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Comparing Virtual Vs Real Faces Expressing Emotions

This study investigates how children with autism spectrum condition (ASC) process emotional expressions from virtual avatars compared to real faces using eye-tracking methodology. Results indicate that children with ASC show improved emotion recognition and fixation patterns when viewing avatar faces, particularly with negative emotions, suggesting avatars may enhance social skills interventions. The findings highlight the potential of using virtual avatars in therapeutic settings to better engage children with ASC in recognizing and responding to emotional cues.

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0% found this document useful (0 votes)
22 views16 pages

Comparing Virtual Vs Real Faces Expressing Emotions

This study investigates how children with autism spectrum condition (ASC) process emotional expressions from virtual avatars compared to real faces using eye-tracking methodology. Results indicate that children with ASC show improved emotion recognition and fixation patterns when viewing avatar faces, particularly with negative emotions, suggesting avatars may enhance social skills interventions. The findings highlight the potential of using virtual avatars in therapeutic settings to better engage children with ASC in recognizing and responding to emotional cues.

Uploaded by

Natalia Garre
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Education and Information Technologies (2021) 26:5717–5732

https://doi.org/10.1007/s10639-021-10552-w

Comparing virtual vs real faces expressing emotions


in children with autism: An eye-tracking study

Maria Chiara Pino1,2 · Roberto Vagnetti1 · Marco Valenti1,2 · Monica Mazza1,2

Received: 25 November 2020 / Accepted: 18 April 2021 / Published online: 1 May 2021
© The Author(s) 2021

Abstract
Difficulties in processing emotional facial expressions is considered a central char-
acteristic of children with autism spectrum condition (ASC). In addition, there is a
growing interest in the use of virtual avatars capable of expressing emotions as an
intervention aimed at improving the social skills of these individuals. One poten-
tial use of avatars is that they could enhance facial recognition and guide attention.
However, this aspect needs further investigation. The aim of our study is to assess
differences in eye gaze processes in children with ASC when they see avatar faces
expressing emotions compared to real faces. Eye-tracking methodology was used
to compare the performance of children with ASC between avatar and real faces. A
repeated-measures general linear model was adopted to understand which charac-
teristics of the stimuli could influence the stimuli’s fixation times. Survival analysis
was performed to understand differences in exploration behaviour between avatar
and real faces. Differences between emotion recognition accuracy and the number
of fixations were evaluated through a paired t-test. Our results confirm that chil-
dren with autism have higher capacities to process and recognize emotions when
these are presented by avatar faces. Children with autism are more attracted to the
mouth or the eyes depending on the stimulus type (avatar or real) and the emotion
expressed by the stimulus. Also, they are more attracted to avatar faces expressing
negative emotions (anger and sadness), and to real faces expressing surprise. Dif-
ferences were not found regarding happiness. Finally, they show a higher degree of
exploration of avatar faces. All these elements, such as interest in the avatar and
reduced attention to the eyes, can offer important elements in planning an efficient
intervention.

Keywords Autism spectrum condition (ASC) · Facial emotional expression · Virtual


faces · Avatar · Eye tracking

* Roberto Vagnetti
roberto.vagnetti.rv@gmail.com
Extended author information available on the last page of the article

