Reference Paper
Mimicking
Expressiveness Of Movements By Autistic Children In Game Play
Daniel Tetteroo, Azadeh Shirzad,
Mariana Serras Pereira, Matthijs Zwinderman, Duy Le, Emilia Barakova
(Digital Object Identifier 10.1109/SocialCom-PASSAT.2012.100)
Overview of the Paper
Mimicry is a very important
social phenomenon which leads to emotional convergence in human interaction.
Usually mimicry is viewed as the tendency of imitate the facial, vocal,
postural and movement expressions of the people with whom he or she is interacting.
Children with Autism Spectrum
Disorders (ASD) are thought to face difficulties when interacting with others. They
have great difficulties in performing tasks that require imitate other in group
settings. An experiment is designed in this paper to find out how the children
with ASD behave in more natural conditions, like playing game.
In this paper, the authors
designed a game setting where the children with ASD played a game against a
confederate. The confederate showed different level of expressiveness in her
movements. In the same setting, children who do not have ASD also played the
game with the same confederate.
During the game, the motion was
captured using Microsoft Kinect. After that, the expressiveness of movement for
both children with ASD, and children without ASD, was measured by human
observers and their modeled automated movement analysis system. Then they
compare the result of these two methods.
Evaluation and Validity of the Paper
From the movement data, first the
expressiveness of the participant player was measured by two human observers.
For each five second slots, the observers rated the expressiveness. Then, from
the video, their system rated the expressiveness. They use Laban Movement
Analysis (LMA) for analyzing the movement. They only use the amplitude and
acceleration of movements to analyze the expressiveness. For their game
settings, they defined the expressiveness of movements as an area of movement
per time period.
From the result obtained from human observers, there was no significant difference in expressiveness for both participant groups. But, they found some difference in result analyzed by their system.
Improvement Scopes
In their discussion, the authors
mentioned about that there were some difference in the game settings for both
groups of children. There may be a little chance for different result. Another,
improvement scope might be, to consider other part of Laban Movement Analysis
(LMA) to measure expressiveness by their system.
Further Reading
One of the
interesting articles, which are cited by this paper, is “The Chameleon Effect:
The Perception-Behavior Link and Social Interaction”, by Tanya L. Chartrand and John A.
Bargh
[2] (Digital Object Identifier: 10.1037/0022-3514.76.6.893). Chameleon
effect is non-conscious mimicry. In the
cited article, the authors presented three studies to find out chameleon
effect during conversations.
References
[1] D. Tetteroo, A. Shirzad, M. Serras
Pereira, M. Zwinderman, D. Le, E. Barakova, “Mimicking Expressiveness Of
Movements By Autistic Children In Game Play.” In: Proceedings 4th International
Conference on Social Computing (SocialCom 2012), Workshop on Wide Spectrum
Social Signal Processing, Amsterdam, Netherlands, 3-5 September, 2012
[2] T. Chartrand and J. Bargh, “The
chameleon effect: The perception–behavior link and social interaction.” Journal
of personality and social psychology, vol. 76, no. 6, p. 893, 1999.
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