2016
DOI: 10.1016/j.chb.2015.09.006
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Exploring embodied social presence of youth with Autism in 3D collaborative virtual learning environment: A case study

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Cited by 37 publications
(22 citation statements)
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“…Wang, et al . () described autistic youth's embodied presence, copresence and social presence in iSocial game‐based learning activities. The findings of this study also show that autistic youth experienced embodied social presence only in some of the activities in iSocial.…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…Wang, et al . () described autistic youth's embodied presence, copresence and social presence in iSocial game‐based learning activities. The findings of this study also show that autistic youth experienced embodied social presence only in some of the activities in iSocial.…”
Section: Introductionmentioning
confidence: 99%
“…3D game-based collaborative virtual learning environments (CVLEs) are used to motivate and enrich learning across multiple disciplines (Barab, Thomas, Dodge, Carteaux, & Tuzun, 2005;Burgess, Slate, Rojas-LeBouef, & LaPrairie, 2010). The potential benefits of using a 3D gamebased CVLE to teach social competence for autistic youth include engaging distant learners in the game-based role-playing learning activities and fostering social interactions among avatarmediated learners in a simulated, curriculum-enriched environment without suffering real-world consequences and in some formats without trying the patience of their peers or teachers (Schmidt, Laffey, Schmidt, Wang, & Stichter, 2012;Standen & Brown, 2006;Wang, Laffey, Xing, Ma, & Stichter, 2016). Students with high functioning autism, are known to "have a desire to be social but do not yet have the knowledge or skills to successfully perform interactions in a complex and social environment" (DuCharme & Gullotta, 2003).…”
Section: Introductionmentioning
confidence: 99%
“…Recent interventions in VR [51][52][53] have also been used to enhance the authenticity of a simulated social environment such that it is feasible in the real world. Under social embodiment theory, Niedenthal, Barsalou, Winkielman, Krauth-Gruber and Ric [43] highlight experiential feedback, which encourages a user to experience multifaceted stimuli in different circumstances.…”
Section: Naturalistic Design Of Social Skill Trainingmentioning
confidence: 99%
“…The goal behavior should not be explicit but be provoked by external social stimuli autistic children experience in the VR. Associated with this principle, social scenarios have been broadly adopted particularly for naturalistic intervention design [51][52][53]57,58], because they encourage autistic children to enthusiastically explore an open-ended virtual world. NPCs have been implemented for (1) evoking socially-feasible issues [13], and (2) giving adaptive feedback to correct inappropriate social manners [12].…”
Section: Authentic Social Scenario Designmentioning
confidence: 99%
“…In contrast, the factor of awareness relies heavily on the users' mental perception of their surroundings and their exercise of this perception to aid their communication [5,6]. Furthermore, the factor of presence allows the users to have a sense of working at the same location [7]. The users are more inclined to interact with collocated users at a high degree of presence, rather than with remote users at a low degree of presence [8].…”
Section: Introductionmentioning
confidence: 99%