emotions, facial expressions and tone of voice and body language, expressing and managing their own emotions, and understanding and responding to other people\u27s emotions are often difficult for children with autism spectrum disorder. Since the emotional codes of individuals with autism spectrum disorder are different, those people will possibly be awkward in expressing some throughout their lives. Although it might seem that children with autism spectrum disorder do not respond emotionally, the ability to understand their facial expressions could lead to an improvement in their social interaction difficulties. In addition, since autistic expressions might be unique to each child, recognising their emotions is important when delivering a personalised intervention to a child with autism spectrum disorder. In recent decades, researchers have become increasingly interested in the role of emotions in learning and teaching a foreign language beyond heavily investigated topics such as foreign language anxiety and motivation and attitudes towards the foreign language. In this paper, how emotions impact the motivation and success of children with autism spectrum disorder while they are learning a foreign language is presented. Challenges, opportunities and future research directions in this domain are given. (DIPF/Orig.

    Playful E-textile Sonic Interaction for Socially Engaged and Open-Ended Play Between Autistic Children

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    Research on the potential benefits of technology for autistic children is an emergent field in Human-Computer Interaction (HCI), especially within the Child-Computer Interaction Community. This thesis contributes a design approach grounded in theories of play, cognitive development, and autism to expand the discourse on methodological guidelines for performing empirical studies with non-verbal autistic children and to extend the design space to cater to the socio-emotional and sensory needs of this population. The thesis reveals how sonic e-textile Tangible User Interfaces (TUIs) can be used effectively to mediate children’s social participation in playful activities. This is demonstrated through developing three explorative field-studies conducted at a specialist school based in North-East London where two sonic e-textile playful TUIs, namely Mazi and Olly, have been created and tested with three groups of autistic children aged between 5-10. The three studies ran over the period of three years and were designed to investigate the potentials of TUIs as shareable toys during leisure and recreational activities to a) support social and playful interactions among peers and b) provide opportunities for self-regulation. The key contributions of this thesis are the designs of two tangible user interfaces, which offer a set of design approaches to guide researchers through creating shareable and playful tangibles for non-verbal autistic children; a framework for analysis and a thorough evaluation process that other researchers could use to assess the efficacy of playful TUI designs for nonverbal autistic children; and an in-depth discussion about the research process, which offers a new perspective about holistic designs and evaluation of technologies that aim to scaffold play in groups non-verbal autistic children

    Try to See Me as Me: Understanding Autism in Children\u27s Literature

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    Music Therapy and Autism Spectrum Disorder: Literature Review

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    Autism spectrum disorder is a complex neurobiological disorder that affects social interaction, communication, and behavior. While there is no cure, MT has emerged as one of the most effective ways to improve the quality of life for individuals with autism. Music can help with communication, emotional expression, and reducing anxiety, providing a structured and predictable environment. MT can be used as a tool for self-expression, learning new concepts, and improving motor control. However, more research is needed to develop disease-modifying therapies that target the core deficits of the disorder.A perturbação do espectro do autismo é uma condição neurobiológica complexa que afeta a comunicação, a interação social e o comportamento. As causas exatas desta condição não são totalmente compreendidas, mas está estabelecido que se baseiam numa combinação de fatores genéticos e ambientais. Nos últimos anos, a prevalência da perturbação do espetro do autismo aumentou, gerando mais atenção e pesquisas. Atualmente não há cura para o autismo, mas existem muitas maneiras de controlar e tratar os sintomas associados, por exemplo através da musicoterapia. Este tipo de abordagem surgiu como uma intervenção promissora que pode ajudar indivíduos com autismo a melhorar sua qualidade de vida, especialmente a desenvolver capacidades sociais a nível de comunicação e interação com outras pessoas, dentro ou fora do círculo familiar. Os musicoterapeutas usam uma variedade de instrumentos e ferramentas para ajudar estes indivíduos a expressar as suas emoções e comunicar os seus sentimentos. Além disso, a música fornece um ambiente organizado e previsível que pode ajudar a melhorar o foco e, consequentemente, reduzir a ansiedade. A musicoterapia também pode ser usada como meio de ensino ativo ou passivo, visando explorar e desenvolver a autoconsciência e a autoexpressão. Do ponto de vista neurofisiológico, a música pode também ser um caminho para desenvolver a plasticidade cortical em indivíduos autistas, ou seja, pode ajudar a reconectar os circuitos sensoriomotores cerebelares e cerebrais, melhorando o controle motor e reduzindo comportamentos repetitivos. Isto deve-se ao facto da música ter a capacidade de fortalecer as conexões sinápticas entre diferentes áreas corticais somatossensoriais do cérebro, destacando a importância do sistema de neurônios-espelho e da ínsula anterior. Embora os mecanismos do funcionamento da musicoterapia ainda não sejam totalmente compreendidos, a pesquisa sugere que pode influenciar positivamente a comunicação, a interação social e a expressão emocional em indivíduos com autismo, e isso deve motivar a novas investigações, mais precisas e direcionadas ao indivíduo em questão
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