Mixed Reality, Full-Body Interactive Experience to Encourage Social Initiation for Autism: Comparison with a Control Nondigital Intervention.
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 int...
| Publicado en: | CyberPsychology, Behavior & Social Networking Vol. 23; no. 1; pp. 5 - 10 |
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| Autores principales: | , , , |
| Formato: | Journal Article |
| Publicado: |
Mary Ann Liebert, Inc.
Jan2020
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=141377330&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 141377330 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 21522715 BABN jtl: CyberPsychology, Behavior & Social Networking issn: 21522715 maglogo: N pubinfo: dt: Jan2020 vid: 23 iid: 1 pid: 1365 pub: Mary Ann Liebert, Inc. place: New Rochelle, New York artinfo: ui: 141377330 10.1089/cyber.2019.0115 141377330 ppf: 5 ppct: 5 formats: tig: atl: Mixed Reality, Full-Body Interactive Experience to Encourage Social Initiation for Autism: Comparison with a Control Nondigital Intervention. aug: au: Crowell, Ciera Sayis, Batuhan Benitez, Juan Pedro Pares, Narcis affil: Department of Information and Communication Technologies, University Pompeu Fabra, Barcelona, Spain. sug: ab: 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. pubtype: Academic Journal doctype: Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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