Facial Expression Wonderland (FEW) — A Novel Design Prototype of Information and Computer Technology (ICT) for Children with Autism Spectrum Disorder (ASD) Rung-Yu Tseng Ellen Yi-Luen Do College of Architecture, Georgia Institute of Technology Atlanta, GA 30303, USA +1-626-673-8985 College of Architecture & School of Interactive Computing, Georgia Institute of Technology Atlanta, GA 30332, USA +1-404-385-5041 rytseng@gatech.edu ellendo@gatech.edu Autism Spectrum Disorder (ASD) is one of the Pervasive Developmental Disorders (PDD). Significant deficits in the children with ASD include lack of social communication skills and cognitive dysfunction. There is currently no cure for autism; however, with appropriate aid, autistic children could learn progressively and maintain a good quality of life with their disorder. Therefore, the market demands Information and Computer Technology (ICT) applications to facilitate children dealing with ASD in their lifetime. Although many ICT designs have been developed and used already in early intervention and treatment, they are not common in long-term training for the children with ASD. The proposed work here presents a novel design prototype, Facial Expression Wonderland (FEW), to train the children with ASD based on the progressive levels of training under a given background context. This prototype is designed to improve the ability of the ASD children in facial expression recognition. This work also discusses how ICT can facilitate the life further for these youngsters with ASD. recognition and Theory of Mind (ToM), language delay, and rigid behaviors [3]. The result from previous behavioral experiment has shown that ASD children have no statistically significant difference in sorting upside down faces and objects [16]. Through the eye movement monitoring system, researchers also found that ASD children viewed non-feature areas more than core features when seeing faces [13]. The deficits in social communication limit the life quality of the people with ASD due to the unawareness of social cue. The shortfall in facial expression recognition is particularly a limiting factor among those social skills to interact with people. There exist some solutions to maintain their life in equal quality, nevertheless. Information and Computer Technology (ICT) is able to accomplish many tasks autonomously and efficiently. The paper of Philipp Michel initially directed and launched studies in applying ICT to ASD from a technical point of view [8]. This provides an overview of the assistive ICT for the children with ASD in different levels of technology and evidence that ICT assists people with disability, especially in ASD. ABSTRACT ICT has been used for a long time to diagnose and assess many kinds of disorders, including ASD; for instance, the Wisconsin Card Sorting Test to assess executive dysfunction [5]. Table 1 lists the advantages of ICT designs over its traditional counterpart. Clearly, ICT designs have significantly greater impact on people requiring specific needs. Since the ASD people have monotropic interest system and they prefer an environment with restricted stimuli, stable, clear-cut boundary, controllable and text-free conditions [10], the computers are suitable for people with ASD. According to the specific user preference, the advantages of ICT can meet the particular use for the children with ASD, such as the multi-prompts that allow ASD children to pay attention except the visual instruction. Categories and Subject Descriptors H5.2. Information Interfaces and Presentation (e.g., HCI): User Interfaces: Training, help, and documentation General Terms Design, Human Factors Keywords Information and Computer Technology, Autism Spectrum Disorder 1. INTRODUCTION Several studies have employed ICT to facilitate or train ASD children. In the Ph.D. dissertation by Miranda, J.C., avatars were used to provide training in the rehabilitation of ASD children [9]. The proposal focuses on developing the algorithm of face simulation and agrees that animated facial expressions are more flexible in the training session. Another facial expression recognition toolkit is ‘Let’s Face it!’, the psychological battery to teach ASD children facial recognition skills with human faces [15]. This battery has already been used in several neuroimaging studies as stimuli. The aforementioned studies suggest that ICT is an effective approach to help children with ASD. However, none Autism Spectrum Disorder (ASD) is typically characterized by the lack of social skills, cognition deficits in facial expression Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. IHI’10, November 11–12, 2010, Arlington, Virginia, USA. Copyright 2010 ACM 978-1-4503-0030-8/10/11...$10.00. 