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1.
Virtual reality appears to be a promising and motivating platform to safely practice and rehearse social skills for children with Autism Spectrum Disorders (ASD). However, the literature to date is subject to limitations in elucidating the effectiveness of these virtual reality interventions. This study investigated the impact of a Virtual Reality Social Cognition Training to enhance social skills in children with ASD. Thirty children between the ages of 7–16 diagnosed with ASD completed 10, 1-h sessions across 5 weeks. Three primary domains were measured pre-post: emotion recognition, social attribution, attention and executive function. Results revealed improvements on measures of emotion recognition, social attribution, and executive function of analogical reasoning. These preliminary findings suggest that the use of a virtual reality platform offers an effective treatment option for improving social impairments commonly found in ASD. 相似文献
2.
Kamran Khowaja Siti Salwah Salim 《International journal of human-computer interaction》2019,35(1):1-26
The use of serious games (SGs) to provide intervention for various skills to children with autism spectrum disorder (ASD) has increased in the recent years. However, the potential of these games has not been utilized to provide learning of vocabulary to children with ASD. In designing games for children with ASD, there is a need to consider components specifically from the perspectives of ASD and the generic components that can support from the theoretical, content, and game design aspects. In the absence of any existing framework to design games for children with ASD, this article first introduces a framework named serious game design framework (SGDF), constructed to provide support throughout the design process. This framework was constructed based on the extensive review of the literature on ASD and existing SGDFs. The article then focuses on the design and development of a SG prototype based on SGDF. An experimental evaluation prototype was conducted to examine the effectiveness using the withdrawal design of single-subject research design (SSRD) in improving the receptive identification of vocabulary items among children with autism before and after using the prototype. The receptive identification of vocabulary items is measured in terms of the number of correct responses given and the number of attempts made to identify the correct response. The pre- and post-evaluations of the SG prototype show that learning of vocabulary items among children with ASD improved after using the game and they retained items at the end of weeks 1 and 2 following the withdrawal of intervention. 相似文献
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Autism Spectrum Disorder (ASD) is comprised of a group of heterogeneous neurodevelopmental conditions, typically characterized by a triad of symptoms consisting of (1) impaired communication, (2) restricted interests, and (3) repetitive and stereotypical behavior pattern. An accurate and early diagnosis of autism can provide the basis for an appropriate educational and treatment program. In this work, we propose a computational model using a Multilayer Fuzzy Cognitive Map (hereafter referred to as MFCM) based on standardized behavioral assessments diagnosing the ASD (MFCM-ASD). The two standards used in the model are: the Autism Diagnostic Observation Schedule, Second Edition (ADOS2), and the Autism Diagnostic Interview Revised (ADIR). The MFCM’s are a soft computing technique characterized by robust properties that make it an effective technique for medical decision support systems. For the evaluation of the MFCM-ASD model, we have used real datasets of diagnosed cases, so as to compare against other method/approaches. Initial experiments demonstrated that the proposed model outperforms conventional Fuzzy Cognitive Maps (FCMs) for ASD diagnosis. Our MFCM-ASD model serves as a diagnostic tool required to support the medical decisions when determining the correct diagnosis of Autism in children with different cognitive characteristics. 相似文献
5.
Chun-Cheng Lin Hsu-Chun Yen Jen-Hui Chuang 《Journal of Visual Languages and Computing》2009,20(6):385-402
Graphs with nonuniform nodes arise naturally in many real-world applications. Although graph drawing has been a very active research in the computer science community during the past decade, most of the graph drawing algorithms developed thus far have been designed for graphs whose nodes are represented as single points. As a result, it is of importance to develop drawing methods for graphs whose nodes are of different sizes and shapes, in order to meet the need of real-world applications. To this end, a potential field approach, coupled with an idea commonly found in force-directed methods, is proposed in this paper for drawing graphs with nonuniform nodes in 2-D and 3-D. In our framework, nonuniform nodes are uniformly charged, while edges are modelled by springs. Using certain techniques developed in the field of potential-based path planning, we are able to find analytically tractable procedures for computing the repulsive force and torque of a node in the potential field induced by the remaining nodes. The crucial feature of our approach is that the rotation of every nonuniform node and the multiple edges between two nonuniform nodes are taken into account. In comparison with the existing algorithms found in the literature, our experimental results suggest this new approach to be promising, as drawings of good quality for a variety of moderate-sized graphs in 2-D and 3-D can be produced reasonably efficiently. That is, our approach is suitable for moderate-sized interactive graphs or larger-sized static graphs. Furthermore, to illustrate the usefulness of our new drawing method for graphs with zero-sized nodes, we give an application to the visualization of hierarchical clustered graphs, for which our method offers a very efficient solution. 相似文献
6.
