This article describes how collaborative assistive technologies, housed on off-the-shelf, low-cost platforms such as the iPad, can be used to facilitate social relationships in children with autism spectrum disorder (ASD). Through an empirical study of the use of a collaborative iPad game, Zody, we explore how assistive technologies can be used to support social relationships, even without intervention from adults. We discuss how specific design choices can encourage three levels of social relationship: membership, partnership, and friendship. This work contributes to research on both assistive technologies and collaborative gaming through a framework that describes how specific in-game elements can foster social skill development for children with ASD. . 2015. Evaluating a collaborative iPad game's impact on social relationships for children with autism spectrum disorder.
MOSOCO is a mobile assistive application that uses augmented reality and the visual supports of a validated curriculum, the Social Compass, to help children with autism practice social skills in real-life situations. In this paper, we present the results of a seven-week deployment study of MOSOCO in a public school in Southern California with both students with autism and neurotypical students. The results of our study demonstrate that MOSOCO facilitates practicing and learning social skills, increases both quantity and quality of social interactions, reduces social and behavioral missteps, and enables the integration of children with autism in social groups of neurotypical children. The findings from this study reveal emergent practices of the uses of mobile assistive technologies in real-life situations.
We describe a virtual reality environment, Bob’s Fish Shop, which provides a system where users diagnosed with Autism Spectrum Disorder (ASD) can practice social interactions in a safe and controlled environment. A case study is presented which suggests such an environment can provide the opportunity for users to build the skills necessary to carry out a conversation without the fear of negative social consequences present in the physical world. Through the repetition and analysis of these virtual interactions, users can improve social and conversational understanding.
Autism is a lifelong developmental condition that affects how people perceive the world and interact with others. Challenges with typical social engagement, common in the autism experience, can have a significant negative impact on the quality of life of individuals and families living with autism. Recent advances in sensing, intelligent, and interactive technologies can enable new forms of assistive and augmentative technologies to support social interactions. However, researchers have not yet demonstrated effectiveness of these technologies in long-term real-world use. This paper presents an overview of social and sensory challenges of autism, which offer great opportunities and challenges for the design and development of assistive technologies. We review the existing work on developing wearable technologies for autism particularly to assist social interactions, analyse their potential and limitations, and discuss future research directions.
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