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1 Introduction

Individuals with autism spectrum condition (ASC) are characterized by difficulty


in recognizing and responding to emotions conveyed by the face; their main diffi-
culty is responding appropriately to the emotions of other people (Cassidy et al.,
2016). Although the literature has often presented mixed data regarding this deficit,
a meta-analysis including 48 studies showed that in subjects with ASC this deficit is
indeed present (Uljarevic & Hamilton, 2013); moreover the meta-analysis showed
that individuals with ASC have difficulty in recognizing all primary emotions except
happiness, albeit marginally. Most eye-tracking studies have investigated emotion
recognition in individuals with ASC using real faces and have provided important
insights regarding their processing of faces. We know that subjects with ASC placed
in front of emotion-expressing faces show altered eye patterns compared to con-
trols with little interest in social stimuli such as eyes (Reisinger et al., 2020; Tsang,
2018). Indeed, attention to social stimuli is considered an early diagnostic biomarker
in childhood (Elsabbagh et al., 2014; Jones et al., 2016). Some studies have sug-
gested different visual patterns in the exploration of faces depending on the emo-
tion presented, with one study finding that children with ASC, similarly to controls,
look at their eyes for longer when viewing negative emotions (de Wit et al., 2008).
Another study (Tsang, 2018) suggested that individuals with ASC use a rule-bound
categorical thinking approach to understand facial emotions through a categorical
rule (e.g. happiness is represented by a curled-up smile), suggesting that process-
ing style may also influence the understanding of emotions. Moreover, children with
ASC could experience more pronounced difficulties when faces express complex
emotions (Tsang, 2018). Also, it is worth mentioning that for a correct recognition
of an emotion, individuals dwell on specific parts of the face, mainly the mouth or
the eye area, depending on the emotion being expressed by the face (Wegrzyn et al.,
2017). One study also found an influence of the gender of the person expressing the
emotion (Lambrecht et al., 2014). These studies show how many variables can affect
recognition and visual patterns when participants are asked to recognize the emotion
on the presented face.
One of the main limitations of rehabilitation treatment based on emotions
directed at individuals with ASC is that face-to-face or group interventions may not
be appropriate for this clinical group. ASC individuals are not very attracted to the
human face, perhaps because it is too complex and difficult to interpret for them.
Amaral and collaborators (Amaral et al., 2018) suggest that the emotional recogni-
tion difficulty in subjects with ASC depends on deficits in the interpretation of oth-
ers’ intentions from gaze direction or other social attention cues. Infants and young
children with autism demonstrate impairments in both initiating and responding to
joint attention bids in naturalistic settings (Caruana et al., 2018). For this reason,
many rehabilitative interventions use technology such as robots, avatars and virtual
environments to teach new skills to children with ASC (Orvalho et al., 2009; Jarrold
et al., 2013; Bekele et al., 2014; Aresti-Bartolome & Garcia-Zapirain, 2015; Lahiri
et al., 2015; Newbutt et al., 2016; Liu et al., 2017; Elgarf et al., 2017; Shoaib et al.,
2017; Papathomas & Goldschmidt, 2017; Ravindran et al., 2019; Yuan & Ip, 2018;

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Education and Information Technologies (2021) 26:5717–5732 5719

Khowaja et al., 2019; Valencia et al., 2019; Rojo et al., 2019; Herrero & Lorenzo,
2020; Di Mascio et al., 2020). Soares et al. (2021) conducted a meta-analysis com-
paring randomized controlled trials of face-to-face and technological interventions
for children and adolescents with autism to improve social skills. These interven-
tions included the use of computer-based software, computer avatars and therapeutic
robots and found that both types of intervention resulted in comparable improve-
ments in social skills. On the basis of this result, the authors suggest the implemen-
tation of a combination of the two intervention types as a future perspective. Tech-
nological interventions that include the use of 3D characters are often used in the
context of autism to improve social skills (Kandalaft et al., 2013; Yuan & Ip, 2018),
where not only virtual avatars but also complex virtual scenarios or situations that
can simulate a real-world situation may be present (Didehbani et al., 2016). The lit-
erature concerning the study of avatar faces is still limited, but the evidence suggests
that they can be used for intervention purposes. Hopkins and collaborators (Hop-
kins et al., 2011) assessed the efficacy of FaceSay, a computer-based social skills
training program for children with ASC showing improvements in emotion recogni-
tion and social interactions. FaceSay allows participants to practise attending to eye
gaze, discriminating facial expressions, and recognizing faces and emotions in Fac-
eSay’s structured environment with interactive, realistic avatar assistants. Moreo-
ver, Kumazaki et al. (2019) demonstrated that children with autism responded more
often to a simple humanoid robot and simple avatar than they did to a human. Thus,
social skills training, performed in the past by human operators, has been automated
through interaction with an avatar (Tanaka et al., 2017). Forbes et al. (2016) demon-
strated the potentiality of using an avatar to induce facial mimicry and to improve
the ability to recognize and produce emotional facial expressions. Azevedo et al.
(2018) used avatars in three different tasks, including an emotion recognition task,
on five ASC children where they described improvements in emotion recognition
between multiple sessions. Santos et al. (2019) proposed the development of a seri-
ous game, also aimed at children with autism, that involves the use of a virtual ava-
tar (called ZECA) expressing emotions in order to facilitate communication and
understanding of emotions in the child. A study compared a group of adolescents
with ASC with a control group who were asked to identify facial expressions shown
by avatars (Bekele et al., 2014). In this study, no differences were found in terms of
accuracy of emotion recognition between the two groups, while differences emerged
with regard to fixation patterns, where TD children fixed more on the mouth area.
The authors also point out that virtual reality could potentially guide and alter gaze
processing and attention to enhance facial recognition.
Currently, the literature agrees on the utilization of avatars for harnessing and
potentially increasing motivation and interest in social stimuli (such as people) in
individuals with ASC.
Bekele et al. (2014) support the hypothesis that deficits in emotion and face rec-
ognition for individuals with ASC are related to fundamental differences in infor-
mation processing. Grossard et al. (2018) affirmed that facial emotional expression
is a complex developmental process influenced by several factors that need to be
acknowledged in future research. Contrary to what has been said so far, Carter et al.
(2014) suggested that even avatars that provide live, responsive interactions are not

