2009
DOI: 10.1007/978-3-642-02580-8_77
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An Affect-Sensitive Social Interaction Paradigm Utilizing Virtual Reality Environments for Autism Intervention

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Cited by 31 publications
(19 citation statements)
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“…Invasive techniques have not been used in the studies reviewed. They do not pose risks to users or intrude in any way [11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81…”
Section: Discussionmentioning
confidence: 99%
“…Invasive techniques have not been used in the studies reviewed. They do not pose risks to users or intrude in any way [11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81…”
Section: Discussionmentioning
confidence: 99%
“…ICTs work to penetrate the isolation of people with autism and bring them out of the "world apart" in which they live [37]. The use of these technologies has been so successful that research using ICTs has increased from one publication in 1970 to more than 38 a year at the present time [38], appearing not only in impact journals targeting the social field [39], but also in the technical field [40,41]. In addition to scientific research, there are a large number of blogs where family members post how their children interact with them.…”
Section: Introductionmentioning
confidence: 99%
“…However, most of the existing VR environments applied to assistive intervention for children with ASD are designed to build skills based on aspects of performance alone (i.e., correct or incorrect and some performance metrics), and thus may limit individualization of application as they are not capable of responding to individual gaze cues and processing patterns and solely depend on final correct or incorrect recognition of the emotion. VR systems that not only gauge performance on specified tasks but also automatically detect eye gaze or other physiological markers of engagement may hold promise for additional optimization of learning (Lahiri et al 2012; Welch et al 2009, 2010a, b). The present study is a preliminary investigation into the development and application of a VR environment capable of utilizing gaze patterns to understand how adolescents with ASD process salient social and emotional cues in faces.…”
Section: Introductionmentioning
confidence: 99%