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Affective Social Quest 135Figure 16.1.Elements of the Interface.2. The SystemASQ displays an animated show and offers pedagogical picture cues – theface of the plush dwarf doll, the emotion word, and the Mayer-Johnson standardicon – as well as an online guide that provides audio prompts to encourageappropriate response behavior from the child. The task was to have the systemact as an ever-patient teacher. This led to a design focused on modelingantecedent interventions used in operant behavior conditioning. In essence,ASQ represents an automated discrete trial intervention tool used in behaviormodification for teaching emotion recognition.The system has multiple possibilities for interaction. In the default case,the system starts with a video clip displaying a scene with a primary emotion(antecedent) for the child to identify and match with the appropriate doll (targetbehavior). After a short clip plays, ASQ returns to a location in the clipand freezes on the image frame that reinforces the emotion that the child isprompted to select. The child is then prompted to indicate which emotion sherecognizes in the clip, or frame - i.e., to select the appropriate doll matchingthat expression. To motivate interaction, the doll interface – the only inputdevice to the system – creates a playful interaction for the child.The practitioner can, using various windows, customize each interaction foreach child. First, the practitioner can choose which video clips the child willbe shown. These clips are arranged based on content (e.g. Cinderella), source(e.g. Animation), complexity (low-med-high difficulty of recognizing the emotion),duration (clip length), and emotion (happy, angry, sad, surprised). Practitionersmay wish to focus on only a couple emotions early on, or may wish toavoid certain types of content depending on the idiosyncrasies of a particularchild. The child’s interface screen can be configured to include one or all ofthe following picture aids: Mayer-Johnson standardized icons representing the

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