| Literature DB >> 29419758 |
Leonardo Zapata-Fonseca1,2, Tom Froese3,4, Leonhard Schilbach5,6, Kai Vogeley7,8, Bert Timmermans9.
Abstract
Autism Spectrum Disorder (ASD) can be understood as a social interaction disorder. This makes the emerging "second-person approach" to social cognition a more promising framework for studying ASD than classical approaches focusing on mindreading capacities in detached, observer-based arrangements. According to the second-person approach, embodied, perceptual, and embedded or interactive capabilities are also required for understanding others, and these are hypothesized to be compromised in ASD. We therefore recorded the dynamics of real-time sensorimotor interaction in pairs of control participants and participants with High-Functioning Autism (HFA), using the minimalistic human-computer interface paradigm known as "perceptual crossing" (PC). We investigated whether HFA is associated with impaired detection of social contingency, i.e., a reduced sensitivity to the other's responsiveness to one's own behavior. Surprisingly, our analysis reveals that, at least under the conditions of this highly simplified, computer-mediated, embodied form of social interaction, people with HFA perform equally well as controls. This finding supports the increasing use of virtual reality interfaces for helping people with ASD to better compensate for their social disabilities. Further dynamical analyses are necessary for a better understanding of the mechanisms that are leading to the somewhat surprising results here obtained.Entities:
Keywords: autism spectrum disorder; embodied interaction; human-computer interface; intersubjectivity; sensorimotor contingencies; social interaction; virtual reality
Year: 2018 PMID: 29419758 PMCID: PMC5836005 DOI: 10.3390/bs8020022
Source DB: PubMed Journal: Behav Sci (Basel) ISSN: 2076-328X
Demographic and neuropsychological data.
| HFA N = 10 (5F/5M) | CTRL N = 10 (5F/5M) | Cohen’s | |
|---|---|---|---|
| 42.32 (9.20) | 43.00 (9.27) | ||
| 113.11 (20.13) | 109.22 (12.98) | ||
| 14.11 (9.83) | 4.44 (2.65) | ||
| 40.56 (4.45) | 15.63 (3.78) |
Mean values and the respective standard deviations; HFA = high-functioning autism group; CTRL = control group; WST = German multiple-choice verbal IQ test (“Wortschatztest”); BDI = Beck Depression Inventory (0–13: minimal; 14–19: mild 20–28: moderate; 29–63: severe depression); AQ = Autism Quotient (suggested clinical cutoff 32).
Figure 1Experimental setup. Participants are physically separated and can only interact with each other through a minimal human-computer interface. They can move a virtual avatar with their mouse cursor with one hand and with the other they can feel an all-or-nothing stimulation whenever their avatar overlaps with an object in the shared virtual space (modified from Lenay and Stewart [53]).
Figure 2Schematic illustration of the one-dimensional virtual space. (a) Participants are embodied as avatars on an invisible line that wraps around after 600 units of space (pixels) in a continuous, circular fashion. Each avatar consists of a sensor (mouse cursor) attached to a body object; (b) Unbeknownst to the players, a moving object is connected to each avatar body at a set distance of 50 units. Each participant has her own fixed object located at 150 and 450 pixels, respectively. All objects are 4 pixels wide; (c) A mutual encounter happens when participants are crossing each other, and therefore both simultaneously receive the tactile feedback.
Figure 3Distances between own and other’s avatar. The frequency distribution of the distances in pixels between the two participants’ avatars is shown. The different colors referred to the overall unconditional to clicks distances, and to those from each group at the time of clicking (4-pixel bins, as objects are 4 pixels wide).
Figure 4Box-whisker plots of the number of (a) encounters, (b) clicks, and (c) the clicks to encounters ratios. The different colors indicate the object types. Each box represents 30 observations. The middle line inside each box corresponds to the median. The whiskers are in Tukey style (outliers are 1.5 × IQR above or below from the edge of the box). The complete data per dyad/participant and condition, as well as R script, can be found at https://osf.io/h4nkr/.