| Literature DB >> 34960514 |
João Antonio Campos Panceri1,2, Éberte Freitas1, Josiany Carlos de Souza3, Sheila da Luz Schreider3, Eliete Caldeira4, Teodiano Freire Bastos1,3,4.
Abstract
This work introduces a new socially assistive robot termed MARIA T21 (meaning "Mobile Autonomous Robot for Interaction with Autistics", with the addition of the acronym T21, meaning "Trisomy 21", which is used to designate individuals with Down syndrome). This new robot is used in psychomotor therapies for children with Down syndrome (contributing to improve their proprioception, postural balance, and gait) as well as in psychosocial and cognitive therapies for children with autism spectrum disorder. The robot uses, as a novelty, an embedded mini-video projector able to project Serious Games on the floor or tables to make already-established therapies funnier to these children, thus creating a motivating and facilitating effect for both children and therapists. The Serious Games were developed in Python through the library Pygame, considering theoretical bases of behavioral psychology for these children, which are integrated into the robot through the robot operating system (ROS). Encouraging results from the child-robot interaction are shown, according to outcomes obtained from the application of the Goal Attainment Scale. Regarding the Serious Games, they were considered suitable based on both the "Guidelines for Game Design of Serious Games for Children" and the "Evaluation of the Psychological Bases" used during the games' development. Thus, this pilot study seeks to demonstrate that the use of a robot as a therapeutic tool together with the concept of Serious Games is an innovative and promising tool to help health professionals in conducting therapies with children with autistic spectrum disorder and Down syndrome. Due to health issues imposed by the COVID-19 pandemic, the sample of children was limited to eight children (one child with typical development, one with Trisomy 21, both female, and six children with ASD, one girl and five boys), from 4 to 9 years of age. For the non-typically developing children, the inclusion criterion was the existence of a conclusive diagnosis and fulfillment of at least 1 year of therapy. The protocol was carried out in an infant psychotherapy room with three video cameras, supervised by a group of researchers and a therapist. The experiments were separated into four steps: The first stage was composed of a robot introduction followed by an approximation between robot and child to establish eye contact and assess proxemics and interaction between child/robot. In the second stage, the robot projected Serious Games on the floor, and emitted verbal commands, seeking to evaluate the child's susceptibility to perform the proposed tasks. In the third stage, the games were performed for a certain time, with the robot sending messages of positive reinforcement to encourage the child to accomplish the game. Finally, in the fourth stage, the robot finished the games and said goodbye to the child, using messages aiming to build a closer relationship with the child.Entities:
Keywords: Down syndrome; Serious Games; autistic spectrum disorder; socially assistive robot
Mesh:
Year: 2021 PMID: 34960514 PMCID: PMC8703284 DOI: 10.3390/s21248414
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1MARIA T21 interacting with children with ASD and DS, and demonstrating its ability to express emotions in the face.
Figure 2Interface of the game “Walking on the Rope”.
Figure 3Interface of the game “Jump the Rope”.
Figure 4Interface of the game “Hopscotch”.
Figure 5Interface of the game “Force Hammer”.
Figure 6Interface of the game “Music Therapy”.
Figure 7Interface of the game “Let us Dance!”.
Figure 8Interface of the game “Magic Carpet”.
Figure 9Interface of the game “What is the Card?”.
Figure 10Cards approximately 14 cm long containing QR codes that children must show to the robot. The camera on the robot’s head detects if the card is correct based on the QR code.
Figure 11Interface of the game “Animal Detective”, Level 1.
Figure 12Girl interacting with the robot during the game “What is the Card?”.
Figure 13Girl interacting with the robot during the game “Animal Detective”.
GAS method for the five objectives of the experiment.
| Performance and Score | Look at the Robot | Touch the Robot | Talk to the Robot | Play the Games | Interact with the Mediator |
|---|---|---|---|---|---|
| Much worse than expected result ( | Look at the robot for less than 30 s and show repulsion | Do not touch the robot | Do not perform any dialog with the robot | Do not play the games | Seem to do not understand the mediator’s commands and do not carry them out |
| Worse than expected result ( | Look at the robot for less than 30 s and not show interest | Touch the robot for less than 5 s | Keep the dialog for at least 10 s | Play the games for a few seconds | Seem to understand the mediator’s commands, but do not carry them out, even when encouraged |
| Expected outcome (0) | Look at the robot for more than 30 s and keep visual contact with the games projections | Touch the robot for more than 5 s | Keep the dialog for more than 10 s | Finish at least one of the games | Understand the commands and carry them out, encouraged by the mediator |
| Better than expected result ( | Look at the robot for more than 30 s and pay attention to the games projections | Touch the robot for more than 5 s and pay attention to the games projections | Keep the dialog for more than 10 s and ask questions to the robot | Finish at least one of the games and perform most part of the other games | Understand the mediator’s commands and carry them out spontaneously |
| Much better result than expected ( | Look at the robot for more than 30 s and go towards it spontaneously | Touch the robot for more than 5 s and play with it | Keep the dialog for more than 10 s and include the mediator | Finish all the games | Understand the commands and perform them spontaneously and together with the mediator |
Average value of T of the GAS method for evaluating child–robot interaction.
| GAS | |
|---|---|
| Children with ASD | 77.09 |
Values of the GAS method for each of the children (the average value of all the children is 9).
| Child | GAS Value |
|---|---|
| L.M.B., 4 years |
|
| L.A.S., 7 years |
|
| G.S.V., 8 years |
|
| P.C.G., 9 years |
|
| H.V.S., 9 years |
|
| R.R.C.F., 8 years |
|