Abstract
One of the core characteristics of Autism Spectrum Disorder (ASD) is the presence of early and persistent impairments in social-communicative skills; and among the diagnostic characterization, difficulty in recognizing faces and interpreting facial emotions have been reported at all stages of development in ASD. Till now, an overwhelming number of previous works focus on training children with ASD on emotion recognition mostly via face perception and learning. Few published works have attempted on designing assistive tools to help the population recognize the emotions expressed by each other and make the emotion labels aware among each other, which motivates our present study. Drawn from results from our previous works, in this paper, we offer a collaborative play environment to inform autistic children each other’s emotions with an aim to engage them happily and with much less stress. The emotion recognition is accomplished through a mounted motion capture camera which can capture users’ facial landmark data and generate emotion labels accordingly.
You have full access to this open access chapter, Download conference paper PDF
Similar content being viewed by others
Keywords
1 Introduction and Background
One of the core characteristics of Autism Spectrum Disorder (ASD) is the presence of early and persistent impairments in social-communicative skills (APA 2013); and among the diagnostic characterization, difficulty in recognizing faces and interpreting facial emotions have been reported at all stages of development in ASD (among many (Harms et al. 2010; Baron-Cohen et al. 1993; Gross 2004; Hobson 1986). However, these earlier works on face perception and emotion recognition functions have produced inconsistent results (Picard 2009; Peterson et al. 2015; Gross 2004; Dawson et al. 2010; Nuske et al. 2013), thus, research in this area remains inconclusive to date (Webb et al. 2016; Weigelt et al. 2013; Peterson et al. 2015). Nuske et al. urges more empirical studies to be conducted at various contexts of an “emotion communication system” (2013).
Meanwhile, despite these inconsistent and inconclusive results, in response to the population’s diminished functions in recognizing emotion, a number of computer-assisted applications have been developed to train face perception, emotion mimicking and demonstration skills (among numerous, (Harrold et al. 2014; Golan et al. 2010, Kouo and Egel 2016; Rice et al. 2015; Lacava et al. 2007; Lierheimer and Stichter 2012; McHugh et al. 2011; Hopkins et al. 2011)).
However, in our present study, instead of training autistic children emotion recognition skills, we offer a collaborative play environment to inform autistic children each other’s emotions with an aim to engage them happily and with much less stress. As Baron-Cohen put it in 1993 that a training environment “cannot expect learning to proceed smoothly or even to occur at all if the information is in a form that causes distress or is even painful” (p. 3527, (Baron-Cohen et al. 1993)). The emotion recognition is accomplished through a mounted motion capture camera, the Intel RealSenseTM which can capture users’ facial landmark data and generate emotion labels accordingly.
The organization of this paper is as follows. In Sect. 2, we provide discussions on previous works in order to position our research in the research context. In Sect. 3, the first version of the game will be presented along with a short discussion on our pilot study. Finally, we will discuss our current plan and conclude our paper in Sect. 4.
2 Related Work
2.1 Emotion Recognition Training Games for Children with ASD
According to a recent white paper, there are more than two million children with ASD in China (Colorful deer 2015). Chinese children with ASD, like their western counterpart, have difficulty experiencing emotion, and communicating with others, which have posed a serious problem for their families and the society (Cong 2010). To the best of our knowledge, there is no dedicated computerized emotion-recognition training program in China. Yet, it has been recognized that early intervention on face perception and emotion recognition skills for children with ASD is very crucial (Rehg 2011, 2013; Webb et al. 2016).
Computer-aided Learning (CAL) for autism has been heralded to offer a very consistent and predictable environment to the users (Colby 1973; Golan et al. 2007; Yamamoto and Miya 1999; Moore and Calvert 2000; Bölte et al. 2006). Hence, there does not lack of such computer assisted training and remediation environment where English remains the main communication language (Harrold et al. 2014; Golan et al. 2010; Kouo and Egel 2016; Rice et al. 2015; Lacava et al. 2007; Lierheimer and Stichter 2012; McHugh et al. 2011; Hopkins et al. 2011; Bölte et al. 2006; Golan et al. 2015). The faces used in almost all of these training applications are posed by typically developing (TD) individuals. For example, Natalie et al. developed an iPad game, CopyMe, as a serious offline single-player game for children to learn emotions through observation and mimicry (Harrold et al. 2014). In particular, a player is asked to mimic the photo expression in CopyMe (posed by TD individuals) in order to advance to the next level. In the small-scale pilot study, some individuals with ASD struggled to make expressions which is consistent to one of the core impairments the population exhibit. Hence, the validity of the training approach in CopyMe remains unknown; the authors did propose to include more player inputs to complement the insufficiency of the facial expression.
