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   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Andrew Lippman.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Blocher, Katharine Howard, 1961-</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Dept. of Architecture. Program In Media Arts and Sciences.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Program in Media Arts and Sciences (Massachusetts Institute of Technology)</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2011-02-23T14:13:50Z</dim:field>
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   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">1999</dim:field>
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   <dim:field mdschema="dc" element="description" lang="en_US">Thesis (S.M.)--Massachusetts Institute of Technology, Program in Media Arts &amp; Sciences, 1999.</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (leaves 88-90).</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">In this thesis, I investigate new ways to use affective computing and multimedia tools to augment a child's learning of emotional expression. I develop the hypothesis that these tools can be particularly useful to children with autism and their practitioners. I test the hypothesis by building a candidate research system that comprises a screen on which are shown emotionally charged animated movie clips, together with a set of stuffed dolls through which a child can interact with the movies. Each doll embodied an emotional expression: happy, angry, sad, and surprise. In operation, the test children are shown one of 200 emotive clips and they respond by touching the doll whose expression matches that of the clip. An online guide and registration system allows a therapist to control and monitor the interactions. Six volunteer test children used the system at the Dan Marino Center in Ft Lauderdale and their reactions were observed. This served as verification that a system that manipulated movies and haptic interfaces was feasible and second, such a system could augment and potentially automate some of the human-intensive, repetitive aspects of existing behavioral therapy techniques. All six children responded to and attended to the system, with five of them completing three one-hour day visits comprising multiple sessions. Some children showed improvement in their matching of emotions and one child demonstrated generalization in a home setting.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">Katharine Howard Blocher.</dim:field>
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   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">149 leaves</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
   <dim:field mdschema="dc" element="rights" lang="en_US">M.I.T. theses are protected by &#xd;
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   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Architecture. Program In Media Arts and Sciences.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Affective social quest (ASQ) : teaching emotion recognition with interactive media &amp; wireless expressive toys</dim:field>
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   	&lt;Title>Affective social quest (ASQ) : teaching emotion recognition with interactive media &amp;amp; wireless expressive toys&lt;/Title>
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   	&lt;Abstract>In this thesis, I investigate new ways to use affective computing and multimedia tools to augment a child&amp;apos;s learning of emotional expression. I develop the hypothesis that these tools can be particularly useful to children with autism and their practitioners. I test the hypothesis by building a candidate research system that comprises a screen on which are shown emotionally charged animated movie clips, together with a set of stuffed dolls through which a child can interact with the movies. Each doll embodied an emotional expression: happy, angry, sad, and surprise. In operation, the test children are shown one of 200 emotive clips and they respond by touching the doll whose expression matches that of the clip. An online guide and registration system allows a therapist to control and monitor the interactions. Six volunteer test children used the system at the Dan Marino Center in Ft Lauderdale and their reactions were observed. This served as verification that a system that manipulated movies and haptic interfaces was feasible and second, such a system could augment and potentially automate some of the human-intensive, repetitive aspects of existing behavioral therapy techniques. All six children responded to and attended to the system, with five of them completing three one-hour day visits comprising multiple sessions. Some children showed improvement in their matching of emotions and one child demonstrated generalization in a home setting.&lt;/Abstract>
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