Page 152 - Socially Intelligent Agents Creating Relationships with Computers and Robots
P. 152

Affective Social Quest                                           135





















                                                 Figure 16.1.  Elements of the Interface.


                              2.     The System

                                ASQ displays an animated show and offers pedagogical picture cues – the
                              face of the plush dwarf doll, the emotion word, and the Mayer-Johnson stan-
                              dard icon – as well as an online guide that provides audio prompts to encourage
                              appropriate response behavior from the child. The task was to have the sys-
                              tem act as an ever-patient teacher. This led to a design focused on modeling
                              antecedent interventions used in operant behavior conditioning. In essence,
                              ASQ represents an automated discrete trial intervention tool used in behavior
                              modification for teaching emotion recognition.
                                The system has multiple possibilities for interaction. In the default case,
                              the system starts with a video clip displaying a scene with a primary emotion
                              (antecedent) for the child to identify and match with the appropriate doll (tar-
                              get behavior). After a short clip plays, ASQ returns to a location in the clip
                              and freezes on the image frame that reinforces the emotion that the child is
                              prompted to select. The child is then prompted to indicate which emotion she
                              recognizes in the clip, or frame - i.e., to select the appropriate doll matching
                              that expression. To motivate interaction, the doll interface – the only input
                              device to the system – creates a playful interaction for the child.
                                The practitioner can, using various windows, customize each interaction for
                              each child. First, the practitioner can choose which video clips the child will
                              be shown. These clips are arranged based on content (e.g. Cinderella), source
                              (e.g. Animation), complexity (low-med-high difficulty of recognizing the emo-
                              tion), duration (clip length), and emotion (happy, angry, sad, surprised). Prac-
                              titioners may wish to focus on only a couple emotions early on, or may wish to
                              avoid certain types of content depending on the idiosyncrasies of a particular
                              child. The child’s interface screen can be configured to include one or all of
                              the following picture aids: Mayer-Johnson standardized icons representing the
   147   148   149   150   151   152   153   154   155   156   157