session 3
Exploring Physiological Responses in Virtual Reality-based Interventions for Autism Spectrum Disorder: A Data-Driven Investigation
Alvari, Gianpaolo, Vallefuoco, Ersilia, Cristofolini, Melanie, Salvadori, Elio, Dianti, Marco, Moltani, Alessia, Castello, Davide Dal, Venuti, Paola, Furlanello, Cesare
Virtual Reality (VR) has emerged as a promising tool for enhancing social skills and emotional well-being in individuals with Autism Spectrum Disorder (ASD). Through a technical exploration, this study employs a multiplayer serious gaming environment within VR, engaging 34 individuals diagnosed with ASD and employing high-precision biosensors for a comprehensive view of the participants' arousal and responses during the VR sessions. Participants were subjected to a series of 3 virtual scenarios designed in collaboration with stakeholders and clinical experts to promote socio-cognitive skills and emotional regulation in a controlled and structured virtual environment. We combined the framework with wearable non-invasive sensors for bio-signal acquisition, focusing on the collection of heart rate variability, and respiratory patterns to monitor participants behaviors. Further, behavioral assessments were conducted using observation and semi-structured interviews, with the data analyzed in conjunction with physiological measures to identify correlations and explore digital-intervention efficacy. Preliminary analysis revealed significant correlations between physiological responses and behavioral outcomes, indicating the potential of physiological feedback to enhance VR-based interventions for ASD. The study demonstrated the feasibility of using real-time data to adapt virtual scenarios, suggesting a promising avenue to support personalized therapy. The integration of quantitative physiological feedback into digital platforms represents a forward step in the personalized intervention for ASD. By leveraging real-time data to adjust therapeutic content, this approach promises to enhance the efficacy and engagement of digital-based therapies.
Human-Machine Collaboration Approaches to Build a Dialogue Dataset for Hate Speech Countering
Bonaldi, Helena, Dellantonio, Sara, Tekiroglu, Serra Sinem, Guerini, Marco
Fighting online hate speech is a challenge that is usually addressed using Natural Language Processing via automatic detection and removal of hate content. Besides this approach, counter narratives have emerged as an effective tool employed by NGOs to respond to online hate on social media platforms. For this reason, Natural Language Generation is currently being studied as a way to automatize counter narrative writing. However, the existing resources necessary to train NLG models are limited to 2-turn interactions (a hate speech and a counter narrative as response), while in real life, interactions can consist of multiple turns. In this paper, we present a hybrid approach for dialogical data collection, which combines the intervention of human expert annotators over machine generated dialogues obtained using 19 different configurations. The result of this work is DIALOCONAN, the first dataset comprising over 3000 fictitious multi-turn dialogues between a hater and an NGO operator, covering 6 targets of hate.
A device-interaction model for users with special needs
Ojeda-Castelo, Juan Jesus, Piedra-Fernandez, Jose A., Iribarne, Luis
Interaction is a fundamental part of using any computer system but it is still an issue for people with special needs. In order to improve this situation, this paper describes a new device-interaction model based on adaptation rules for user models. The aim is the adaptation at the interaction level, taking into account the interaction device features in order to improve the usability through the user experience in the education sector. In the evaluation process, several students from a special education center have participated. These students have either a physical or sensory disability or autism. The results are promising enough to consider that this model will be able to help students with disabilities to interact with a computer system which will inevitably provide tremendous benefits to their academic and personal development.