自闭症
眼动
跟踪(教育)
认知
人机交互
心理学
认知心理学
计算机科学
发展心理学
人工智能
神经科学
教育学
作者
Yi‐Ling Chien,Chia-Hsin Lee,Yen‐Nan Chiu,Wen‐Che Tsai,Yuan-Che Min,Yang-Min Lin,Jui-Shen Wong,Yi‐Li Tseng
出处
期刊:IEEE Transactions on Neural Systems and Rehabilitation Engineering
[Institute of Electrical and Electronics Engineers]
日期:2022-12-28
卷期号:31: 749-758
被引量:12
标识
DOI:10.1109/tnsre.2022.3232369
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.
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