These previous studies find that computer-based intervention is more suitable than the paper-based intervention for the young children (Harrold et al. 2014), and more complex social skills including complex emotion recognition can improve with CAL approach (Golan et al. 2010; Golan and Baron-Cohen 2006; Lacava et al. 2007; Young and Posselt 2012).
2.2 Faces Posed by Children with ASD for Emotion Recognition Training Games: Current Progress
Almost all of the prior works make trainings on either animated faces or posed faces by TD individuals (Tang 2016) mainly due to the population’s persistent and noted impairments in posing recognizable facial expression (Brewer et al. 2015; Grossman et al. 2013; Weimer et al. 2001) and recognizing emotions (among many, (Baron-Cohen et al. 1993; Gross 2004; Harms et al. 2010). Some clinical, neurological and behavioral works emerged to address the issue on the emotion recognition skills on faces posed by individuals with ASD (among many, recent ones (Brewer al 2015; Capps et al. 1993; Faso et al. 2015; Stagg et al. 2014)). Some computerized approach relying on capturing facial expression posed by individual with ASD has emerged (Tang and Winoto 2017; Tang et al. 2017); our understanding on it is very limited (Tang 2016) and more works are expected which motivates our current study.
Our game is similar to that described in (Harrold et al. 2014), but ours will distribute the emotion labels through on-screen visualization to another player (see Fig. 3 on the current design). Therefore, our game could provide greater flexibility and generate less stress for children engaging in the play environment and foster more natural collaboration accordingly.
2.3 Computational Sensing Based on Facial Landmark Data for Automatic Emotion Recognition
While emotion recognition research is mature and emergingly popular thanks to the recent rekindled interest in deep learning field, however, learning emotion labels based on autistic facial data is rare (Tang et al. 2017).
According to (Rehg 2011, 2013), it is very labor-intensive to acquiring social and communication behavioral data. Computational sensing could play a key role in transforming the measurement, analysis, and understanding of such human behavior (Rehg 2011, 2013, Tang et al. 2017). In our previous study, we rely on the Microsoft Kinect motion sensor (v2) to capture autistic children’s skeleton data (Winoto et al. 2016); however, due to the interferences between multiple sensors, it is too computational costly to adopt such a system at home. Rehg pointed out that widespread availability and increasingly low cost of sensor technology makes it possible to capture a multimodal portrait of behavior through video, audio, and wearable sensing (Rehg 2011). (Tang et al. 2017) mounted a portable motion camera, the Intel RealSenseTM to learn and generate autistic children’s emotion labels during their cartoon-watching sessions. The generated emotion tags were then compared with the manually labeled ones by the special education teacher or their parents who were at present for validation purpose.
While their studies offer an early glimpse of such automatic emotion recognition via face-tracking on autistic facial landmarks (Tang et al. 2017), it is different from present study in that in our proposed game, no human intervention is needed. Instead, the game is expected to make adjustment based on autistic children’s behaviors
3 Our Game
3.1 Early Design of the Game
Our Game and Playing Rules
Our proposed game is a multiplayer feeding game, where two players need to feed some fishes in a simulated aquarium (see Fig. 1). Each player will play on a PC connected to another one through LAN. In addition, player’s information will be shown to others on the game screen (or teachers or other children in the environment) using various light colors and intensity without overstimulating autistic children (see Fig. 2). Our game is intended to help children with autism to express their own emotion or to detect other’s emotion, and can also allow people with typical development (TD) be informed of it.
Behavioral Data Collection for Game Tuning and Computational Sensing.
