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The problem
Many experts consider that the rate of autism has reached
epidemic proportions. In 2003, the rate in the United States
was 2 to 6 per 1,000 births according to the Center for
Disease Control and Prevention. Some estimates measure that
there are 560,000 children in the U.S. with an autism spectrum
disorder.
Research shows that children with high functioning autism
and autism spectrum disorder suffer from "mind-blindness" as
a result of selective impairment 1. Communication
is difficult because these children think in literal concepts
and have difficulty understanding non-verbal cues. Moreover,
they have difficulties with deficits of paying attention
to themselves, and their ability to simultaneously keep
track of themselves and others' attention.
This makes positive communication and social interaction virtually
impossible, preventing children from obtaining successful
interaction with the world around them.
There is virtually
a consensus among the research and healthcare communities
that we need new techniques, modalities, research and
communication between professionals, especially in the areas
of facial recognition, joint attention, the ability to interpret,
predict and participate in social behavior and communication.
Our proposed solution
Recent research suggests that children, including those with
high functioning autism and autism spectrum disorder, spend
hours gaming in a virtual 3D worlds and socializing online 2.
These online interactions — whether playing games or
chatting — allow autistic children the time to process
conversations, respond, and "track" language without
having to keep up with "real-time" language rates.
The child does not have to decode non-verbal language, such
as interpreting, predicting or knowing someone's intent
from their facial expressions, voice and body language.
We hypothesize that 3D video games provide non-threatening
tools to develop therapy systems that autistic spectrum
children can use to acquire communication and social skills
they can successfully transfer into real-life situations
requiring verbal and non-verbal communication.
We propose creating 3D social-communication simulations where
children interact with our "socially intelligent virtual
humans" who exhibit believable human behavior in both
verbal and non-verbal (e.g., gestures, facial expressions)
dimensions. The behavior is compatible with the context
at hand: virtual humans understand the meaning of a wide
range of spoken input, and produce output based on the dialog
being performed, their own personality and intent, and the
culture they are part of.
This system is an innovative approach to addressing the core
issues facing the autistic and autistic spectrum children
within a modality that is familiar and motivating to them.
A 3D interactive virtual environment provides a safe haven
for individual children to interact and experiment at a
pace they can process. The concept of an interactive and
virtual program is a groundbreaking idea with excellent
potential and in a completely controlled environment. The
program has flexibility with sets of scenarios and alternative
behaviors along with consequences.
It is also essential to teach while engaging critical learning
and meta-cognition.
The program tests levels of functioning
in all the areas of concern, scores each interaction and
tracks progress. The data collected can be invaluable to
researchers and other professionals to help determine specific
nuances that cause the greatest roadblocks for the children.
The learned skills will be cross-applied into the real world
since the interactions emulate real life experiences. The
child is the "puppet master" while interacting
with virtual characters, scenarios and experiences in the
program. The child is engaged in pre-designed and meaningful
social interaction.
The learning, games and scenarios sections
are capable of evolving problem solving from linear
to abstract. The child can receive immediate feedback with
correct and incorrect actions, reactions and/or interactions.
The program is able to expand into a multi-player capacity
in a virtual environment.
The design of this proposed system allows parents, teachers,
lay people and others to utilize this program in conjunction
with or to augment a child's treatment program, educational
curriculum and training modules, or it can be an effective
stand-alone program. It is also cost effective because it
does not require a trained mentor, an individual such as
an ABA specialist, or aide to oversee the service or training.
1 Simon Baron-Cohen, Mindblindness:
An Essay on Autism and Theory of Mind. MIT Press,
1997
2 Shaun Loeppky. "Gaming and Students with
Asperger's Syndrome." Educational Communications
and Technology
Partners
Our partner and subject-matter specialist is Dr. Diane
Sherman. We also seek partnerships with research
institutions and technology providers to supplement our
team.
» About Dr. Sherman
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