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From the small screen to the big world: mobile apps for teaching real-world face recognition to children with autism

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Abstract

In their everyday situations, individuals with autism spectrum disorder (ASD) encounter problems perceiving and understanding the facial expressions of others. If people with ASD have difficulties interpreting facial emotions, it is not surprising that they would struggle in their daily social interactions. An important question is whether facial emotion skills can be learned through systematic instruction and training. The accessibility, portability, and engagement of mobile devices (ie, smartphones, tablets) afford exciting new opportunities for creating innovative apps in emotional face training. In this article, we review the current crop of facial emotion apps for autism. We evaluate the apps according to the following criteria: face-processing skills, social attributes, and usability. We discuss the key ingredients of face-processing apps that will help a person on the autism spectrum make the transition from the small screen of the mobile device to the big world of real life.
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http://dx.doi.org/10.2147/AHCT.S64483
From the small screen to the big world: mobile
apps for teaching real-world face recognition to
children with autism
AN Sung
A Bai
JG Bowen
B Xu
LM Bartlett
JC Sanchez
MD Chin
LJ Poirier
MR Blinkhorn
AC Campbell
JW Tanaka
Centre for Autism, Research,
Technology and Education (CARTE),
Department of Psychology, University
of Victoria, Victoria, BC, Canada
Abstract: In their everyday situations, individuals with autism spectrum disorder (ASD)
encounter problems perceiving and understanding the facial expressions of others. If people
with ASD have difficulties interpreting facial emotions, it is not surprising that they would
struggle in their daily social interactions. An important question is whether facial emotion skills
can be learned through systematic instruction and training. The accessibility, portability, and
engagement of mobile devices (ie, smartphones, tablets) afford exciting new opportunities for
creating innovative apps in emotional face training. In this article, we review the current crop
of facial emotion apps for autism. We evaluate the apps according to the following criteria:
face-processing skills, social attributes, and usability. We discuss the key ingredients of face-
processing apps that will help a person on the autism spectrum make the transition from the
small screen of the mobile device to the big world of real life.
Keywords: mobile apps, emotion, facial expression, development, social skills, gamification
Introduction
The human face is the gateway to our social world, revealing to others our momentary
thoughts, feelings, and intentions. Although most of us can interpret facial cues in
an instant, people with autism spectrum disorder (ASD) struggle to perceive facial
emotions and interpret the social cues conveyed by the face. An important question
is whether the skills required to read the social cues of a face can be learned through
systematic instruction and training. Mobile devices (eg, smartphones, tablets) with
their flexibility, adaptability, and customizability are promising tools for teaching the
social skills involved in face processing. For autism software developers, it is essential
that the social skills learned on the small screen of a mobile device transfer to the big
world of real life. In our review, we begin by discussing the social consequences of
face-processing deficits in ASD. We then examine the potential of mobile devices for
promoting face-processing skills and provide a systematic review of current mobile
apps that are intended to improve face-processing abilities. Finally, we discuss exciting
new innovations that will help children on the autism spectrum make the transition
from the small screen to the big world.
Challenge: improving social communication in
autism through face processing
The most recent statistics show that approximately one of every 68 children in the
United States are diagnosed with ASD.
1
According to the fifth edition of the Diagnostic
and Statistical Manual of Mental Disorders, individuals with ASD show repetitive
Correspondence: James Tanaka
Centre for Autism Research, Technology
and Education, Department of Psychology,
University of Victoria, Victoria, BC,
V8W 2Y2, Canada
Email jtanaka@uvic.ca
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Sung et al
patterns of behavior, display restricted interests, and have
difficulties interacting with others in a social context.
2
Although not a core symptom of the autism diagnosis, many
children with ASD are impaired in their ability to recognize
facial identity
3
and facial emotion.
4
Studies have shown that
persons with ASD are delayed in attending to faces
5–7
and
have difficulty recognizing facial identities
8–10
and interpret-
ing facial expressions.
11–13
Additionally, individuals on the
autism spectrum show deficits in their ability to maintain eye
contact and follow the eye gaze of others.
14–16
Difficulty in perceiving and understanding facial cues
in eye contact, gaze, and expression can lead to severe
problems in everyday social interactions. For example, people
who experience problems in their face-processing abilities
are found to rank higher in social anxiety
17
and along the
autism phenotype.