464 of these examples provides a fully training program with different levels under a background context. The goal of the proposed work is to present a more thorough and complete ICT prototype design to facilitate children with ASD using the novel computer game, Facial Expression Wonderland (FEW). Table 1. The advantages of ICT designs z z z z z z z z Higher accuracy Multi-prompts choices High endurance to perform long-period session Long term archive of data Easy to compare data among cross-groups Easy to process complicated sessions Does not require social interaction Save time and money in administration 2. PROTOTYPE ‘FEW’ is a novel design prototype of a training program for the children with ASD in facial expression recognition. The acronym FEW comes from ‘Facial Expression Wonderland’ with expectation to enhance necessary cognitive abilities in ASD children. The goal of FEW is to train children with ASD in facial expression recognition via playing game since children are generally to enjoy and concentrate more in gaming. Figure 1 pictures the elements contributed to FEW and highlights the feature of it. FEW is designed to familiarize ASD children using given facial expressions under background context. The animated characters in this game are expected to draw more attention and motivate ASD children to participate the game. In addition, the training program takes the advantage of voice prompt and instructions rather than textual message to guide them through the entire game. FEW has different training levels to drill ASD children efficiently. Once the ASD children pass a level, they proceed to the next level. Every new level increases the difficulty in addition to the previous level and requires more skills to get to the next level. Consequently, the proposed training program provides ASD children problem-solving skills, flexibility and independence. Figure 1. The elements consist of the prototype ‘Facial Expression Wonderland’, FEW. The voice instructions of FEW are different in each level and children could repeatedly listen to it by clicking the sound button. Table 2 lists the content of the voice instructions in FEW. Since children with ASD have deficits in social interaction, the voice instruction guides in a clear way to keep children involved in the game. In addition, voice prompt cues children to look at the facial expression carefully as a reminder to keep children concentrate on the game itself. Table 2. Content of the voice instructions within FEW FEW is a computer game based on the film ‘Alice In Wonderland’ by Walt Disney [1]. The target users of FEW are children with ASD from preschoolers to 4th grade students. During the first several times, ASD children should play the game with a well-trained supervisor, a therapist or parents. After becoming familiar with FEW, ASD children would be able to play the game independently. Moreover, FEW is a daily training program, which requires ASD children to participate everyday in order to improve skills necessary to function in their environment. To avoid habituation, the computer records the time that a player spends on each level in every trial and controls the run time within one hour per day. Three different training levels are embedded in the game and all participants will start the game from first level. Each training session contains six tasks in first level, one task in second and third levels, respectively. Then children move on to the next level when passing the previous level by over 90 percent of the accuracy rate. Once failed in lower level, children restart the game from the same level till the level is cleared. 465 Onset Content of Voice Instruction Beginning of the game Welcome, please choose the character you would like to use in the game Beginning of the game Please choose the story you would like to experience this time Level 1, 2, 3 Please look at his/her face carefully Level 1 Please choose the facial expression different from/the same with the one on his/her face Level 2 Please click on the picture of food made you have the same facial expression with him/her Level 3 Please click the correspondent facial expression from the pool below and put them into the cell either the same or different facial expressions. The buttons for “voice instruction” and “return to last page” appear on the top of the screen during the whole training session (refer to Figure 2). Children are allowed to repeatedly listen to instructions and freely return to the previous step. 2.2 The Second Level in FEW The second training level is implemented based on ASD children’s preference in daily life. The item of preference here targets a variety of food. Generally, food is used in almost every behavioral study as a reward, and researchers usually use food in the experiment to encourage and get children participants involved [2]. However, in case that the children have specific taste in food, a list of food items is prepared for parents or caregivers in order to use proper food items for each participant accordingly. Figure 2. The first level of FEW trains the basic ability for facial expression recognition. 