Megan Davis Kerstin Dautenhahn Chrystopher L. Nehaniv Stuart D. Powell 《Universal Access in the Information Society》2007,6(2):145-157
Children with autism exhibit a deficit in narrative comprehension which adversely impacts upon their social world. The authors’
research agenda is to develop an interactive software system which promotes an understanding of narrative structure (and thus
the social world) while addressing the needs of individual children. This paper reports the results from a longitudinal study, focussing on ‘primitive’ elements of narrative, presented
as proto-narratives, in an interactive software game which adapts to the abilities of individual children. A correlation has
been found with a real-world narrative comprehension task, and for most children a clear distinction in their understanding
of narrative components. 相似文献
7.
Children with Autism Spectrum Disorder (ASD) tend to have an affinity for digital technologies, often preferring computer-assisted learning to human-assisted learning. Many children with ASD are also diagnosed with Intellectual Disabilities (ID), yet design studies involving children with ASD and ID are scarce. Rewards can have a positive impact on children's learning and motivation, but little is known about the nature and impact of rewards for children with ASD, and/or ID. Digital technologies are well placed to provide task-based rewards, and in combination with a better understanding of the reward preferences of children with ASD and/or ID this has significant potential to enhance learning. This paper presents two robust participatory design (PD) studies involving children with: i) ASD; ii) ID; and iii) both ASD and ID. The studies aimed to identify: i) the reward preferences of children with ASD and/or ID (RQ1) and ii) how rewards might develop throughout a task as the child progresses (RQ2). Results revealed a number of reward categories that were common to all children, as well as children's preferences for how rewards could develop as they progress through computer-based tasks, for the first time. Original implications for designing computer-based rewards embedded within digital intervention/educational technologies for children with ASD and/or ID, are discussed. 相似文献
8.
Peter Francis Sandrine Balbo Lucy Firth 《Universal Access in the Information Society》2009,8(3):123-135
People with cognitive disorders, such as autism or Asperger’s syndrome, face many barriers when being involved in the co-design
of information and communications technologies (ICT). Cognitive disorders may require that co-design techniques be modified
to fit with individual abilities. Up until recently, with technology design, purpose and use being in the hands of ‘experts’
there was little opportunity for customisation. However, ICT bring together various threads that make open many new possibilities.
Not only are technologies cheaper, more powerful and more available than ever, but now parents, support agencies and people
with autism spectrum disorders expect information technologies to be part of their worlds, and they have the capacity to participate
in co-design for customisation. However, co-design techniques have not evolved to the extent that they capture this potential
democratisation of the ICT. This paper reports on an investigation of the potential to develop a set of guidelines for co-design
techniques to enable people with autism spectrum disorders to participate in ICT design. 相似文献
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随机振动试验中存在的加速度功率谱密度带外超差问题对普遍采用的随机振动试验非常重要,本文分析了功率谱密度带外超差出现的原因、征兆、对试验产生的影响以及采取的解决措施,并且分析了常用随机振动试验和振动试验计量检定标准中对功率谱密度带外超差的规范要求.关键词随机振动,加速度功率谱密度, 相似文献
10.
