2,199 research outputs found

    A Novel Reinforcement-Based Paradigm for Children to Teach the Humanoid Kaspar Robot

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    © The Author(s) 2019. This is the final published version of an article published in Psychological Research, licensed under a Creative Commons Attri-bution 4.0 International License. Available online at: https://doi.org/10.1007/s12369-019-00607-xThis paper presents a contribution to the active field of robotics research with the aim of supporting the development of social and collaborative skills of children with Autism Spectrum Disorders (ASD). We present a novel experiment where the classical roles are reversed: in this scenario the children are the teachers providing positive or negative reinforcement to the Kaspar robot in order for the robot to learn arbitrary associations between different toy names and the locations where they are positioned. The objective of this work is to develop games which help children with ASD develop collaborative skills and also provide them tangible example to understand that sometimes learning requires several repetitions. To facilitate this game we developed a reinforcement learning algorithm enabling Kaspar to verbally convey its level of uncertainty during the learning process, so as to better inform the children interacting with Kaspar the reasons behind the successes and failures made by the robot. Overall, 30 Typically Developing (TD) children aged between 7 and 8 (19 girls, 11 boys) and 6 children with ASD performed 22 sessions (16 for TD; 6 for ASD) of the experiment in groups, and managed to teach Kaspar all associations in 2 to 7 trials. During the course of study Kaspar only made rare unexpected associations (2 perseverative errors and 1 win-shift, within a total of 272 trials), primarily due to exploratory choices, and eventually reached minimal uncertainty. Thus the robot's behavior was clear and consistent for the children, who all expressed enthusiasm in the experiment.Peer reviewe

    An application to improve emotional skills in children with Autism Spectrum Disorder

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    Dissertação de Mestrado Integrado em Engenharia de Eletrónica Industrial e ComputadoresThis dissertation 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 acts as the game controller and allows the user to interactively play the serious game. The playware object has six pressure buttons, each one showing an emoji with a specific facial expression and communicates wirelessly 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 (with 114 answers and a mean success rate of 96.2%), which was followed by a usability test of the application (serious game and playware object) with six typically developing children (with 94.4% answer accuracy). Finally, the three game activities were tested with six children with ASD in three/four sessions. Due to the small group test and the short number of sessions, the goal was to test the acceptance of the game rather than the users´ improvement in the activity. It is worth referring that both the serious game and the playware object had a high level of approval from the children and they expressed their interest during the activities. With this project it was intended to contribute to the development of pedagogical resources to be used by professionals and families in the support of children with ASD.Esta dissertação apresenta um projeto desenvolvido com o objetivo de promover capacidades emocionais em crianças com Perturbação do Espectro do Autismo. Este projeto envolve um jogo sério e um objeto playware, que é um componente físico que funciona como controlador de jogo e permite que o utilizador jogue o jogo sério de uma forma interativa. O objeto playware tem seis botões de pressão, cada um com um emoji com uma expressão facial específica, e comunica sem fios por Bluetooth com a aplicação do jogo sério instalada no dispositivo Android. As expressões faciais usadas são: felicidade, tristeza, medo, raiva, surpresa e neutro/normal. Estas foram aplicadas às três diferentes atividades de jogo (imitar, reconhecer e contar histórias). A cadeia de testes começou com um questionário online para validar os avatares criados para representar as expressões faciais previamente mencionadas no jogo (com 114 submissões e uma taxa média de sucesso de 96,2%), seguido de um teste de usabilidade da aplicação (jogo sério e objeto playware) com seis crianças tipicamente desenvolvidas (com 94,4% de respostas corretas). Por fim, as três atividades de jogo foram testadas com seis crianças com Perturbação do Espectro do Autismo durante 3 a 4 sessões. Devido à pequena dimensão do grupo de teste e ao baixo número de sessões, o objetivo foi testar a aceitação do jogo em vez da evolução das capacidades dos utilizadores na atividade. É importante referir que tanto o jogo sério como o objeto playware tiveram um alto nível de aprovação por parte das crianças que expressaram o seu interesse durante as atividades. Este projeto pretende contribuir para o desenvolvimento de recursos pedagógicos a serem usados por profissionais e famílias no apoio a crianças com Perturbação do Espectro do Autismo

    The Autism Toolbox : An Autism Resource for Scottish Schools

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    The Autism Toolbox will draw upon a range of practice experience, literature and research to offer guidance for authorities and schools providing for children and young people with Autism Spectrum Disorders (ASD)

    Sensory and physico-psychological metaphor comprehension in children with ASD. A preliminary study on the outcomes of a treatment