18–20
Face-processing deficits correlate
with social communication impairments in coordinating
social attention,
21–23
language development,
24–26
understand-
ing the thoughts of others,
18,27,28
and displaying empathy
with others.
29,30
Atypical patterns in face-processing strategies that are
evident in the first and second years of life can produce a cas-
cade of social difficulties later on in childhood, adolescence,
and adulthood. Young children on the autism spectrum have
problems initiating play with others and show an impaired
ability in maintaining peer friendships.
31,32
For adolescents
with ASD, social communication challenges usually intensify
as teen relationships take on greater social importance.
33
Although individuals with ASD may desire greater social
interaction,
34
they experience greater loneliness, social
rejection, and bullying than their peers.
32,35–37
For adults with
autism, persistent social communication deficits are evident
in their workforce participation.
38,39
While adults with ASD
have little difficulty completing job-related tasks, navigat-
ing the social aspect of the workplace proves overwhelming
for many people with ASD.
40
Unfortunately, the evidence
suggests that face and social communication abilities of
children with ASD do not improve over the course of devel-
opment
41
and may persist over the lifespan.
42,43
Technology, autism intervention, and
mobile devices
Computer-based technologies are promising tools for improv-
ing the social communication skills of individuals with
ASD. For example, several computerized training platforms
have been developed to teach face recognition abilities to
individuals with ASD.
44–46
Although positive training effects
were obtained in a laboratory context, the real test of these
interventions is whether the results transfer to improved social
communication in the child’s everyday life.
47
The generaliza-
tion of face-processing skills from the small screen to the big
world is paramount in training social communication skills
in ASD. Paradoxically, spending too much time in front of
computers has negative effects on the quality of real-life
social interactions in typically developing children.
48
The advent of smart mobile devices provides new learning
opportunities for children with ASD, especially in the training
of social interaction and communication skills. There are a
number of advantages of using mobile devices as assistive
tools. First, smartphones and tablets are easy and intuitive
to use. On a touch screen, the user can launch programs and
access program functions with a simple finger tap or swipe;
tactile motor actions are more direct than the mouse and
trackpad actions required for desktop and laptop computer
programs. More generally, touch screen devices follow the
principles of universal design that stress the importance
of making technological devices assessable to populations
with intellectual disabilities and sensory motor challenges.
49
Second, mobile apps are well suited to the learning needs of
the individuals with ASD because they are visually engag-
ing and provide a consistent, predictable learning environ-
ment.
50–53
Finally, mobile devices are portable. Desktop
computers, although suited to deliver facial recognition
programs, are stationary and socially isolating, while mobile
devices can fit into any individual’s pocket and be used any-
where and at any time. Children with ASD can readily carry
these devices and use them in everyday situations, including
the moments promoting real-life social interactions with their
peers. Mobile devices create new options and opportunities
for programmers to create innovative instructional content
that is appropriate for a diverse group of learners and diverse
learning styles.
54
What makes an effective learning
app?
Training or assistive apps will not be effective if the pro-
gram is cumbersome to use or is not engaging to the user.
An app may have been developed with a valid theoretical
rationale and yet still fail to deliver any benefits due to a
poor implementation. Usability is a critical design factor
for the success of tablet-based mobile apps. According to
the International Standards Organization, usability is the
extent to which a product can be used by the specified users
to achieve specified goals with effectiveness, efficiency, and
satisfaction in a specified context of use.
55
An app is effective
if users can complete the target tasks in the manner in which
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Autism apps
they were intended. Users may spend a great deal of time on
an app, but if they are not performing the critical tasks or if
they are performing them incorrectly, then the app will not
be effective in achieving its goal.
There are several approaches for evaluating the usability
of an app. One approach is to empirically evaluate the app’s
effectiveness through user testing. Following this method, naïve
users are asked to perform set functions on the app, while an
evaluator records his/her errors and problems and afterward,
interviews the users about their opinions and impressions of
the app. Following a heuristic evaluation approach, an inde-
pendent evaluator assesses the effectiveness and quality of a
program according to established indices of usability, such
as ease of use, number of errors, and the cognitive load of
the user.
