{"id":194957,"date":"2017-05-26T04:04:56","date_gmt":"2017-05-26T08:04:56","guid":{"rendered":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality-may-reveal-new-clues-about-autism-social-difficulties-scientific-american\/"},"modified":"2017-05-26T04:04:56","modified_gmt":"2017-05-26T08:04:56","slug":"virtual-reality-may-reveal-new-clues-about-autism-social-difficulties-scientific-american","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-may-reveal-new-clues-about-autism-social-difficulties-scientific-american\/","title":{"rendered":"Virtual Reality May Reveal New Clues About Autism Social Difficulties &#8211; Scientific American"},"content":{"rendered":"<p><p>    Youre walking down a narrow corridor. Someone is walking    toward you, so you step to one side. But in that moment, they    step to the same side. You make eye contact, grin awkwardly and    then, without a word, negotiate a way around each other.  <\/p>\n<p>    Our lives are full of these delicate social dances. Whether    were having a conversation, playing a game or trying to avoid    collisions with passersby, our social interactions are    reciprocal. My behavior affects your behavior, which in turn    affects my behavior.  <\/p>\n<p>    But until the past few years, research into social    cognitionthe psychology of human interactionhas been    decidedly non-interactive. Participants looked at images of    faces, read short stories about social scenarios, or watched    videos of other people interacting. They didnt actually    interact with another person.  <\/p>\n<p>    Take the Sally-Anne task, which is widely used in studies of    autism to test theory of mind, the ability to understand    other peoples beliefs, intentions and emotions. The    participant watches an interaction between two dolls and is    asked to predict the behavior of one of the dolls based on an    understanding of what the doll believes.  <\/p>\n<p>    When children with autism answer incorrectly, the assumption is    that they have failed to read the dolls mental state and that    similar failures explain their difficulties interacting with    other people. However, many adults with autism pass this test,    and even others that are more challenging, yet still experience    severe social difficulties.  <\/p>\n<p>    These observations clearly demonstrate that traditional tests    of social cognition fail to capture key aspects of social    interactions, particularly in adults, that are essential to    understanding autism.  <\/p>\n<p>    We need tests that allow us to precisely measure behavior in    complex, reciprocal social interactions. To achieve this goal,    we and others are investigating the use of virtual-reality    technology as a tool for research and, potentially, therapy.  <\/p>\n<p>    Using these technologies, we have confirmed that problems with    joint attentionthe ability to coordinate with someone else so    that you are both paying attention to the same thingpersist    into adulthood. Weve also gained important insights about the    roots of these problems. We also hope that adults with autism    can one day practice their social skills within specially    designed virtual environments.  <\/p>\n<p>    In 2013, a team led byLeonhard Schilbach, now at the Max Planck    Institute of Psychiatry in Munich, Germany, published    anew manifestofor social cognition    research. These researchers argued that social cognition should    be investigated using a second-person neuroscience approach,    in which behavior and brain responses are measured while people    engage in reciprocal interactions.  <\/p>\n<p>    This emerging field offers exciting possibilities for    understanding autism. But it also presents serious challenges:    Experimental investigations require precise control of the    conditions so they can be repeated and manipulated    consistently. Achieving this control in the context of a    realistic social interaction is far from straightforward.  <\/p>\n<p>    In a review article published earlier this year, we addressed    these issues. We focused on studies of joint attention, which    involves both responding to your partner to attract his    attention, and initiating joint attention, by guiding that    person to an object or location of interest. Joint attention is    important in the development of language and social skills, and    a delay in its development is one of the mostreliable early signs of autism.  <\/p>\n<p>    One approach used in a number of studies has been to measure    brain responses while participants are engaged in a    joint-attention game with another person, either face to face    or through a live video feed. However, this relies on the    partner behaving consistently for all participants.  <\/p>\n<p>    Differences in the brain responses of people with and without    autism may reflect differences in the neural mechanisms of    joint attention. But they could just as well reflect variation    in the behavior of the partner, or in the participants    sensitivity to other social cues, such as smiles or eyebrow    raises, from the partner.  <\/p>\n<p>    To address these issues, we and other researchers have replaced    the human partner with a virtual partner, or avatar, whose    behavior is controlled by a computer.  <\/p>\n<p>    In our own studies, participants interact with an animated    virtual character called Alan whose face appears in the    center of a computer screen. We use an eye tracker to see where    on the screen the participant is looking, and program Alan to    respond to her eye movements. This gives us complete control    over the interaction.  <\/p>\n<p>    The participant works with Alan to catch a burglar who is    hiding in one of six houses on the screen. Each trial begins    with both Alan and the participant searching the houses. If the    participant finds the burglar, she initiates joint attention,    guiding Alan to the burglar by making eye contact and then    looking at the correct house. If, on the other hand, Alan finds    the burglar, he initiates joint attention and the participant    responds.  <\/p>\n<p>    The game requires participants to coordinate their behavior    with Alan, make use of eye contact and flexibly assume    different roles in the joint-attention process.  <\/p>\n<p>    The search phase of our task also adds a complexity that is    absent from other studies. Because Alan makes many eye    movements during the trial, the participant has to decide    whether a particular eye movement is intended to guide her to    the burglar or is simply part of Alans ongoing search.  <\/p>\n<p>    We have found that participants respond much faster if we    remove the search phase so Alans eye movements always indicate    the burglars location. This suggests that what we call    intention monitoringworking out whether a cue such as an eye    movement is intended to be communicativeis an important part    of joint attention.  <\/p>\n<p>    In research published in April, we used this task with a group    of adults with autism. Overall, they made slightly more errors    than controls did. They were also slower to respond to the    avatars eye-gaze cue, but were just as fast as controls when    we replaced Alans eye-gaze cues with an arrow pointing to the    burglars location.  <\/p>\n<p>    This finding suggests that the difficulties of adults with    autism are specific to the social interaction involved in the    task, and cannot be explained by other factors that might    affect performancesuch as the ability to orient attention or    control eye movements.  <\/p>\n<p>    Our findings suggest that subtle joint-attention difficulties    continue into adulthood, at least for some people with autism.    This contrasts with evidence from other studies suggesting that    children and adults with autism have no difficulty responding    to eye-gaze cues on a computer screen.  <\/p>\n<p>    We think this may reflect the intention-monitoring component of    our task, which makes it more akin to a real-life interaction.  <\/p>\n<p>    In our research so far, participants have interacted with a    virtual character on a computer screen. The next step is to use    fully immersive virtual-reality headsets to recreate more    realistic social interactions, in which individuals must    evaluate multiple social cues at once, including eye gaze, head    orientation, hand gestures, speech and facial expressions.  <\/p>\n<p>    We, among others, are also considering clinical applications of    new immersive virtual-reality technologies. Virtual simulations    could perhaps be used for social-skills training in which    elements of a social interaction are introduced gradually.    Virtual meeting spaces could also allow people with and without    autism to interact in a safe and controlled environment that    reduces anxiety and sensory overload.  <\/p>\n<p>    Many of the insights in our research have come from adults with    autism. Theyve told us how to make our task easier to    understand, and theyve described the strategies theyve used    to complete the task. Many have told us that although the    virtual interaction is cognitively challenging, it is less    intimidating and anxiety-provoking than real-life interactions.  <\/p>\n<p>    Involving people with autism in research is key to its success.    As virtual-reality technology improves and becomes increasingly    affordable, the possibilities may be limited only by our    collective imagination.  <\/p>\n<p>    This story wasoriginaly publishedonSpectrum.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Read this article: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.scientificamerican.com\/article\/virtual-reality-may-reveal-new-clues-about-autism-social-difficulties\/\" title=\"Virtual Reality May Reveal New Clues About Autism Social Difficulties - Scientific American\">Virtual Reality May Reveal New Clues About Autism Social Difficulties - Scientific American<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Youre walking down a narrow corridor. Someone is walking toward you, so you step to one side.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-may-reveal-new-clues-about-autism-social-difficulties-scientific-american\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-194957","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/194957"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=194957"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/194957\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=194957"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=194957"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=194957"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}