2019
DOI: 10.1155/2019/4384896
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ALTRIRAS: A Computer Game for Training Children with Autism Spectrum Disorder in the Recognition of Basic Emotions

Abstract: This paper presents a computer game developed to assist children with Autism Spectrum Disorder (ASD) to recognize facial expressions associated with the four basic emotions: joy, sadness, anger, and surprise. This game named ALTRIRAS is a role-playing game (RPG), a kind of game pointed out by the literature as the most suitable for these children for being more social than competitive. It has recreational settings built with 2D graphic interface to keep the children’s attention and an access control and a regi… Show more

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Cited by 37 publications
(24 citation statements)
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“…Finally, Caria et al [22] worked with children with ASD between 16 and 22 years old, and Almeida et al [51] worked with 40 children between 3 and 13 using the “System Usability Scale” (SUS) to evaluate the usability of their applications.…”
Section: Resultsmentioning
confidence: 99%
“…Finally, Caria et al [22] worked with children with ASD between 16 and 22 years old, and Almeida et al [51] worked with 40 children between 3 and 13 using the “System Usability Scale” (SUS) to evaluate the usability of their applications.…”
Section: Resultsmentioning
confidence: 99%
“…Research has observed that much like their typically developing peers, children with autism often enjoy playing computer games during their spare time [70,71]. This has been echoed in the reported effectiveness of serious game interventions used to improve sensory integration [72], social communication [73], emotional recognition [74] and auditory hypersensitivity [32,51]. By integrating therapy frameworks into computer game mechanics it is possible to motivate participants to engage with the intervention repeatedly over time.…”
Section: Discussionmentioning
confidence: 99%
“…By definition, SGs are software developed based on the principles of interactive game design to deliver educational, training, or therapy content, with positive effects empirically proven on users. SGs differ from traditional games used for other purposes than entertainment in that they have positive effects on the user, reducing the cost and time required by the therapist or educator, and increasing the target audience's acceptance [23].…”
Section: Socially Assistive Robot (Sar) and Serious Games (Sg)mentioning
confidence: 99%