56
Finally, apps can be assessed with respect to their
gamification qualities, such as their use of graphics and sounds;
design elements such as interface, levels, and badges; and
game-mechanics such as time constraints, limited resources,
and special powers. The immense popularity of app games
such as Candy Crush or Angry Birds demonstrates the efficacy
of game design principles for sustaining a user’s interest over
a long period of time. It is essential that gaming features are
incorporated into the development of academic and social apps
because these abilities require weeks, months and if not years
to acquire.
57
A recent meta-analysis indicates that gamification
techniques are effective in a wide variety of learning contexts
and can produce positive psychological, educational, and
behavioral outcomes.
58
Serious games are designed to promote
learning of specific life and academic skills that are particularly
challenging and less rewarding for participants. In contrast to
nonserious games, the central goal of serious games is that
game learning will translate to improved real-life outcomes.
59
In autism intervention, gamification and serious games provide
the key guidelines for creating better learning outcomes for the
child in a social skill that will improve his/her everyday life.
A survey of mobile apps in autism
face training
Computer developers with a keen interest in autism inter-
vention have recognized the tremendous potential of mobile
devices as powerful instructional tools. The result is that the
market has been flooded with autism-aimed apps of varying
qualities. Many of these apps are costly, so it is important to
establish which apps are worthwhile investments for parents
and educators. To this end, we present a review of apps
targeting face-processing skills in children with ASD.
The search for apps related to face processing in autism
was conducted between March 12 and March 26, 2015, and
utilized the Apple store, the Windows store, and the Google
Play store. Search terms were autism, ASD, faces, emotion,
face affect, and recognition. Such search terms were chosen
to identify apps specifically designed for individuals on the
autism spectrum as well as apps focusing on faces, emo-
tions, face affect, and face recognition, and to exclude apps
focusing on feelings, behavior regulation, self-monitoring,
and emotional regulation.
Exclusion criteria covered: 1) apps that focused on
domains other than face processing (eg, identifying internal
emotions in social situations with social stories); 2) apps
that focused on a single emotion; 3) apps that focused on
body language, such as hand gestures; 4) duplicates or older
versions of apps; 5) apps without gamification aspects; and
6) apps that relied solely on computer-generated avatars
rather than photographs of real people. The primary survey
returned hundreds of autism-related apps, but the exclusion
criteria removed the majority. The final survey contained
13 apps that met the inclusion criteria.
Each app was evaluated with respect to: 1) face- processing
skills; 2) social attributes; and 3) usability characteristics.
Face-processing skills were examined under recognition
of facial expressions, identification of people by faces,
and/or attention to the eyes. Social attributes were denoted
by extent to which each app incorporated content from the
childs everyday life (eg, people, pets, toys) and enabled
participation of multiple players. Usability characteristics
included playability and gamification, indexed by whether
each app contained a point and reward system and whether it
allowed the user to customize sounds, graphics, and avatars
(refer to Table 1 for a summary of the apps).
App reviews
Autimo (iOS) – Lite (free) or Upgrade fee
Developer: Auticiel; age group: 6–10 years; Autimo is an app
utilizing three multilevel games to help users learn the six
basic facial expressions (happy, sad, angry, fearful, surprised,
and disgusted). Games use both audio and text instructions,
and present real pictures of the emotions. Activities include
a matching expression game (Pairs), selecting the odd
expression activity (Intruder), and a riddle game (Riddle).
This highly customizable app allows user to add additional
pictures, record their own voices, and select unique reward
animations. Feedback is presented in a variety of detailed
charts and graphs and automatically records time spent
playing. In summary, Autimo contains unique games to
practice emotional recognition skills and allows for accurate
tracking of progress.
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Sung et al
Auticiel. (2014). Autimo (Version 3.3.7) [Mobile applica-
tion software]. Retrieved from: http://itunes.apple.com.
CopyMe (iOS) – free
Developer: Games Studio; age group: 9–11 years; CopyMe
is a facial emotion production app employing webcam and
emotion recognition software. Users produce six basic
facial expressions (happy, sad, surprised, angry, fearful, and
disgusted) to match a photo-prompt, and the app judges the
quality of the production. If the expression is correct, feed-
back is given and the user progresses to the next emotion.