Our system will also record the players’ in-game action (playing) and other behavioral data (such as speech and prosody characteristics) which can be used to automatically adjust some game parameters (such as playing speed so as to maximize game playability). These behavioral data, meanwhile, can further be computed for teachers and clinical doctors to understand children’s behavioral patterns (Winoto et al. 2016; Rehg 2011, 2013; Picard 2009; Tang et al. 2017).
Pilot Testing and User Feedbacks.
The first version of the game has been tested by two adults; feedbacks were given on the user interface design aspects (Fig. 2). Figure 3 lists the new game design with a story.
A pilot study is scheduled later in the summer.
3.2 Emotion Recognition via Face-Tracking
Players’ facial expression is captured via an Intel RealSenseTM motion capture camera; computation and generation of emotion labels is then accomplished through the API provided by RealSenseTM. Four movements in the face and head areas are supported in the FaceExpression Module provided in the API: eye brow movement, mouth movement, head movement, and eye movement. For example, the “Smile Score” computed based on mouth movement data returns a value between 0 (no smile at all) to 100 respectively. The collected data include the timestamp associated with continuous micro-mouth movements (Fig. 4) when the player’s face remains in the detected area.
This computation is different from our previous work where we designed lightweight emotion-recognition algorithm to compute and generate emotion index based on Face Action Units (AUs) (Tang et al. 2017). It is unclear which approach yields to more accurate results even though assessment of such emotion labels remains to be a challenging issue (Tang 2016; Tang and Winoto 2017).
4 Discussion and Further Work
Much heterogeneity is apparent in emotion recognition and processing in ASD, more empirically studies need to be conducted. Previous attempts on computer assisted emotion recognition and face perception training applications had built upon the theory of mind (ToM) which has been empirically investigated to significantly improve the abilities in children with ASD (Weigner and Depue 2011). However, the ecological validity of such results, across population, is unknown. In this paper, stead of pursing research down this path, we offer a collaborative play environment to inform autistic children each other’s emotions with an aim to engage them happily and with much less stress. The emotion recognition is accomplished through a mounted motion capture camera which can capture autistic children’s facial landmark data and generate emotion labels accordingly.
Although the research described in this paper offers an early glimpse of one of the few earliest attempts down this path, it is our hope that the experiment and knowledge emerged from such an early attempt would help to inform remediation strategies of this kind to target emotion-related difficulties in order to help individuals with ASD to lead emotionally rich lives during their social interaction within the population and with TD individuals.
References
American Psychiatric Association: Diagnostic and Statistical Manual of mental disorders: DSM-5. Washington, DC (2013)
Baron-Cohen, S., Spitz, A., Cross, P.: Can children with autism recognize surprise? Cogn. Emot. 7, 507–516 (1993)
Bölte, S., Hubl, D., Feineis-Matthews, S., Prvulovic, D., Dierks, T., Poustka, F.: Facial affect recognition training in autism: can we animate the fusiform gyrus? Behav. Neurosci. 120(1), 211 (2006)
Brewer, R., Biotti, F., Catmur, C., Press, C., Happé, F., Cook, R., Bird, G.: Can neurotypical individuals read autistic facial expressions? Atypical production of emotional facial expressions in autism spectrum disorders. Autism Res. 9(2), 262–271 (2015)
Capps, L., Kasari, C., Yirmiya, N., Sigman, M.: Parental perception of emotional expressiveness in children with autism. J. Consult. Clin. Psychol. 61(3), 475–484 (1993)
