We present the full-body interaction system Lands of Fog, a multi-user experience designed with and for children with ASD to foster social initiation and collaborative behaviors. Autism Spectrum Disorder (ASD) is a neurodevelopmental disorder which negatively impacts social communication abilities, resulting in significant problems forming and maintaining relationships with peers. Research suggests the use of Information and Communication Technologies to offer structured activities where individuals with ASD will be motivated to practice and develop these social behaviors, activities which deployed in inclusive schools could also help for social inclusion. We have completed two studies where children with ASD played with neurotypical children, one in a laboratory controlled setting and one in an inclusive elementary school. Results indicate that the system was successful in fostering motivation, socialization and collaboration. Moreover, the system was positively perceived by children and school professionals.
Despite a proliferation in digital intervention tools for autism, many studies lack comparison with standard intervention tools, and are not evaluated with objective and standardized measures. In this article, we present research on the potential of mixed reality (MR) experiences using full-body interaction to foster social initiation behaviors in children with autism while playing with a child without autism, in a face-to-face colocated configuration. The primary goal was to test whether practicing socialization in a virtual environment catered toward individuals with autism spectrum disorders (ASDs) could be a way to reduce anxiety while simultaneously forming collaborative behavioral patterns. Building on the results of a preliminary study, this second phase compares our system with a typical LEGO social intervention strategy using construction tools and toys as an aid to the psychologist, therapist, or caregiver. Results are based on four data sources: (a) video coding of the externally observed behaviors during the video-recorded play sessions, (b) log files of our system showing the events triggered and the real-time decisions taken, (c) physiologic data (heart rate variability and electrodermal activity) gathered through child-appropriate wearable, (d) and a standardized anxiety questionnaire. The results obtained show that the MR setting generated as many social initiations as the control condition, and no significant difference existed in the reported anxiety levels of the children after playing in the two conditions.
Background: Collaboration is an interpersonal process which builds upon social skills and mutual understanding. Due to characteristic social challenges, children with Autism Spectrum Disorders may benefit from structured collaborative virtual environments that offer adequate conditions to practice communication and social behaviors with other users. This paper provides an overview of methods to structure collaboration in multi-user technologies for autism.Methods: Outcomes are highlighted from two full-body interaction collaborative systems which were tested to foster social behaviors in children with ASD while playing with peers. The first system, which presented an enforced collaboration paradigm, was tested with 15 users, aged from 4 to 6, who played 4 sessions of 30 minutes each. The second system presented an encouraged collaboration paradigm tested with 10 users, aged from 10 to 14, who played 3 sessions of 15 minutes each.Results: In both settings we observed a significant increase in social and collaborative behaviors. Controlled mechanisms may have contributed to differences in game experiences between the two paradigms, including specialized game mechanics, shared goals, narrative formation, user roles, and clear visibility of others actions.
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