If the emotion is not correctly made, the user can try again
or skip to the next expression. Within three levels, ie, basic,
medium, and hard, the user can increase the difficulty or
replay easier levels. The app is moderately difficult, with the
reviewers having significant difficulty producing acceptable
angry and disgusted expressions. With a simple layout and
use of emotion prompt pictures, the app remains accessible
to pre-readers. Additional control over in-app sounds and
music makes the app customizable to different sensory needs.
Although challenging, CopyMe is a unique app practicing
emotion production with real faces, use of one’s own face,
and real-time assessment.
Games Studio. (2014). CopyMe (Version 1.31) [Mobile
application software]. Retrieved from: http://www.gamestu-
dio.org/CopyMe/index.php.
Emotions 2 from I Can Do Apps
(iOS) – Purchase required
Developer: I Can Do Apps, LLC; age group: 4+ years; Emo-
tions 2 contains stock images of real people of different ages
and ethnicities making various facial expressions (calm, tired,
Encourage
peer
interaction
Small
screen
to big
world
Feedback Gamified Ease of
use
Language
accessibility
Custom
settings
Identity
training
Expression
training
Eye
training
Autimo
CopyMe
Expression
Emotions 2 from I
Can Do Apps
Face Read 2
Faces by Whys
Learning
Learning with
Rufus: Emotions
Let’s Learn
Emotions: Emotion
Recognition
LOOK AT ME
My Memory App
Names to Faces
Training Faces
Notes:
Social attributes Face processingUsability
, criterion not met.
, criterion partially met; , criterion met;
Table 1 Evaluation of mobile apps with respect to social attributes, usability, and face processing
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Autism apps
scared, proud, sick, excited, happy, bored, and angry). This
app works on identification of different facial expressions
through five levels: identifying pictures with emotions, iden-
tifying emotions with pictures, identifying pictures based on
scenarios and emotions, identifying pictures with labels based
on scenarios, and identifying pictures based on scenarios.
Voice-over feedback and encouragement is provided. At the
end of each level, limited text feedback is given.
I Can Do Apps, LLC. (2013). Emotions 2 from I Can Do
Apps (Version 1.3) [Mobile application software]. Retrieved
from: https://itunes.apple.com/ca/app/emotions-2-from-i-
can-do-apps/id661208169?mt=8.
Face Read 2 (iOS) – Lite (free) or
Purchase required
Developer: ColorsKit; age group: 6–10 years; Face Read
2 uses stock photographs matched with voice-prompted
emotion labels to train the recognition of six basic emo-
tional expressions (happy, sad, angry, fearful, surprised, and
disgusted). Although various achievements are awarded for
completing the game, specific feedback and analysis are
lacking. There is no customization or pause button within
the app. Agewise, content in Face Read 2 seems geared more
toward younger audiences. Although Face Read 2 uses vivid
animations and a variety of subjects, content and usability
are limited.
ColorsKit. (2014). Face Read 2 (Version 1.0.3) [Mobile
application software]. Retrieved from: http://itunes.apple.
com.
Faces by Whys Learning (iOS) – Purchase
required
Developer: Whys Learning; age group: 5 years and under;
Faces by Whys Learning teaches emotion labeling of illus-
trated faces or real faces of children, teenagers, and adults.
Faces are matched with one of two labels, and voice-over
allows the user to operate the app with limited reading.
Expressions practiced by the app include frustrated, happy,
surprised, relaxed, sad, worried, angry, thoughtful, silly, and
tired. Feedback on correct and incorrect answers is given
during game play, and a summary of learning is provided.
However, the app does not allow the user to correct mistakes
made during play. Overall, Faces by Whys Learning is simple,
easy to use, and can help users practice emotion recognition
skills across age groups.
Whys Learning. (2014). Faces by Whys Learning (Version
1.0) [Mobile application software]. Retrieved from: http://
www.whyslearning.com.
