Game-Based Social Interaction Platform for Cognitive Assessment of Autism Using Eye Tracking

被引:10
|
作者
Chien, Yi-Ling [1 ]
Lee, Chia-Hsin [2 ]
Chiu, Yen-Nan [1 ]
Tsai, Wen-Che [1 ]
Min, Yuan-Che [2 ]
Lin, Yang-Min [2 ]
Wong, Jui-Shen [2 ]
Tseng, Yi-Li [3 ]
机构
[1] Natl Taiwan Univ Hosp, Dept Psychiat, Taipei 100229, Taiwan
[2] Fu Jen Catholic Univ, Dept Elect Engn, New Taipei City 242062, Taiwan
[3] Natl Sun Yat Sen Univ, Dept Elect Engn, Kaohsiung 804201, Taiwan
关键词
Games; Emotion recognition; Gaze tracking; Autism; Pediatrics; Face recognition; Biomarkers; Social interaction game; autism spectrum disorder; eye tracking; serious games; SPECTRUM DISORDER; CHILDREN; ATTENTION; EMOTIONS; INTERVENTION; PERCEPTION;
D O I
10.1109/TNSRE.2022.3232369
中图分类号
R318 [生物医学工程];
学科分类号
0831 ;
摘要
The design goals of recently developed serious games are to improve attention, affective recognition, and social interactions among individuals with autism. However, most previous studies on serious games used behavioral questionnaires to evaluate their effectiveness. The cognitive assessment of individuals with autism after behavioral intervention or drug treatment has become important because it provides promising biomarkers to assess improvement after cognitive intervention. In this study, we developed a game-based social interaction platform incorporating an eye-tracking system for children and preadolescents with autism. Three modules (focusing on gaze following, facial emotion recognition, and social interaction skills) are included in the platform; participants with autism learn these according to their cognitive abilities. The eye-tracking results showed decreased fixation durations when autistic children looked at positive emotional expressions and focused on multiple targets. Prolonged saccade durations and shorter fixation times for social-related facial emotion expressions were also found in preadolescents and teenagers with autism. Our findings suggest that these atypical gaze patterns are reliable biomarkers for evaluating the social and cognitive functions of autistic individuals while playing serious games. The proposed platform's game-based modules and the findings regarding aberrant gaze patterns in autistic individuals demonstrate the possibility of evaluating cognitive functions and intervention effectiveness by using eye-tracking signals in a serious game or real-life environment.
引用
收藏
页码:749 / 758
页数:10
相关论文
共 50 条
  • [31] Visual social attention in autism spectrum disorder: Insights from eye tracking studies
    Guillon, Quentin
    Hadjikhani, Nouchine
    Baduel, Sophie
    Roge, Bernadette
    NEUROSCIENCE AND BIOBEHAVIORAL REVIEWS, 2014, 42 : 279 - 297
  • [32] Investigating alterations of social interaction in psychiatric disorders with dual interactive eye tracking and virtual faces
    Timmermans, Bert
    Schilbach, Leonhard
    FRONTIERS IN HUMAN NEUROSCIENCE, 2014, 8
  • [33] Social scene perception in autism spectrum disorder: An eye-tracking and pupillometric study
    Karlsson, Morgan Frost
    Galazka, Martyna Alexandra
    Gillberg, Christopher
    Gillberg, Carina
    Miniscalco, Carmela
    Billstedt, Eva
    Hadjikhani, Nouchine
    Johnels, Jakob Asberg
    JOURNAL OF CLINICAL AND EXPERIMENTAL NEUROPSYCHOLOGY, 2019, 41 (10) : 1024 - 1032
  • [34] A Game-Based Repeated Assessment for Cognitive Monitoring: Initial Usability and Adherence Study in a Summer Camp Setting
    Flynn, Rachel M.
    Colon-Acosta, Nirmaliz
    Zhou, Jimmy
    Bower, Jeffrey
    JOURNAL OF AUTISM AND DEVELOPMENTAL DISORDERS, 2019, 49 (05) : 2003 - 2014
  • [35] Feasibility of Using Multiplayer Game-Based Dual-Task Training with Augmented Reality and Personal Health Record on Social Skills and Cognitive Function in Children with Autism
    Nekar, Daekook M.
    Kang, HyeYun
    Alao, Honnang
    Yu, JaeHo
    CHILDREN-BASEL, 2022, 9 (09):
  • [36] Game-based assessment framework for virtual reality, augmented reality and digital game-based learning
    Udeozor, Chioma
    Chan, Philippe
    Abegao, Fernando Russo
    Glassey, Jarka
    INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION, 2023, 20 (01)
  • [37] A Game-based Platform to Tackle a Public Health Problem
    Melo de Lima, Tiago Franca
    PROCEEDINGS OF THE 2018 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY COMPANION EXTENDED ABSTRACTS (CHI PLAY 2018), 2018, : 17 - 25
  • [38] A serious game-based platform for measuring treatment adherence
    Damasceno, Eduardo Filgueiras
    da Silva, Armando Paulo
    Barbosa Jr, Jose Dias
    MULTIMEDIA TOOLS AND APPLICATIONS, 2024, 83 (04) : 12017 - 12033
  • [39] Computational Thinking and Social Skills in Virtuoso: An Immersive, Digital Game-Based Learning Environment for Youth with Autism Spectrum Disorder
    Schmidt, Matthew
    Beck, Dennis
    IMMERSIVE LEARNING RESEARCH NETWORK, ILRN 2016, 2016, 621 : 113 - 121
  • [40] NATURAL INTERACTION OF GAME-BASED LEARNING FOR ELASTICITY
    Savari, Maryam
    Bin Ayub, Mohamad Nizam
    Wahab, Ainuddin Wahid Bin Abdul
    Noor, Nurul Fazmidar Mohd.
    MALAYSIAN JOURNAL OF COMPUTER SCIENCE, 2016, 29 (04) : 314 - 327