2014
DOI: 10.1007/s10803-014-2035-8
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Assessing the Utility of a Virtual Environment for Enhancing Facial Affect Recognition in Adolescents with Autism

Abstract: Teenagers with autism spectrum disorder (ASD) and age-matched controls participated in a dynamic facial affect recognition task within a virtual reality (VR) environment. Participants identified the emotion of a facial expression displayed at varied levels of intensity by a computer generated avatar. The system assessed performance (i.e., accuracy, confidence ratings, response latency, and stimulus discrimination) as well as how participants used their gaze to process facial information using an eye tracker. P… Show more

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Cited by 66 publications
(74 citation statements)
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References 32 publications
(54 reference statements)
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“…Different from the Vizard Virtual Reality Toolkit and Game Studio A6, other modeling and animation tools are needed for dynamic facial expression design and animation. In [60], the Maya tool from autodesk was used to animate the characters taken from Mixamo (http://www.mixamo.com). In this study, seven universal facial expressions were used, including "joy, surprise, contempt, sadness, fear, disgust, and angle" (page 1644) [60].…”
Section: Virtual Reality Systems/devicesmentioning
confidence: 99%
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“…Different from the Vizard Virtual Reality Toolkit and Game Studio A6, other modeling and animation tools are needed for dynamic facial expression design and animation. In [60], the Maya tool from autodesk was used to animate the characters taken from Mixamo (http://www.mixamo.com). In this study, seven universal facial expressions were used, including "joy, surprise, contempt, sadness, fear, disgust, and angle" (page 1644) [60].…”
Section: Virtual Reality Systems/devicesmentioning
confidence: 99%
“…In [60], the Maya tool from autodesk was used to animate the characters taken from Mixamo (http://www.mixamo.com). In this study, seven universal facial expressions were used, including "joy, surprise, contempt, sadness, fear, disgust, and angle" (page 1644) [60]. For each emotional expression, four emotion intensity levels were animated (low, medium, high, and extreme), which correspond to four different difficulty levels in facial expression recognition where the lower intention level the more difficult to recognize.…”
Section: Virtual Reality Systems/devicesmentioning
confidence: 99%
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“…In contrast to other recent virtual reality work examining therapeutic or educational aspects of virtual reality (e.g. Bekele et al 2014;Smith et al 2015), Kim et al (2015) examine how technological platforms may provide additional insights regarding phenotypic variation at the group or individual level. This last area, that of the exceptional monitoring and dense data collection capabilities of many technological platforms, is especially topical as it can often be overshadowed by a singular focus on therapeutic outcomes.…”
mentioning
confidence: 95%