Learning with Rufus: Emotions
(iOS) – Purchase required
Developer: Rufus Robot, Inc.; age group: 6–8 years; Learn-
ing with Rufus uses stock images of people of varied age and
ethnicity using the six basic emotions (happy, sad, angry, fearful,
surprised, and disgusted). The app has a very simple layout with
only one correct emotion and incorrect emotion option. There is
a continuous reward system that is locomotive themed. A timed
doodling break is provided as reward between levels. Text
feedback and encouragement are given. Although the quality
of this app is medium to low, it lays out the basic emotions in
a very simple context with an emphasis on casual play.
Rufus Robot, Inc. (2014). Learning with Rufus: Emotions
(Version 1.0.4) [Mobile application software]. Retrieved
from: http://itunes.apple.com.
Let’s Learn Emotions: Emotion
Recognition (iOS) – Purchase required
Developer: Everyday Speech; age group: 6+ years; Let’s
Learn Emotions uses both stock and uploaded images of real
people making expressions from a variety of ages, ethnicities,
and sex. As the user is able to add custom content, faces with
any expression can be used. To teach emotion identification
and understanding, users can match faces to emotion labels
and use these pairings as flash cards. The discussion aspect
of the app integrates an emotion with an activity, such as
drawing an expression, making an expression, or utilizing an
expression in some way with a friend. Text feedback is given
for all the language components, and app graphics are of high
quality. The integration of social environments, customizable
settings, and photos makes this app educational and fun.
Everyday Speech. (2014). Let’s Learn Emotions: Emotion
Recognition (Version 1.2.1) [Mobile application software].
Retrieved from: https://itunes.apple.com/ca/app/lets-learn-
emotions-emotion/id908762349?mt=8.
LOOK AT ME (Android) – free
Developer: Samsung; age group: 4+ years; LOOK AT ME
is an eye contact and facial expression training program
built around seven missions. There are four different theme
choices with customizable music and voice preferences,
and play is encouraged through character cards, rubies,
and points. Within the game, there are activities of learn-
ing, labeling, identifying, and describing emotions as well
as interactive games. These games can be played with the
user’s own pictures to integrate his/her social environment.
Additionally, any expression can be introduced, making the
app flexible and customizable. App graphics are very good
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Sung et al
and feedback follows immediately. Although this program
is creative, customizable, and interactive for the child, the
app is prone to crashes and is reportedly unable to open on
certain Android devices.
Samsung LOOK AT ME (2014). LOOK AT ME (Version
3.12.20141219) [Mobile application software]. Retrieved
from: https://play.google.com/store/apps/details?id=com.
samsung.lookatme&hl=en.
My Memory App (iOS) – Purchase
required
Developer: Elliot Buczek, WIDTOT Software Solutions;
age group: 3+ years; My Memory App allows users to take
their own photos and videos to use as content in the games.
Owing to the customizable nature, various facial identities
and expressions can be practiced in this game. This is a card
matching game that is accompanied by voice-over and text
of the expressions or identities shown. Users take images or
videos of people and use these images and videos as cards.
Text feedback of correct pairs is shown throughout the game.
The simple layout of this app makes usability easy, though
an esthetic engagement is arguably lacking. The customiz-
ability of the photos/videos and reward system makes this
app distinct. Adding personal photos and videos into the app
extends play into peer interactions.
WIDTOT Software Solutions. (2015). My Memory App
(Version 7.0) [Mobile application software]. Retrieved
from: https://itunes.apple.com/us/app/my-memory-app/
id937370829?mt=8.
Names to Faces (iOS) – Purchase required
Developer: Paul Hudson; age group: 6+ years; Names to Faces
integrates personalized content by having users collect own
photographs of family and friends. Users then sort through their
collection of faces and practice memorizing the names in each
image. This app works on identity recognition, but does not pro-
vide feedback for correct or incorrect choices. It is a simple app
with only camera and labeling functions. The main attraction
of this app is its applicability to real life using familiar faces,
in an attempt to improve the users’ social environment.
Paul Hudson. (2013). Names to Faces (Version 1.0)
[Mobile application software]. Retrieved from: http://itunes.
apple.com.
Training Faces (iOS/Android) – Purchase
required
Developer: Training With Gaming Inc.; age group: 4+ years;
Training Faces features stock images of real people of different
ages and ethnicities making various facial expressions (happy,
excited, tired, sad, angry, confused, afraid, sick, and silly). The
app works on identification of emotional expressions within a
given social context story with varying difficulty levels. The
app employs a train theme where the user identifies train pas-
sengers who display a given target emotion. Text feedback and
encouragement are given at the end of each level. App graphics
are of low-to-medium quality; however, the train theme, use of
social context, and level selection make this app unique.
