Inclusion of third-person perspective in CAVE-like immersive 3D virtual reality role-playing games for social reciprocity training of children with an autism spectrum disorder

Inclusion of third-person perspective in CAVE-like immersive 3D virtual reality role-playing games for social reciprocity training of children with an autism spectrum disorder
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将第三人称视角融入类似 CAVE 的沉浸式 3D 虚拟现实角色扮演游戏中,用于自闭症谱系障碍儿童的社交互惠训练

DOI:
10.1007/s10209-020-00724-9
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发表时间:
2020
影响因子:
2.4
通讯作者:
Chien
Chien
中科院分区:
计算机科学4区
文献类型:
--
作者:
Wei;I.;Chien

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本研究旨在提高自闭症儿童正确识别情绪的能力。我们使用第三人称视角角色扮演游戏 (TPP-RPG) 方法来教授社交技能,并帮助加深对六种基本情绪的理解。实验分为两个阶段:第一个阶段涉及传统的图卡情感识别,第二个阶段涉及受试者进入3D洞穴自动虚拟环境(CAVE)进行互动游戏。传统显卡是代表人类六种基本情感之一的静态图片,而类似CAVE的沉浸式3D角色扮演游戏的虚拟现实可以利用实际图片场景合成加上3D角色的动画来表达情感。参与的孩子们被指示用(1)三维(3D)虚拟角色动画进行角色扮演,并观察(2)两个不同的实时可切换角色扮演动画,其中自己和对方进行社交互动。这项单受试者研究基于多基线、跨受试者设计,涉及 5 周的 TPP-RPG 训练干预。从这项研究活动中,我们发现,与基线水平相比,所有三名参与者的角色扮演表现在干预阶段均大幅提高,并且在维持阶段仍显着较高。
The present study aimed to improve the ability of children with autism to recognize emotions correctly. We used our third-person perspective role-playing game (TPP-RPG) method to teach social skills and help develop an improved understanding of the six basic emotions. The experiment was divided into two phases: The first involved working with traditional figure card emotional recognition and the second involved a subject entering a 3D cave automatic virtual environment (CAVE) to engage with interactive games. While the traditional graphic card is a static picture that represents one of the six basic human emotions, the virtual reality of CAVE-like immersive 3D role-playing games enables the use of actual picture scene syntheses plus the animation of 3D characters to express emotions. The participating children were instructed to role-play with (1) three-dimensional (3D) virtual role animations and observe (2) two different real-time switchable role-play animations of themselves and their counterpart socially interacting. This single-subject study was based on multiple-baseline, across-subject design and involved 5 weeks of TPP-RPG training intervention. From this research activity, we found that the role-play performance of all three participants rose substantially during the intervention phase and remained significantly higher in the maintenance phase compared to their baseline levels.