• No results found

Design of a Robot-Based Emotion-Mirroring Game to Engage Autistic Children with Emotional Expressions

N/A
N/A
Protected

Academic year: 2021

Share "Design of a Robot-Based Emotion-Mirroring Game to Engage Autistic Children with Emotional Expressions"

Copied!
3
0
0

Bezig met laden.... (Bekijk nu de volledige tekst)

Hele tekst

(1)

Design of a Robot-Based

Emotion-Mirroring Game to Engage

Autistic Children with Emotional

Expressions

Background: Autistic children often have difficulty recognising

emo-tional facial expressions of others relative to typically developing chil-dren. One possible way for children to learn to recognise facial ex-pressions may be to observe their face being imitated by another party. Game-like interactions that include imitation and mirroring can help young autistic children to attend to and “play” with emotional fa-cial expressions, as a building block in recognising those expressions and grasping emotional concepts. A social robot could be particularly useful in this regard by providing a less complex, more predictable -and potentially less threatening - way of interaction than a human.

Objectives: In a novel emotion-mirroring game, autistic children

can play with a social robot who mirrors their facial expression in real-time. This study sought to determine whether autistic children understand and enjoy playing this game with the robot.

Methods: Data collection is ongoing. One autistic child (aged 8,

male) from a regular elementary school in the Netherlands partic-ipated in this pilot study. The child played the emotion-mirroring game for 4 minutes, followed by another game for an additional 4 minutes. The emotion-mirroring game is set up as a triadic interac-tion between child, an adult, and the robot, which is the Robokind R25 humanoid robot, called “Zeno”. Computer vision is used to track the child’s facial features through a webcam, which are translated to the robot’s facial features. This game aims to gradually familiarise the child with Zeno, prepare the child to (1) pay attention to Zeno’s facial features specifically, (2) to generate facial expressions in re-sponse to Zeno, and (3) to understand the cause-and-effect nature of mirroring. To that end, the game starts with the adult and child making faces using an ordinary mirror, while Zeno is out of sight. Once the child understands the concept of a mirror, the adult intro-duces the robot to the child. Zeno mirrors the child face and the adult scaffolds cause-and-effect understanding. The game ended with the child being asked to imitate Zeno’s happy and sad facial expression.

Results: The child completed the game with ease. After playing

with the mirror and being told that “now Zeno is the mirror”, the child spontaneously started making facial expressions without being explicitly asked to do so. In the last step, Zeno asked the child to imi-tate its facial expressions. The child imiimi-tated the happy expression by opening the mouth and raising the eyebrows, but missed the smile. The sad expression was perfectly imitated by the child. Overall, the child appeared very interested in the robot, called it the “best visitor ever”, and was reluctant to leave at the end. Additionally, there was one spontaneous initiation towards the robot and two to the adult.

Conclusions: The game design appeared to have been successful in

explaining the emotion-mirroring game to the autistic child and creat-ing an enjoyable interaction. The next step is to assess the

(2)

ness of this and other similar games in teaching emotion recognition to autistic children in controlled experiments.

Figure 1: Six emotional facial expressions of Zeno that exemplify its expressive facial features.

(3)

Figure 2: Example of Zeno imitating a (typically developing) child’s facial expression in the emotion-mirroring game.

Referenties

GERELATEERDE DOCUMENTEN

For example, even though their neutrality prevents them from joining NATO, the member states of the European Union (EU) that are neutral, which are Ireland, Austria, Sweden,

Binnen deze triades kwam naar voren dat de relatie tussen de JIM en de jongeren en ouders in orde was, maar er tussen jongeren en ouders nog wel veel spanning aanwezig was, en of/

We present analysis algorithms for three objectives: expected time, long-run average, and timed (in- terval) reachability.. As the model exhibits non-determinism, we focus on maxi-

vraatschade die door zowel larven als kevers in het veld wordt toegebracht aan al deze getoetste plan- ten, duidt de afwezigheid van aantrekking door middel van geur- stoffen

Research using automatic language identification to study code-switching patterns has so far focused on assigning languages to messages or individual words (Nguyen et al., 2016)..

A similar temperature dependence of the growth rate as in the present work was also observed for AgInSbTe PCMs, where the Arrhenius dependence of viscosity was found at

Legionella growth in domestic water heating systems in South Africa.. Booysen d,∗ a Water Institute and Department of Microbiology, Stellenbosch University,

The findings of my research revealed the following four results: (1) facial expres- sions contribute to attractiveness ratings but only when considered in combination with