Skip to main content
Have a personal or library account? Click to login
A pilot study: a computer game-based assessment of visual perspective taking of four children with autism with high support needs Cover

A pilot study: a computer game-based assessment of visual perspective taking of four children with autism with high support needs

Open Access
|May 2017

Figures & Tables

Figure 1.

(a) Example of the game playing using the Kinect technology in which the silhouette of the player is projected in the game via the Kinect sensor. Figure 1(b). The setting of the game room: the Kinect sensor and the white screen are in front of the player and an adult teacher can sit in the background during the game playing.

Figure 2.

The game view: top left (1) choosing preferred object (bumblebee); top right (2) both eye cue and arrow cue indicating the location (looking at the box on the top); bottom left (3) eye cue and arrow cue to the top box; bottom middle (4) eye cue only (looking at the box on the ground); bottom right (5) The topmost box is open and the participant is trying to catch the bee that flew from the box (can be seen on top of the middle box: bumblebee).

Figure 3.

The order of the events in the game: (1) the player chooses an object, which he would like to look for; (2) the player locates the correct box using the eye gaze or arrow cues; (3) the player opens the correct box; (4) the player catches the object that emerges from the box. After the final trial with either a gaze cue or the double cues, the participant can choose a different object to play the game again.

Table 1.

The results of the case-controls analyses using the DISSOCS_ES.EXE (Crawford, Garthwaite & Porter, 2010). The asterisk (*) indicates significant difference between controls and the participant in a given task.

ParticipantsControl sampleSignificance test (* meets criteria for a deficit compared to controls)Estimated percentage of the control population obtaining a lower score than the caseEstimated effect size (Zcc)ParticipantTaskNMeanSDCase’s scoretpPoint(95% CI)Point(95% CI)AaronEye cue1785.214.560−1.6890.0555.53(0.64 to 16.74)−1.738(−2.490 to −0.964)Double cue1794.74.658.4−7.6690.000*0.00(0.00 to 0.00)−7.891(−10.634 to −5.140)BillyEye cue1785.214.560−1.6890.0555.53(0.64 to 16.74)−1.738(−2.490 to −0.964)Double cue1794.74.656.1−8.1550.000*0.00(0.00 to 0.00)−8.391(−11.303 to −5.471)CarlEye cue1785.214.541.7−2.9150.005*0.506(0.002 to 3.16)−3.00(−4.125t o −1.858)Double cue1794.74.658.2−7.7110.000*0.000(0.000 to 0.000)−7.935(−10.692 to −5.168)DerekEye cue1785.214.587.50.1540.43956.03(37.36 to 73.72)0.159(−0.322 to 0.635)Double cue1794.74.666.7−5.9150.000*0.001(0.000 to 0.004)−6.087(−8.222 to −3.941)

Note: Crawford and Howell’s (1998) test for a deficit in task X and Y.

Language: English
Page range: 281 - 294
Submitted on: Dec 2, 2015
Accepted on: Mar 29, 2016
Published on: May 4, 2017
In partnership with: Paradigm Publishing Services

© 2017 Vesa Korhonen, Hannu Räty, Eija Kärnä, published by Stockholm University Press
This work is licensed under the Creative Commons Attribution 4.0 License.