Colby, K.M.: The rationale for computer-based treatment of language difficulties in nonspeaking autistic children. J. Autism Child. Schizophr. 3(3), 254–260 (1973)
Colorful deer Children’s behavior modification center. China’s autism education and rehabilitation industry development status report. Beijing Normal University Publishing House (2015)
Dawson, G., Webb, S.J., McPartland, J.: Understanding the nature of face processing impairment in autism: insights from behavioral and electrophysiological studies. Dev. Neuropsychol. 27(3), 403–424 (2010)
Cong, Y.: The world of children with autism: no emotional behavior rigid memory. China Youth Daily (2010)
Faso, D.J., Sasson, N.J., Pinkham, A.E: Evaluating posed and evoked facial expressions of emotion from adults with autism spectrum disorder. J. Autism Dev. Disord. 1–15 (2015)
Golan, O., LaCava, P.G., Baron-Cohen, S.: Assistive technology as an aid in reducing social impairments in autism growing up with autism: working with school-age children and Adolescents. pp. 124–142 (2007)
Golan, O., Baron-Cohen, S.: Systemizing empathy: teaching adults with Asperger syndrome or high-functioning autism to recognize complex emotions using interactive multimedia. Dev. Psychopathol. 18(02), 591–617 (2006)
Golan, O., Ashwin, E., Granader, Y., McClintock, S., Day, K., Leggett, V., Baron-Cohen, S.: Enhancing emotion recognition in children with autism spectrum conditions: an intervention using animated vehicles with real emotional faces. J. Autism Dev. Disord. 40(3), 269–279 (2010)
Golan, O., Sinai-Gavrilov, Y., Baron-Cohen, S.: The Cambridge mindreading face-voice battery for children (CAM-C): complex emotion recognition in children with and without autism spectrum conditions. Mol. Autism 6, 22 (2015)
Gross, T.: The perception of four basic emotions in human and nonhuman faces by children with autism and other developmental disabilities. J. Abnormal Child Psychol. 32(5), 469–480 (2004)
Grossman, R.B., Edelson, L.R., Tager-Flusberg, H.: Emotional facial and vocal expressions during story retelling by children and adolescents with high-functioning autism. J. Speech Lang Hear. Res. 56(3), 1035–1044 (2013)
Harrold N., Tan, C.T., Rosser, D., Leong, T.W.: CopyMe: a portable real-time feedback expression recognition game for children. In Proceedings of the CHI 2014 Extended Abstracts on Human Factors in Computing Systems (CHI EA 2014), pp. 1195–1200 (2014)
Harms, M.B., Martin, A., Wallace, G.L.: Facial emotion recognition in autism spectrum disorders: a review of behavioral and neuroimaging studies. Neuropsychol. Rev. 20(3), 290–322 (2010)
Hobson, R.P.: The autistic child’s appraisal of expressions of emotion. J. Child Psychol. Psychiatry 27, 321–342 (1986)
Hopkins, I., Gower, M., Perex, T., Smith, D., Amthor, F., Casey Wimsatt, F., Biasini, F.: Avatar assistant: improving social skills in students with an ASD through a computer-based intervention. J. Autism Dev. Disord. 41(11), 1542–1555 (2011)
Kouo, J.L., Egel, A.L.: The effectiveness of interventions in teaching emotion recognition to children with autism spectrum disorder. Rev. J. Autism Dev. Disord. 3(3), 254–265 (2016)
Lacava, P.G., Golan, O., Baron-Cohen, S., Myles, B.S.: Using assistive technology to teach emotion recognition to students with Asperger syndrome: a pilot study. Remedial Spec. Educ. 28(3), 174–181 (2007)
Lierheimer, K., Stichter, J.: Teaching facial expressions of emotion. Beyond Behav. 21(1), 20–27 (2012)
McHugh, L., Bobarnac, A., Reed, P.: Brief report: teaching situation-based emotions to children with autistic spectrum disorder. J. Autism Dev. Disord. 41, 1423–1428 (2011)
Moore, M., Calvert, S.: Brief report: vocabulary acquisition for children with autism: Teacher or computer instruction. J. Autism Dev. Disord. 30(4), 359–362 (2000)
Nuske, H.J., Vivanti, G., Dissanayake, C.: Are emotion impairments unique to, universal, or specific in autism spectrum disorder? A Comprehensive Review Cogn. Emot. 27(6), 1042–1061 (2013)
Peterson, C.C., Slaughter, V., Brownell, C.: Children with autism spectrum disorder are skilled at reading emotion body language. J. Exp. Child Psychol. 139, 35–50 (2015)