Training With Gaming Inc. (2012). Training Faces
[Mobile application software]. Retrieved from: https://itunes.
apple.com/ca/app/training-faces/id522989729?mt=8.
Summary of face-processing apps
As shown in Table 1, a wide array of mobile apps teaching
face-processing skills to children on the autism spectrum is
available. To follow, we summarized the main findings of
our evaluation with respect to face-processing skills, social
attributes, and usability characteristics.
Face-processing skills
The vast majority of apps focused on developing facial
expression recognition through naming expressions (eg, Face
Read 2), constructing expressions (eg, Expressions for
Autism, Lets Learn Emotions), or identifying them in
social scenarios (Emotions 2 and Training Faces). Two of
the reviewed apps targeted the recognition of facial identity
by matching personalized faces to written names (Names to
Faces) or text-to-voice (My Memory App). The LOOK AT
ME app was the only app directly promoting eye contact by
having the player identify a small face embedded in the iris
region of the eye within a larger face.
Most of the facial expression training apps supply a
stock of expressive faces, and the child’s task is to identify a
target expression (such as a smile as happy) across different
people. Some apps, not reviewed here, use avatars or cartoons
to simulate expressions; however, avatars and cartoons can
only approximate real facial expressions. Cartoon faces are
more focused on individual parts, such as the eyes, nose, and
mouth, and are void of more detailed facial features, such as
lines in the corners of a person’s eyes when he/she smiles.
Transfer from the small screen to the big world may be limited
as learning facial cues from avatars and cartoons may not
improve social communication with real-life faces. Neverthe-
less, many apps make sure to incorporate real individuals,
with faces from differing ethnicities and ages emanating
a wide range of emotions. This diversity is important as
children with autism have difficulties recognizing the same
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Autism apps
emotion across multiple individuals.
4
In some apps, labeling
of facial expressions was limited to the six basic emotions,
such as happy, sad, angry, fearful, disgusted, and surprised,
60
while other apps further built on more complex emotions
such as tired and thoughtful.
Few apps involved training identity recognition and atten-
tion to eyes. In the current review, the apps addressing identity
recognition presented faces in scrapbooks that the user labeled
with names. Children with ASD have difficulty establishing
eye contact with others and interpreting their gaze cues,
skills that are essential to everyday social interactions.
3,5,61–63
However, in the current review, only one app provided specific
instruction to eye-gaze training, suggesting that this is a rich
area of remediation for future app developers.
Social attributes
Several of the apps addressed the small screen to the big world
challenge by incorporating user-generated content into the
games. For example, in Autimo, LOOK AT ME, and Names to
Faces, personalized photos can be featured within the app using
the built-in camera functions of mobile devices. In Let’s Learn
Emotions, players have the capacity to upload images from a
personalized photo library. A small number of the apps evaluated
in this article encouraged the production of user-generated con-
tent, while the rest provided generic stock photographs. Although
the majority of apps are single-player games, LOOK AT ME
and Names to Faces have multiplayer modes, thereby promoting
group social interactions among game players.
Another key feature for future face-training apps is
the user’s own production of emotional facial expressions.
Production of emotions has been demonstrated to improve
perceptual recognition of expressions;
64
however, this impor-
tant avenue for app development is certainly in its infancy.
While identification of facial expressions is a key goal in
current emotion learning apps, only a few focus on the actual
production element. Intelligently exploiting the use of face
recognition software, CopyMe is the sole app in our review,
focusing on production of emotional expressions. However
when evaluating CopyMe in this review, we found that some
targeted expressions were almost impossible to emulate,
which may act as a source of frustration for children with
autism. As computerized emotion recognition technology
advances, promoting facial expression production is likely
to become more readily available in app programs.