Adults with autism spectrum disorders (ASD) are at risk for significant social and emotional difficulties, yet show strengths and interests in screen-based technology. Previous studies have found that screen-based social media use can enhance social functioning for adults in the general population, yet studies have not yet examined social media use among adults with ASD. The purpose of this study was to examine patterns and social–emotional correlates of social media use in a sample of 108 adults with ASD. Participants completed self-report measures of social media use, friendship quality and quantity, and loneliness. The results indicated that the majority of participants (79.6%) used social networking sites (SNS), and that the most commonly cited reason for using SNS was social connection. Adults with ASD who used SNS were more likely to have close friends, and those who used SNS for social engagement reported closer friendship relationships. However, greater offline friendship quality and quantity, not social media use, were associated with decreased loneliness in the current sample. This was the first study to explore patterns of social media use among adults with ASD, andthe findings suggest a need for further longitudinal research to examine the relations among these variables over time. 相似文献
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MIMO系统中的角度功率谱有多种分布形式,所以经典多普勒功率谱不再适用。针对常用的均匀分布、余弦分布、高斯分布和拉氏分布的入射波角度功率谱,分别推导了多谱勒功率谱解析式。通过仿真比较了不同角度功率谱下的多普勒功率谱,并分析各种参数对其的影响。这些工作对MIMO信道中频率扩散的刻画做了拓展。 相似文献
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孤独症是一种先天的大脑发育障碍性疾病, 孤独症儿童的早期评估诊断尤为重要. 脑电图(Electroencephalography, EEG)是大脑神经细胞电生理活动在大脑皮层或头皮表面的总体反映. EEG信号中包含了大量的生理与疾病信息, 可为某些脑疾病提供诊断依据. 本文按照国际10-20系统标准电极分布将全脑划分为5个脑区, 采用小波相干性算法对孤独症(Autistic spectrum disorder, ASD)儿童和正常(Typical development, TD)儿童任意两通道之间在不同节律下的连接性进行计算, 按脑区进行划分, 得到脑区内和跨脑区功能连接结果, 随后应用独立样本t检验分析和FDR (False discovery rate)多重校正方法后给出脑区内和跨脑区在不同节律下的组间差异.结果表明, ASD组相对于TD组跨脑区连接和脑区内连接普遍较弱, 除delta频段外其他频段均差异显著, 尤其是额叶与其他脑区连接. 多重校正后通道间长程连接中额叶与枕叶、中央区与枕叶在四个频段差异显著较明显, 通道间短程连接额叶在theta和alpha频段较显著, 其他频段其他脑区对比不显著. 相似文献
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Focused on inclusive public policies, the relationship between students with Autism Spectrum Disorders and mobile devices was examined for discussing the limits and possibilities of the 1:1 technological configuration for supporting educational and digital inclusion programs in the Brazilian public schools. This was a qualitative research, with exploratory and explanatory approaches. Data collection was carried out through direct observation and document analysis, interviews and focus groups. From the data collected, we could observe the flaws and the potential of the interaction of three research subjects, all attending the first years of Elementary School, with mobile devices. The laptop is not user-friendly and not easy to understand, due to the complexity of the operational system, with its multiple choices and configurations. The interaction with the tablet showed a more friendly and intuitive use, since it is used more naturally, using fingers to touch the screen. The tablet can be used anywhere and in any position, which is good for students who are hyperactive and can quality strategies for pedagogical mediations. 相似文献
14.
The interactions between rofecoxib and POPC (1-palmitoyl-2-oleoyl-sn-glycero-3-phosphocholine) bilayer were studied using all-atom molecular dynamics simulation method. Four POPC bilayer systems with different number of rofecoxib molecules were constructed to simulate different drug concentration. The free energy of rofecoxib passing across pure POPC bilayer has two minima (at z ∼1.2 nm or 1.6 nm). As for the high concentration model, the minimum of the free energy profile slightly shifts to the bilayer center. Moreover, the energy change from bulk water to POPC bilayer increases while the central barrier to cross the hydrophobic core of bilayer slightly decreases, suggesting that increasing drug concentration makes it favorable for rofecoxib to partition into the bilayer and easier to pass across bialyer center. Energy analysis show that the stabilization between the selected rofecoxib and other pre-inserted rofecoxib molecule is mainly due to van der Waals interaction energy. The predicted permeability of rofecoxib in high concentration model slightly weakens as compared with low concentration model. 相似文献
15.
