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Exploring the Use of Virtual Characters (Avatars), Live Animation, and Augmented Reality to Teach Social Skills to Individuals with Autism

Ryan O. Kellems, Cade Charlton, Kjartan Skogly Kversøy, Miklós Győri
2020 Multimodal Technologies and Interaction  
The use of multi-modal technologies shows promise in the teaching a variety of skills to individuals with disabilities. iAnimate Live is a project that makes virtual environments, virtual characters (avatars  ...  After reviewing the relevant research on using virtual environments virtual characters (avatars) and animation for social skills instruction, this article describes current experimental applications exploring  ...  Acknowledgments: The authors would like to thanks Bruna Gonçalves for her assistance. Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/mti4030048 fatcat:rgyqqsoqebantlyrwyajvbcjkm

Machine Learning and Virtual Reality on Body Movements' Behaviors to Classify Children with Autism Spectrum Disorder

Mariano Alcañiz Alcañiz Raya, Javier Marín-Morales, Maria Eleonora Minissi, Gonzalo Teruel Teruel Garcia, Luis Abad, Irene Alice Chicchi Chicchi Giglioli
2020 Journal of Clinical Medicine  
In this experiment, 24 children with ASD and 25 children with typical neurodevelopment participated in a multimodal virtual reality experience, and changes in their body movements were tracked by a depth  ...  could be useful in discriminating ASD children from children with typical neurodevelopment.  ...  Acknowledgments: We thank Zayda Ferrer Lluch for the development of virtual reality environments. Conflicts of Interest: The authors declare no conflict of interest.  ... 
doi:10.3390/jcm9051260 pmid:32357517 pmcid:PMC7287942 fatcat:rpabwcuxibdhjlfqalhmt7s6oa

Multimodal Metaphors for Edutainment in E-Learning Interfaces: A Usability Evaluation of Learnability and Experienced User Performance

Mutlaq B. Alotaibi
2014 Journal of Software  
This paper aimed to comparatively analyze two methods of Electronic Learning (E-learning), in which avatars were utilized as virtual lecturers, with a particular focus on measuring learnability and Experienced  ...  Emphasis was placed on the significance of multimodal interaction metaphors, as a means of improving learning skills.  ...  This study could also be expanded for children, in order to investigate the effect of multimodal edutainment techniques on learning outcomes in younger learners (such as primary school students).  ... 
doi:10.4304/jsw.9.6.1412-1422 fatcat:3yq32uzbprc5fmvmx2db6kkb6i

Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents

Yao Du, Thomas D. Grace, Krithika Jagannath, Katie Salen-Tekinbas
2021 Multimodal Technologies and Interaction  
However, features of these games, such as communication and parental controls, are often misaligned with the ways in which children develop communication and social skills.  ...  of social communication and play experience in virtual worlds.  ...  Acknowledgments: We would like to acknowledge Sruthi Vidya Ramabadran for help with the visual design and Keri Isara, Andre Adame, and Christie Abel for their generous feedback.  ... 
doi:10.3390/mti5050027 fatcat:tjzwy3kcb5by3brdlwdsrcubry

Real-time adaptive behaviors in multimodal human-avatar interactions

Hui Zhang, Damian Fricker, Thomas G. Smith, Chen Yu
2010 International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction on - ICMI-MLMI '10  
In light of this, we propose and implement a research framework in which human participants interact with a virtual agent in a virtual environment.  ...  An experiment is designed and conducted to investigate adaptive user behaviors in a human-agent joint attention task.  ...  Figure 1 : 1 Overview of our research platform to investigate multimodal human-avatar interactions. A real person and a virtual human interact with each other in a virtual environment.  ... 
doi:10.1145/1891903.1891909 dblp:conf/icmi/ZhangFSY10 fatcat:awvgmh7cgvb3ti5hlv2d6z6p6a

3D virtual worlds as environments for literacy learning

Guy Merchant
2010 Educational Research  
The case study material includes views from a number of perspectives including classroom observations, chatlogs, in-world avatar interviews with teachers and also pupils, as well as the author"s field  ...  worlds offer a range of opportunities for children to use digital literacies in school, and suggest one way in which we might explore changing literacy practices in a playful, yet meaningful context.  ...  Between May and July 2008, I conducted one-to-one avatar interviews with five of the project teachers in the virtual world and distributed a short evaluative questionnaire to all ten (seven were returned  ... 
doi:10.1080/00131881.2010.482739 fatcat:3rfeztqonbbknig7flmufeiufe

Behavior and usability analysis for multimodal user interfaces

Hamdi Dibeklioğlu, Elif Surer, Albert Ali Salah, Thierry Dutoit
2021 Journal on Multimodal User Interfaces  
Multimodal interfaces offer ever-changing tasks and challenges for designers to accommodate newer technologies, and as these technologies become more accessible, newer application scenarios emerge.  ...  Research in multimodal analysis brings together people with diverse skills and specializations on the integration of tools in different modalities, to collect and annotate data, and to exchange ideas and  ...  This study aims to bring the lessons learned further to design robots and avatar assistants for children with special needs.  ... 
doi:10.1007/s12193-021-00372-0 fatcat:pappj7oc7jfsxcy5mrqg3mnj2e

Application of Supervised Machine Learning for Behavioral Biomarkers of Autism Spectrum Disorder Based on Electrodermal Activity and Virtual Reality