Usability characteristics
The reviewed apps exhibited varying degrees of efficiency,
satisfaction, and gamif ication. Existing face-training
apps available for download varied greatly in quality and
production value. Some of the apps evaluated were not
always captivating games to play. Many involved repetitive,
simple game elements and did not provide many challenges
or incentives to continue playing. Not all apps provided
real-time feedback for correct and incorrect answers. Apps
should indeed provide a learning experience where users
instantly make connections between their responses and
expected outcomes. Users should immediately see their
successes.
User testing methods were not conducted in this specific
review, though future efforts would be insightful. We chose
not to apply numeric user satisfaction scores to review face-
processing apps as we did not recruit child raters. Although a
detailed usability analysis of each app was beyond the scope
of the current paper, applying a rigorous user testing method
to assess the face-processing apps would be informative for
identifying their specific strengths and weaknesses.
Conclusion
The stage is set for the development of robust next- generation
face-training apps. Future developers should make use of
the growing literature on gamification and serious games
that promote the transfer of social skills in autism from the
small screen to the big world.
59
In addition to advances on
the theoretical front, there are several technological advance-
ments that face-training apps can exploit. Emotion recogni-
tion software, such as the type found in CopyMe, allows for
real-time tracking of facial expressions. Automatic expres-
sion recognition software has been successfully applied for
teaching children with autism spectrum how to produce
more readable facial emotions.
65
Automatic recognition
software opens the door for facial expression training apps
that link facial emotions and everyday social situations. It
may also be possible to implement eye-tracking software
to track eye-gaze patterns and incorporate them into new
game-mechanics.
Another promising trend in mobile devices is the advance
of user-generated content in which the player takes photos
and videos with the device’s camera and incorporates the
personally authored images into the games. User-driven apps
are especially powerful methods for teaching everyday face-
processing skills where the images of people from the child’s
everyday life (eg, friends, siblings, teachers, parents, etc)
are integrated into the intervention program. Thus, the child
learns to identify a smile or angry expression of a familiar
person, such as his/her mother or best friend, rather than the
expression of an unfamiliar stranger.
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Sung et al
Now is an exciting time to be developing mobile face-
processing apps that aim to improve social communication in
autism. There is a developing literature on design principles for
serious games that is readily accessible, and emerging affective
computing technologies are opening the door for virtual reality
applications and more robust interventions. So far, we have seen
only a very small degree of this potential tapped into existing
apps. We leave it to informed developers to take these theoretical
and technological resources and create robust next-generation
face-training apps. The resources and technologies are avail-
able; the challenge is for creative and innovative developers to
put their skills to the purpose of serving the autism community.
Innovative apps that succeed in following these recommenda-
tions, it is hoped, will train useful face-processing skills that
make the transition from the small screen of the mobile device
to the big world of everyday social life.
Acknowledgment
This work was supported by a treatment grant from Autism
Speaks awarded to JWT.
Disclosure
The authors report no conflicts of interest in this work.
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... The majority of mobile apps focus on the development of social and emotional skills. Regarding emotional skills, Sung et al. (2015) found most apps are intended to improve facial-processing abilities and facial expression recognition through naming expressions (e.g., Face Read 2), constructing expressions (e.g., Expressions for Autism, Let's Learn Emotions), or identifying them in social scenarios (Emotions 2 and Training Faces). Some apps targeted the recognition of facial identity by matching personalized faces to written names (Names to Faces) or text-to-voice (My Memory App) and one directly promotes eye contact by having the player identify a small face embedded in the iris region of the eye within a larger face (LOOK AT ME, Figure 4.3). ...
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Background: There is substantial evidence that children with autism are impaired in face recognition. Although many researchers have suggested that this impairment derives from a failure of holistic face processing and a tendency to represent and encode faces on a part-by-part basis, this hypothesis has not been tested directly. Method: Holistic face processing was assessed by comparing children's ability to recognize a face part (eyes, nose, or mouth) in the context of the whole face in which it was learned with their ability to recognize the same face part in isolation. Results: In Study 1, as expected, typically developing 9-year-olds (n = 27) and 11-year-olds (n = 30) were significantly better at recognizing face parts presented in the whole than in the part test condition, and this effect was limited to upright faces and not found for inverted faces. Consistent with prior findings, typically developing children were most accurate when face recognition depended on the eyes. In Study 2, high-functioning children with autism (n = 22) evidenced a whole-test advantage for mouths only, and were markedly deficient when face recognition depended on the eyes. Their pattern of performance diverged from age- and IQ-matched comparison participants (n = 20), who performed similarly to the typically developing children in Study 1. Conclusions: These findings suggest that face recognition abnormalities in autism are not fully explained by an impairment of holistic face processing, and that there is an unusual significance accorded to the mouth region when children with autism process information from people's faces.
