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134                                            Socially Intelligent Agents

                               Affective Social Quest (ASQ) (figure 16.1) consists of a computer, custom
                             software, and toy-like objects through which the child communicates to the
                             computer. The system synthesizes interactive social situations in order to pro-
                             mote the recognition of affective information. This system will not tire because
                             of impatience and can be a safe place for the child to explore. The goal of ASQ
                             is to provide an engaging environment to help children – specifically autistic
                             children – learn to recognize social displays of affect.
                               ASQ is an example of affective computing, research aimed at giving com-
                             puters skills of emotional intelligence, including the ability to recognize and
                             respond intelligently to emotion [3]. A computer can be taught to recognize
                             aspects of emotion expression, such as facial movements indicative of a smile,
                             and can prompt people for information related to human emotional state. How-
                             ever, computers are limited in their ability to recognize naturally occurring
                             emotions; they can not easily generalize patterns from one situation to the next,
                             nor do they understand the emotional significance associated with emotion ex-
                             pression. We recognize that some of the problems we face in trying to give
                             computers emotion recognition abilities are similar to those therapists face in
                             trying to help autistic children. We expect that progress in either of these areas
                             will help inform progress in the other.
                               Six emotions that show up universally with characteristic facial expressions
                             are: happiness, sadness, anger, fear, surprise, and disgust [2]. ASQ uses four
                             of these: happiness, sadness, anger, and surprise, potentially displaying the
                             emotion word, icon, doll face and representative video clips. The aim is to offer
                             the child multiple representations for an emotion, to help him or her generalize
                             many ways that one emotion may be displayed.
                               Different approaches for behavior intervention are available for autistic chil-
                             dren. Many programs use emotion words and icon representations, showing
                             children photographs of people exhibiting emotional expressions. However,
                             systematic observations or experimental investigations of specific social behav-
                             iors are few ([1], [5], [4]). Many children with autism are drawn to computers,
                             and can become engaged with off-the-shelf software. Most software appli-
                             cations for autistics focus on verbal development, object matching, or event
                             sequencing. Laurette software is designed for autistic children to solve ‘what
                             if’ scenarios and help them decide what the next action in a sequence could
                             be. Mayer-Johnson has a "board maker" software tool that combines words
                             with its standardized icons (Picture Communication Symbols (PCS)), to help
                             children communicate through pictures (http://www.mayerjohnson.com/).
                               The ASQ system builds on the strengths of autistic children’s visual systems
                             through use of video. Additionally, it incorporates characteristics of the inter-
                             vention methods listed earlier. The potential for using affective computing and
                             physical interfaces in therapy forms the heart of this work.
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