Monitoring of Emotion to Create Adaptive Game for Children with Mild Autistic

  • P. Ravindra S. De Silva
  • Masatake Higashi
  • Stephen G. Lambacher
  • Minetada Osano
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4673)


Computer-based interactive systems and robots have become a massive technology for improving human-impaired social interaction, especially for children with autistic. Autism is a lifelong development disability, often accompanied by learning technologies. As a result, they have trouble interacting within our complex social environment and are, for the most part, unable to recognize other people’s behaviors. In this paper, we present game-based therapeutic environments for people diagnosed with a mild form of autism. The proposed interactive system traces a child’s emotion with intensity for changing a game environment for the purpose of triggering their emotions. The pedagogical agent provides therapy instruction with motivational support to children through adapting a child’s emotional behaviors.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Powell, S.: The use of computers in teaching people with autism. In: National Autistics society conference (1996)Google Scholar
  2. 2.
    Nadel, J., Guerini, C., Peze, A., Rivert, C.: The evolving nature of imitation as a format of communication. Cambridge University Press, Cambridge (1999)Google Scholar
  3. 3.
    DeGroot, D., Broekens, J.: Using negative emotions to impair game play. In: 15th Belgian-Dutch Conference on Artificial Intelligence (2003)Google Scholar
  4. 4.
    Cañamero, D.L., Fredslund, J.: I show you how i like you: Emotional human-robot interaction through facial expression and tactile stimulation. IEEE Transactions on Systems, Man, and Cybernetics, Part A, IEEE, 454–459 (2001)Google Scholar
  5. 5.
    Murray, D.: Autism and information technology: therapy with computers. Psychological Review 1, 68–90 (1993)Google Scholar
  6. 6.
    Nadel, J.: Imitation and imitation recognition:functional use in preverbal infants and nonverbal children with autism, pp. 42–62 (2002)Google Scholar
  7. 7.
    Grynszpan, O., Martin, J.C., Oudin, N.: On the annotation of gestures in multimodal autistic behaviour. In: The 5th International Workshop on Gesture and Sign Language based Human-Computer Interaction, pp. 25–33 (2003)Google Scholar
  8. 8.
    Xsens: Motion capture system.
  9. 9.
    Rabiner, L.R.: A tutorial on hidden markov models and selected applications in speech recognition. Proceedings of the IEEE, 257–286 (1989)Google Scholar
  10. 10.
    Minsky, M.: The Society of Mind. Simon & Schuster, New York (1986)Google Scholar
  11. 11.
    Silva, P.R.D., Osano, M., Marasinghe, A., Madurapperuma, A.P.: Towards recognizing emotion with affective dimensions through body gestures. In: FGR 2006, pp. 269–274. IEEE Computer Society Press, Los Alamitos (2006)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2007

Authors and Affiliations

  • P. Ravindra S. De Silva
    • 1
  • Masatake Higashi
    • 1
  • Stephen G. Lambacher
    • 2
  • Minetada Osano
    • 2
  1. 1.Computer Aided Design Laboratory-Toyota Technological Institute 
  2. 2.Software Engineering Laboratory-University of AizuJapan

Personalised recommendations