Mariano Alcañiz Raya, Irene Alice Chicchi Giglioli, Javier Marín-Morales, Juan L. Higuera-Trujillo, Elena Olmos, Maria E. Minissi, Gonzalo Teruel Garcia, Marian Sirera, Luis Abad
2020 Frontiers in Human Neuroscience  
Two experiments investigated whether sensory processing can discriminate between ASD and typical development (TD) populations using electrodermal activity (EDA) in two multimodal virtual environments (  ...  In the first experiment, 24 children with ASD diagnosis and 30 TDs participated in both virtual experiences, and changes in EDA have been recorded before and during the presentation of visual, auditive  ...  ACKNOWLEDGMENTS We thank Zayda Ferrer Lluch for the development of virtual reality environments.  ... 
doi:10.3389/fnhum.2020.00090 pmid:32317949 pmcid:PMC7146061 fatcat:gxp5udnhnfaxhnsztqg722nl34

An Approach to the Design of Socially Acceptable Robots for Children with Autism Spectrum Disorders

Karla Conn Welch, Uttama Lahiri, Zachary Warren, Nilanjan Sarkar
2010 International Journal of Social Robotics  
As a first step, this work investigates social design of virtual robots for children with ASD. In this paper we describe the design of a virtual environment system for social interaction (VESSI).  ...  Investigation into technology-assisted intervention for children with autism spectrum disorders (ASD) has gained momentum in recent years.  ...  The authors also thank Ann Conn and Kathy Welch for proofing this manuscript, Danny May for assistance in the recruitment of individuals for the voices of the virtual social robots, and the parents and  ... 
doi:10.1007/s12369-010-0063-x fatcat:jyrumisa4jgpzlmhtk4o5iieuy

Learning and Building Together in an Immersive Virtual World

Maria Roussos, Andrew Johnson, Thomas Moher, Jason Leigh, Christina Vasilakis, Craig Barnes
1999 Presence - Teleoperators and Virtual Environments  
This paper describes the design, evaluation, and lessons learned from a project involving the implementation of an immersive virtual environment for children called NICE (Narrative-based, Immersive, Constructionist  ...  Based on our experiences with a broad range of users, the paper discusses both the successes and limitations of NICE and concludes with recommendations for research directions in the application of immersive  ...  The continuation of this research is funded by a NSF Learning and Intelligent Systems grant, investigating how VR can be used to help teach concepts that are counterintuitive given the learner's current  ... 
doi:10.1162/105474699566215 fatcat:gphsx7can5chpi4av6kddbjdmm

Development and evaluation of an augmented reality education program for pediatric research

Alan R Tait, Lisa Connally, Aalap Doshi, Anita Johnson, Abbey Skrzpek, Mashala Grimes, Asif Becher, Jae Eun Choi, Monica Weber
2020 Journal of Clinical and Translational Research  
Children were interviewed to assess their understanding of the material before (pre-test) and after (post-test) receiving either of the randomized interventions.  ...  Results demonstrated the importance of providing children and parents with information in an easy to read and visually compelling manner.  ...  Multimodal interactive programs appear to be particularly beneficial for children and for adults with low literacy and numeracy abilities.  ... 
pmid:32617424 pmcid:PMC7326265 fatcat:m35td4w4z5eb7mz5dxmgqmmfae

Enhancing Motivation Using Virtual Reality for Kindergarten Children

rabab abdu
2020 International Journal of Instructional Technology and Educational Studies  
The current Study aims to investigate the extent of the effect of virtual reality activities on the motivation of kindergarten children.  ...  The sample consisted of 20 kindergarten children who were studied in the summer of 2019, and the research tools consisted of a skills card for virtual reality activities represented in teaching children  ...  Structured methods are surveys, interviews, questionnaires, and devices, while visual methods are observation, camera use, children's drawings, and avatars.  ... 
doi:10.21608/ihites.2020.42579.1033 fatcat:qzglvxjnvzc4vknaepwfoqndna

Effective Learning Design of Game-Based 3D Virtual Language Learning Environments for Special Education Students

Yu-Ju Lan, Indy Y. T. Hsiao, Mei-Feng Shih
2018 Educational Technology & Society  
The collected data included in-class observation, video clips of learning process, and post-study interviews with the four disabled children.  ...  Through a two-cycle investigation, this research proposed six categories of Human-computer interface (HCI) design principles for using virtual worlds to enhance special education students' Mandarin learning  ...  Acknowledgments We would like to thank two anonymous reviewers and editors for their valuable comments and suggestions for improving this article.  ... 
dblp:journals/ets/LanHS18 fatcat:hiqbsa2uinewzaq7aelgmbpnrm

The Presentation of Avatars in Second Life: Self and Interaction in Social Virtual Spaces

Simon Gottschalk
2010 Symbolic interaction  
Accordingly, social virtual spaces such as Second Life offer sociologists unique opportunities for research, education, intervention, and hence the development of a virtual imagination.  ...  What do interactions in virtual spaces suggest about everyday life in the digital age? How do interactions in virtual spaces shape everyday life in the digital age?  ...  Better yet, one can always collaborate with informants on building virtual settings for conducting interviews, focus groups, and other research activities.  ... 
doi:10.1525/si.2010.33.4.501 fatcat:54p3metz7rfy3nlqecba3rpl34

Games and Immersive Participatory Simulations for Science Education: An Emerging Type of Curricula

Sasha Barab, Chris Dede
2007 Journal of Science Education and Technology  
Students are positioned as environmental scientists who are charged with interviewing non-player characters and collecting data to investigate the water quality problem.  ...  Rather than designing a world explicitly to support science learning, these investigators leveraged an existing environment, injecting a virtual disease that affected student-created avatars.  ... 
doi:10.1007/s10956-007-9043-9 fatcat:dochjddfwjcffh6cuylz2ld2xi
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