Henrik Hautop Lund Martin Dam Pedersen Richard Beck 《Artificial Life and Robotics》2009,13(2):394-400
We developed a modular robotic tile and a system composed of a number of these modular robotic tiles. The system composed
of the modular robotic tiles engages the user in physical activities, e.g., physiotherapy, sports, fitness, and entertainment.
The modular robotic tiles motivate the user to perform physical activities by providing immediate feedback based upon their
physical interaction with the system. With the modular robotic tiles, the user is able to make new physical set-ups within
less than a minute. The tiles are applicable for different forms of physical activities (e.g., therapeutic rehabilitation),
and with the proper radio communication mechanism they may give unique possibilities for documentation of the physical activity
(e.g., therapeutic treatment). A major point of concern in modular robotics is the connection mechanism, so we investigated
different solutions for the connection between the modules, and outline their pros and cons for utilizing modules with different
connection mechanisms as different kinds of playware. This kind of playware is highly motivating because of its immediate
feedback and fun, interesting games.
This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January
31–February 2, 2008 相似文献
16.
Sediment Profile Images (SPIs) are widely used for benthic ecological quality assessment under various environmental stressors. The processing of the information contained in SPIs is slow and its interpretation is largely operator dependent. We report here on a new software: SpiArcBase, which allows for a semi-automatic analysis of SPIs and facilitates the interpretation of observed features. SpiArcBase enhances the objectivity of the information extracted from SPIs, especially for the assessment of the apparent Redox Potential Discontinuity (aRPD). This new software also allows the user to create and manage a database containing original SPIs and corresponding derived pieces of information. Examples of the use of SpiArcBase for SPIs collected during a case study carried out within the Rhône River Prodelta are provided. Correlations between: (1) visually and automatically assessed aRPD and Benthic Habitat Quality Index (BHQ), and (2) automatically assessed aRPD and BHQ and surface sediment organic carbon support the use of this new software. 相似文献
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The study refers to the social aspect of Autism Spectrum Disorder (ASD) and focuses on pro-social behaviour that has a positive effect on social adaptability. The first goal of the study was to determine whether there is a gap in prosocial-behaviour between children with High-Functioning ASD (HFASD) and children with typical-development; and secondly, to foster prosocial-behaviour with a computer-mediated intervention versus a non-computer-mediated intervention. The study comprises 58 preschool children, divided into three groups: HFASD experiencing a computer-mediated intervention, HFASD experiencing a non-computer-mediated intervention, and typically-developing children with no intervention. The 2-month intervention was based on the Cognitive Behavioural Therapy model, and pairs of children learned how to solve social-problems. Following preliminary screening tests (PPVT; SCQ), observations designed to evaluate prosocial-ability and Vineland questionnaires measuring prosocial-behaviour were conducted pre- and post-intervention. Pre-intervention findings indicated that children with typical-development exhibited higher prosocial-behaviour than children with HFASD. This changed however, post-intervention, as the gap between the two groups decreased. Additionally, the study found that the computer-mediated intervention group improved in some prosocial measures compared to the non-computer-mediated intervention. 相似文献
19.
基于虚拟仪器LabVIEW的脑—机接口系统 总被引:2,自引:0,他引:2
给出了基于瞬态视觉诱发电位的脑-机接口系统在LabVIEW环境下的实现方案。该方案的关键部分是视觉刺激器的设计和脑电信号的提取两部分。不同的刺激模块代表了多种可能的选择,受试者注视屏幕上其中一个目标,分析诱发电位可判别试者所注视的目标。采用累加平均和滤波的方法提高信噪比,用于提取微弱的脑电信号。该方案能有效地诱发出可识别的具有特征性的视觉诱发电位,并且通过离线的信号处理能够提取出所诱发的视觉诱发电位。 相似文献
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计算机辅助绘图远程考核系统 总被引:2,自引:0,他引:2
介绍了Windows终端服务和ActiveX Automation的具体应用——计算机辅助绘图远程考核系统,并给出了系统的原理、网络构架和功能设计。该系统能使本地或远程的用户方便地进行计算机辅助绘图技能的测试,并当场获得考核成绩。 相似文献