2.1 The First Level in FEW Prior to starting the game, ASD children choose a character from the story and a background story associated with the character. There are four background stories available and each corresponds to a different game set. After making the decision, the game will begin immediately. The first level is designed to train basic abilities for facial expression recognition; this level contains two sub-levels. Figure 2 shows the serial scenes from one of the firstlevel training modes. The top picture shows the target of this task, a facial expression of Cheshire cat, followed below by a pool of various expressions in the middle. The only possible answer is shuffled in the pool. When the bottom picture appears, the participants need to follow voice instructions to choose their answer. The objectives in this level are to recognize the SAME and to distinguish the DIFFERENT facial expressions, respectively. FEW tests if these two abilities are the same degree of malfunction in ASD children. During the six tasks in this level, the software randomly presents three tasks to detect the same expressions and three to distinguish the different expressions. Voice instruction in addition guides ASD children to choose Figure 3. The second level of FEW chooses the food in a five by five checkerboard depend on the given facial expression. In this level, the screen displays a five by five checkerboard with pictures of different kinds of food in the cells as shown in Figure 3. ASD children then are asked to put check marks on the pictures within the checkerboard that would correspond to a given facial expression. For instance, if there is a ‘disgusting’ facial expression, then the participants need to pick the food that would 466 make them feel the same way. In the example of Figure 3, the facial expression implies that the checked food should keep the ASD children happy. To pass this level, children also are expected to apply the ability into their real life in addition to differentiate various facial expressions which is already welltrained from the previous level. That is, children have to connect their preference in food to make the choice to complete this level. This level trains ASD children gradually to understand how to represent mental status of others and this is exactly what the researchers called ‘Theory of Mind’. The clip provides children a background to realize why the characters in the picture have different moods in response to the changing situation. 3. DISCUSSION FEW, ineluctably, might still have several limitations that need to be addressed when applying to the children in reality. One is the appropriateness of the selection of facial expression and background context. The facial expression in Psychology usually uses a set of module: Facial Action Coding System (FACS) developed by Dr. Paul Ekman [12]. The cartoon expression in FEW might encounter problem to define the baseline of the emotion in testing. In addition, the real emotions of people are sometimes confusing even to the ordinary observers. Therefore, there should be a proper selection of the emotions to be used in FEW. The increase in difficulty between each level could also be an issue unless it is verified with real experiment. Another question would be that if the ASD children could make correct eye-gaze on the picture to detect the change of facial expression. This could be solved by adding the device ‘Eye Tracker’ during the game. 2.3 The Third Level in FEW Before entering the last level of FEW, it requires children to watch a two to three minutes animation clip based on the background context chosen in the beginning of the game. After experiencing the story with character, children are ready to start the third level. This level is more complicated than the previous parts. The objective of this level is to recognize the shift of facial expressions through changing the story line. As seen in Figure 4, the screen serially displays two pictures from the clip that children just watched. These two pictures are related to each other so that the ASD children have to detect the changes of the character’s facial expression in the pictures. Next, the children need to pair up the appropriate facial expression from the pool of pictures below to fit the facial expression in the picture. Despite the concerns mentioned above, FEW demonstrates a novel approach to train ASD children via computer. ‘Play’ is the most basic component in children’s life and FEW is just the playable training toolkit for children. This feature of different levels in FEW is suitable for ASD children who are individually different from one another since the disorder is a wide spectrum. By the background context in FEW, this program would be advanced the ecological validity to mimic part of real interaction and reflect the training effect into daily life. Also, the second level of FEW connects training session with the participants using personalized food list; individual difference is, again, adjusted here. This pilot ICT design specifically for children with ASD opens a window to both the designers and caregivers to facilitate the life of ASD children, requiring a great amount of efforts and development to deliver to those children. In the future, FEW is anticipated to improve ASD children’s abilities in facial expression recognition and ToM. 4. CONCLUSION AND FUTURE WORK The prototype ‘FEW’ presented in this paper is designed to mend the deficits of ASD children