Abstract
This chapter describes an interactive computer system — Affective Social Quest — aimed at helping autistic children learn how to recognize emotional expressions. The system illustrates emotional situations and then cues the child to select which stuffed “dwarf” doll most closely matches the portrayed emotion. The dwarfs provide a wireless, playful haptic interface that can also be used by multiple players. The chapter summarizes the system design, discusses its use in behavioral modification intervention therapy, and presents evaluations of its use by six children and their practitioners.
MIT Media Laboratory
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References
K. Blocher. Affective social quest: Teaching emotion recognition with interactive media and wireless expressive toys. SM Thesis, MIT, 1999.
P. Eckman. An argument for basic emotions. Cognition and Emotion, 6, 1992.
R. Picard. Affective Computing. MIT Press, Cambridge, MA, 1997.
M. Sigman and L. Capps. Children with Autism: A Developmental Perspective. Harvard Press, Cambridge, MA, 1997.
R. Tuchman. Personal communication. Conversation while conducting experiments at Dan Marino Center in September 1999, 1999.
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© 2002 Kluwer Academic Publishers
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Blocher, K., Picard, R.W. (2002). Affective Social Quest. In: Dautenhahn, K., Bond, A., Cañamero, L., Edmonds, B. (eds) Socially Intelligent Agents. Multiagent Systems, Artificial Societies, and Simulated Organizations, vol 3. Springer, Boston, MA. https://doi.org/10.1007/0-306-47373-9_16
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DOI: https://doi.org/10.1007/0-306-47373-9_16
Publisher Name: Springer, Boston, MA
Print ISBN: 978-1-4020-7057-0
Online ISBN: 978-0-306-47373-9
eBook Packages: Springer Book Archive