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SoCueVR: Virtual Reality Game for Social Cue Detection Training

Published: 01 July 2019 Publication History

Abstract

The ability to recognize social cues and knowing how to approach people in public is an important skill. SoCueVR is a virtual reality game, intended to teach children with autism how to detect social cues and knowing how to initiate contact with strangers. The goal of the game is to support a charity by selling pens to people walking around a mall. Only some of the virtual people are interested in buying and that can be seen in their nonverbal behavior, such as gaze and facial expression. By detecting the nonverbal cues early, the player spends more time selling and less time getting turned down. A prototype was user tested and reviewed by an expert in social training for children with autism, suggesting strong potential.

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David Givens. 1978. Greeting a stranger: Some commonly used nonverbal signals of aversiveness. Semiotica, Vol. 22, 3--4 (1978), 351--368.
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W Lewis Johnson. 2007. Serious use of a serious game for language learning. Frontiers in Artificial Intelligence and Applications, Vol. 158 (2007), 67.
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Michelle R Kandalaft, Nyaz Didehbani, Daniel C Krawczyk, Tandra T Allen, and Sandra B Chapman. 2013. Virtual reality social cognition training for young adults with high-functioning autism. Journal of Autism and Developmental Disorders, Vol. 43, 1 (2013), 34--44.
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cover image ACM Conferences
IVA '19: Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents
July 2019
282 pages
ISBN:9781450366724
DOI:10.1145/3308532
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 July 2019

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Author Tags

  1. autism
  2. social training
  3. virtual humans
  4. virtual reality

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  • Extended-abstract

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IVA '19
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IVA '19 Paper Acceptance Rate 15 of 63 submissions, 24%;
Overall Acceptance Rate 53 of 196 submissions, 27%

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  • (2023)Semi-Supervised Behavior Labeling Using Multimodal Data during Virtual Teamwork-Based Collaborative ActivitiesSensors10.3390/s2307352423:7(3524)Online publication date: 28-Mar-2023
  • (2023)A Systematic Review to Know How Interventions Realized with Immersive Virtual Reality-Based Serious Games for Individuals with Autism are EvaluatedProceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter10.1145/3605390.3605396(1-14)Online publication date: 20-Sep-2023
  • (2023)Recommendations for Developing Immersive Virtual Reality Serious Game for Autism: Insights From a Systematic Literature ReviewIEEE Access10.1109/ACCESS.2023.329688211(74898-74913)Online publication date: 2023
  • (2023)Serious Games for Children with Autism Spectrum Disorder: A Systematic Literature ReviewInternational Journal of Human–Computer Interaction10.1080/10447318.2023.219405140:14(3655-3682)Online publication date: 11-Apr-2023
  • (2022)Interaction in Social SpaceThe Handbook on Socially Interactive Agents10.1145/3563659.3563662(3-44)Online publication date: 27-Oct-2022
  • (2022)How are games for autistic children being evaluated?Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems10.1145/3554364.3559127(1-13)Online publication date: 17-Oct-2022
  • (2022)Serious Games for Autism Based on Immersive Virtual Reality: A Lens on Methodological and Technological ChallengesMethodologies and Intelligent Systems for Technology Enhanced Learning, 12th International Conference10.1007/978-3-031-20617-7_23(181-195)Online publication date: 23-Nov-2022
  • (2022)The Handbook on Socially Interactive AgentsundefinedOnline publication date: 27-Oct-2022

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