Picard, R.W.: Future affective technology for autism and emotion communication. Philos. Trans. R. Soc. B Biol. Sci. 364, 3575–3584 (2009)
Rehg, J.: Behavior imaging: using computer vision to study autism. In Proceedings of IAPR Conference on Machine Vision and Application (MVA 2011), pp. 14–21 (2011)
Rehg, J.: Behavior imaging and the study of autism. In: Proceedings of the 15th ACM on International conference on multimodal interaction (ICMI 2013), pp. 1–2 (2013)
Rice, L.M., Wall, C.A., Fogel, A., Shic, F.: Computer-assisted face processing instruction improves emotion recognition, mentalizing, and social skills in students with ASD. J. Autism Dev. Disord. 45(7), 2176–2186 (2015)
Stagg, S., Slavny, R., Hand, C., Cardoso, A., Smith, P.: Does facial expressivity count? How typically developing children respond initially to children with autism. Autism 18(6), 704–711 (2014)
Tang, T.Y.: Helping neuro-typical individuals to “Read” the emotion of children with autism spectrum disorder: an internet-of-things approach. In: Proceedings of the 15th ACM Interaction Design and Children Conference (ACM IDC 2016), pp. 666–671. ACM Press, Manchester (2016)
Tang, T.Y., Winoto, P., Chen, C.: Emotion recognition via face tracking with RealSense 3D camera for children with autism. In: Proceedings of the 16th ACM Interaction Design and Children Conference (ACM IDC 2017), pp. 533–539. ACM Press (2017)
Tang, T.Y., Winoto, P.: An Internet of Things Approach to “Read” the Emotion of Children with Autism Spectrum Disorder. John Wiley & Sons, Hoboken (2017). in Press
Webb, S.J., Neuhaus, E., Faja, S.: Face perception and learning in autism spectrum disorders. Q. J. Exp. Psychol. 70(5), 970–986 (2016)
Weigelt, S., Koldewyn, K., Kanwisher, N.: Face recognition deficits in autism spectrum disorders are both domain specific and process specific. PLoS ONE 8(9), e74541 (2013). https://doi.org/10.1371/journal.pone.007454
Weigner, P.M., Depue, R.A.: Remediation of deficits in recognition of facial emotions in children with autism spectrum disorders. Child Family Behav. Ther. 30(1), 20–31 (2011)
Weimer, A., Schatz, A., Lincoln, A., Ballantyne, A., Trauner, D.: “Motor” impairment in asperger syndrome: evidence for a deficit in proprioception. J. Dev. Behav. Pediatr. 22(2), 92–101 (2001)
Winoto, P., Chen, C.G. Tang, Y.T.: The development of a Kinect-based online socio-meter for users with social and communication skill impairments: a computational sensing approach. In: Proceedings of IEEE International Conference on Knowledge Engineering and Applications (ICKEA’2016), pp. 139–143. IEEE (2016)
Yamamoto, J., Miya, T.: Acquisition and transfer of sentence construction in autistic students: analysis by computer-based teaching. Res. Dev. Disabil. 20(5), 355–377 (1999)
Young, R.L., Posselt, M.: Using the transporters DVD as a learning tool for children with autism spectrum disorders (ASD). J. Autism Dev. Disord. 42(6), 984–991 (2012)
Acknowledgments
The authors acknowledge the financial support to this research by Wenzhou-Kean University’s Student Partnering with Faculty (SpF) Research Program (WKU201718017). Thanks also go to Carl Guanxing Chen and Alex Xi Yang for implementing the system, and their assistance during pilot testing.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this paper
Cite this paper
Winoto, P., Tang, T.Y., Qiu, X., Guan, A. (2018). Assisting, Not Training, Autistic Children to Recognize and Share Each Other’s Emotions via Automatic Face-Tracking in a Collaborative Play Environment. In: Antona, M., Stephanidis, C. (eds) Universal Access in Human-Computer Interaction. Methods, Technologies, and Users. UAHCI 2018. Lecture Notes in Computer Science(), vol 10907. Springer, Cham. https://doi.org/10.1007/978-3-319-92049-8_46
Download citation
DOI: https://doi.org/10.1007/978-3-319-92049-8_46
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-92048-1
Online ISBN: 978-3-319-92049-8
eBook Packages: Computer ScienceComputer Science (R0)