in facial expression recognition and ToM. It employed animation as background context to set up the frame of the game. The nonverbal elements motivate children with ASD to stay involved in the game [11]. This novel design prototype is an initial idea to expand the applications of ICT designs for the ASD children in long-term training. The real effect of FEW is not yet estimated and is to be validated in the future. While researchers and designers are trying to create more ICT facilities for the children with ASD, it is important to pay Figure 4. The last level of FEW pairs the appropriate facial expression under different contexts. To complete this training level, ASD children have to possess the abilities of facial expression recognition and ToM. For instance, Alice fell into the hole of tree with a scared look but when she saw a white rabbit ran in front her, she forgot the fear and suddenly became curious about what the rabbit was going to do. 467 [3] Diagnostic and Statistical Manual of Mental Disorders : DSM-IV (4th ed.). American Psychiatric Association, Washington, DC, USA, 1994. attention to the issues of increasing overloaded difficulty during the use by the ASD children. Additionally, since ASD includes a wide spectrum of symptoms, researchers and designers should consider the individual life style of the children with ASD into their design. It might still be difficult to create a design to apply to all children with ASD. As a designer of the proposed training prototype, some degree of flexibility can be further implemented such as making the designs more personalized. Meanwhile, designers and researchers need to have more knowledge about the ASD children’s life and the disorder itself. There should be an awareness that they are working with the real people of high specialty and this would help create the facilities more applicable for the use of the children with ASD [7]. [4] Hardy, C., Ogden, J., Newman, J. and Cooper, S. Autism and ICT. David Fulton Publisher Ltd, London, UK, 2002. [5] Harris, M.E. Wisconsin Card Sorting Test: Computer Version 1.0. Psychological Assessment Resource, Odessa, FL, USA, 1990. [6] Ijichi, S. and Ijichi, N. Computerized Lifelong Mentoring Support Using Robot for Autistic Individuals. Med Hypotheses 68, (2007), 493-498. [7] Kientz, J.A. and Abowd, G.D. When the Designer Becomes the User: Designing a System for Therapists by Becoming a Therapist. Ext. Abstracts CHI 2008, ACM Press (2008), 2071-2078. This work manifests how ICT is able to help ASD children in many aspects. However, ICT itself is just a tool; the important thing is to use the tool effectively about the different symptoms of ASD children. In an experiment of the robotic dog, AIBO, the researchers suggest that the reason might be because AIBO is similar to much of nature so ASD children interact more with AIBO [14]. Does this imply that children with ASD have a desire to interact with outer world as well? ICT should provide the channel to connect children with ASD and the environment outside. Dr. Ijichi came up with an interesting idea, ‘Jiminy Cricket’, for ASD children with lifelong mentor [6]. Although it is an initial idea, it addresses an important issue that there should be some solutions to serve the children with ASD throughout their life since ASD is currently not curable. It would be the responsibility of all researchers and designers to find out how ICT could do more for the future of children with ASD. [8] Michel, P. The Use of Technology in the Study, Diagnosis, and Treatment of Autism (2004). http://www.cs.cmu.edu/~pmichel/publications/AutismTechn ology.pdf [9] Miranda, J.C. Interaction Between Virtual Characters and Humans or Others Avatars in Rehabilitation Domain. Ph.D. Dissertation Proposal, The Faculty of Engineering of the University of Porto, Proto, Portugal, 2008. DOI= http://paginas.fe.up.pt/~aas/pub/Aulas/PI/Avaliacao/Ano07_ 08/JoseCarlosMiranda.pdf [10] Murray, D.K.C. Autism and Information Technology: Therapy with Computers. In S. Powell and R. Jordan (Ed.), Autism and Learning (pp. 100-117). David Fulton Publishers Ltd, London, UK, 1997. [11] Ozonoff, S. Reliability and Validity of the Wisconsin Card Sorting Test in Studies of Autism. Neuropsychlogy 9, 4 (1995), 491-500. In the guidebook, Autism and ICT [4], the authors refer the ‘C’ as ‘Communication’ but not ‘Computer’. The methods mentioned in the book are still expected to perform via computer, however. This idea comes from the interviews with people around ASD children, parents, caregivers, teachers and etc. All of these people refer the word ‘computer’ as a positive feeling and pleasure. They all agree that computers can greatly alter the world of the children with ASD. In addition, they all believe children with ASD love computer! The discussion of the relationship between ASD and ICT then must not be a closure here. There will be more and more ICT designed specifically for ASD children because ICT can truly complete the real life for children with ASD. [12] Paul Ekman. Facial Action Coding System (FACS). 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