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    Recent research into difficulties in figurative language in children with ASD highlighted that it is possible to devise training interventions to overcome these difficulties by teaching specific strategies. This study describes how children with ASD can improve their capability to explain metaphors with a treatment. Two types of metaphors, in the “X is Y” form, were addressed: sensory and physico-psychological. To face the difficulties posed by these metaphors, the adult taught two strategies: inserting the connective “is like” between “X” and “Y”, which transforms the metaphor into a simile; comparing “X” and “Y” by means of thinking maps. Two tests of metaphor comprehension were used, one based on sensory and the other on physico-psychological metaphors. Sixteen 10 year-old children participated into the study, including an experimental group formed by 8 children with ASD (n = 4) which had received the treatment, and a control group (n = 4) which had not, and 8 typically-developing (TD) children. At the post-test, the experimental group significantly outperformed the controls in explaining both types of metaphors, but only in the sensory metaphors did their performances reach TD children’s levels. These results illuminate how clinical treatment can positively influence the developmental trajectories of metaphor comprehension

    How to Create Suitable Augmented Reality Application to Teach Social Skills for Children with ASD

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    Autism spectrum disorders (ASDs) are characterized by a reduced ability to appropriately express social greetings. Studies have indicated that individuals with ASD might not recognize the crucial nonverbal cues that usually aid social interaction. This study applied augmented reality (AR) with tabletop role-playing game (AR-RPG) to focus on the standard nonverbal social cues to teach children with ASD, how to appropriately reciprocate when they socially interact with others. The results showed that intervention system provides an AR combined with physical manipulatives and presents corresponding specific elements in an AR 3D animation with dialogue; thus, it can be used to help them increase their social interaction skills and drive their attention toward the meaning and social value of greeting behavior in specific social situations. We conclude that AR-RPG of social situations helped children with ASD recognize and better understand these situations and moderately effective in teaching the target greeting responses

    Augmentative and Alternative Communication Strategies for Students with Intellectual Disabilities

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    Teaching Delayed Gratification: Reducing Temper Tantrums of Children with Autism Spectrum Disorders after Functional Communication Training

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    This study examined the extent to which using functional communication training (FCT) in a delayed gratification context reduced temper tantrums in children with autism spectrum disorders (ASD). Three children with ASD whose mean age was 3 and a half year old participated in the study. In the first phase, a functional behavioral assessment (FBA) was conducted to identify the functions of the participants' temper tantrums. Then, a stimulus preference assessment was utilized to determine the appropriate reinforcers to be used in each treatment session. Next, a multiple baseline across participants design was used to reduce temper tantrums and increase the use of appropriate communication behaviors, i.e., FCT. Once FCT was taught, delayed gratification interventions were implemented by manipulating three conditions: (a) a fixed time delay (FD), (b) a progressive time delay with verbal praises (PDVP), and (c) a progressive time delay with visual cues (PDVC). A multiple baseline, multi-element design across participants was used to compare the three conditions and determine which was the most effective in teaching delayed gratification. The behavioral changes in participants' temper tantrums, use of alternative communicative behaviors taught by FCT, and the ability to wait were measured through direct observations by two independent observers. The results showed that the progressive time delay with visual cues (PDVC) was the most effective intervention that promoted the participants' ability to wait and decreased their temper tantrums. Based on the evaluation of the findings, implications and future research directions are discussed

    Using animated videos and prompt delay procedures to train children with autism to label situation-based emotions

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    Research has indicated that individuals with ASD have deficits in the ability to correctly identify and interpret the emotions and feelings of others. The ability to recognize the emotions of others has shown to be extremely beneficial in a number of ways. On the other hand, the inability to recognize the emotions of others has been linked to a number of negative outcomes, including inappropriate behaviors, as well as mental health, personal, social, and academic difficulties. The purpose of the current study was to extend the previous literature on effective strategies for teaching individuals with ASD to correctly label the situation-based emotions of others. Overall, the current study’s results suggest that an intervention package combining animated videos with prompt delay, error correction, and reinforcement procedures was effective in teaching participants the ability to label situation-specific emotions. Additionally, the current study’s results also supported the idea that individuals with ASD have stronger deficits in recognizing negative emotions, such as sad, mad, and afraid, as compared to positive emotions, such as happy. Future research should continue to focus on exploring the generalization and maintenance of these results

    Assistive learning technologies for learners with ADHD and ASD: – a review 2006-2016

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    This literature review was a part of a research project investigating how technologies can be utilised to support learners with developmental and attention deficit to be included in mainstream learning contexts.  The review contains research within the field of assistive learning technologies for learners with Attention Deficit Hyperactivity Disorder and Autism Spectrum Disorder from 2006 to 2016. The review is conducted, by using systematic and qualitative academically acknowledged literature search methods. Seven categories of technology-based interventions are recognised from current research, where technologies have been used to support: 1) memory disabilities and/or brain training, 2) increasing focusing attention, 3) time and task management, 4) communication, 5) reading, writing, language and literacy skills, 6) changing behaviour and 7) group work and collaboration. The results indicate that the overall findings of the rendered studies present mixed conclusions. The review calls for more research in a mainstream learning context with a universal design for learning approach

    Harnessing Technology: new modes of technology-enhanced learning: a case study series

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    This report presents the outcomes and conclusions from a series of 18 case studies exploring the innovative use of technology for learning and teaching using new modes of technology
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