Article
Description of System: The Autism and Developmental Disabilities Monitoring (ADDM) Network is an active surveillance system in the United States that provides estimates of the prevalence of ASD and other characteristics among children aged 8 years whose parents or guardians live in 11 ADDM sites in the United States. ADDM surveillance is conducted in two phases. The first phase consists of screening and abstracting comprehensive evaluations performed by professional providers in the community. Multiple data sources for these evaluations include general pediatric health clinics and specialized programs for children with developmental disabilities. In addition, most ADDM Network sites also review and abstract records of children receiving specialeducation services in public schools. The second phase involves review of all abstracted evaluations by trained clinicians to determine ASD surveillance case status. A child meets the surveillance case definition for ASD if a comprehensive evaluation of that child completed by a qualified professional describes behaviors consistent with the Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition, Text Revision (DSM-IV-TR) diagnostic criteria for any of the following conditions: autistic disorder, pervasive developmental disorder-not otherwise specified (including atypical autism), or Asperger disorder. This report provides updated prevalence estimates for ASD from the 2010 surveillance year. In addition to prevalence estimates, characteristics of the population of children with ASD are described. Results: For 2010, the overall prevalence of ASD among the ADDM sites was 14.7 per 1,000 (one in 68) children aged 8 years. Overall ASD prevalence estimates varied among sites from 5.7 to 21.9 per 1,000 children aged 8 years. ASD prevalence estimates also varied by sex and racial/ethnic group. Approximately one in 42 boys and one in 189 girls living in the ADDM Network communities were identified as having ASD. Non-Hispanic white children were approximately 30% more likely to be identified with ASD than non-Hispanic black children and were almost 50% more likely to be identified with ASD than Hispanic children. Among the seven sites with sufficient data on intellectual ability, 31% of children with ASD were classified as having IQ scores in the range of intellectual disability (IQ ≤70), 23% in the borderline range (IQ = 71-85), and 46% in the average or above average range of intellectual ability (IQ > 85). The proportion of children classified in the range of intellectual disability differed by race/ethnicity. Approximately 48% of non-Hispanic black children with ASD were classified in the range of intellectual disability compared with 38% of Hispanic children and 25% of non-Hispanic white children. The median age of earliest known ASD diagnosis was 53 months and did not differ significantly by sex or race/ethnicity. Interpretation: These findings from CDC's ADDM Network, which are based on 2010 data reported from 11 sites, provide updated population-based estimates of the prevalence of ASD in multiple communities in the United States. Because the ADDM Network sites do not provide a representative sample of the entire United States, the combined prevalence estimates presented in this report cannot be generalized to all children aged 8 years in the United States population. Consistent with previous reports from the ADDM Network, findings from the 2010 surveillance year were marked by significant variations in ASD prevalence by geographic area, sex, race/ethnicity, and level of intellectual ability. The extent to which this variation might be attributable to diagnostic practices, underrecognition of ASD symptoms in some racial/ethnic groups, socioeconomic disparities in access to services, and regional differences in clinical or school-based practices that might influence the findings in this report is unclear. Public Health Action: ADDM Network investigators will continue to monitor the prevalence of ASD in select communities, with a focus on exploring changes within these communities that might affect both the observed prevalence of ASD and population-based characteristics of children identified with ASD. Although ASD is sometimes diagnosed by 2 years of age, the median age of the first ASD diagnosis remains older than age 4 years in the ADDM Network communities. Recommendations from the ADDM Network include enhancing strategies to address the need for 1) standardized, widely adopted measures to document ASD severity and functional limitations associated with ASD diagnosis; 2) improved recognition and documentation of symptoms of ASD, particularly among both boys and girls, children without intellectual disability, and children in all racial/ethnic groups; and 3) decreasing the age when children receive their first evaluation for and a diagnosis of ASD and are enrolled in community-based support systems.