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5720 Education and Information Technologies (2021) 26:5717–5732

superior to human therapists in eliciting verbal and non-verbal communication from


children with autism.
Interventions with virtual reality and their applications in patients with ASC are
of considerable interest; in fact, a strong point of these technologies is that they
make it possible to simulate various situations in a controlled environment. How-
ever, to the best of our knowledge, no studies have compared the two types of stim-
uli. Thus, it is necessary to understand what the differences are in the use of virtual
and real situations, starting with the simplest and most substantial difference: the
virtual stimulus compared to the real one.
ASCs are characterized by a deficit in emotion recognition (Uljarevic & Ham-
ilton, 2013), and a study found that ASC individuals and healthy controls per-
form at the same level when it comes to emotion recognition when observing ava-
tar faces expressing emotions (Bekele et al., 2014). Our hypothesis is that avatar
faces expressing emotion could facilitate emotion recognition better than real faces.
According to this hypothesis, we expect children with ASC to be more interested
in avatar faces than real faces, thereby showing a longer duration of fixations and
enhanced exploration of the stimulus. Furthermore, we investigate which of the ava-
tar face elements in emotion expression could attract the attention of children with
autism more than human faces.

2 Method

2.1 Participants

Twenty-nine children with ASC were selected by the Reference Regional Centre for
Autism (anonymized, age range 5–11 years) and participated in the study. The ASC
diagnosis was provided by an experienced clinician and a senior psychiatrist, accord-
ing to the criteria of the DSM-5 (APA, 2013), while a senior neuropsychologist con-
ducted the neurocognitive evaluation, and a research assistant and a doctoral student
in methodology constructed and performed the experimental task. The ASC diag-
nosis of patients was confirmed using the Autism Diagnostic Observation Sched-
ule, Second Edition (ADOS-2; Lord et al., 2012). The VMA was assessed with the
Test for Reception of Grammar – Version 2 (TROG-2; Bishop, 2003; Suraniti et al.,
2009). For details see Table 1.
Informed consent was given, and accepted, by all the children’s parents before
the study. Ethical approval was obtained from the hospital’s Ethics Committee
Table 1  Demographical and Mean (s.d.)
clinical data of ASC participants
Chronological age (in years) 8.77 (1.42)
Verbal mental age (in years) 12.54 (4.15)
Gender 25 M; 4 F
ADOS-Social communication and social interaction 11.71 (3.25)
ADOS-Repetitive and stereotyped behaviour 2. 71 (0.75)
ADOS total scores 14.43 (3.35)

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Education and Information Technologies (2021) 26:5717–5732 5721

(anonymized). The Ethics Committee approved the experimental protocol, num-


ber 186061/17, before the recruitment of the participants. The exclusion criteria for
recruitment were: a history of neurological disease, including epilepsy, head trauma,
mental retardation or pharmacological treatment.

2.2 Emotional recognition task: Real versus avatar

We know that children with ASC experience a delay in the development of emotion
recognition compared to controls rather than an absence of this capacity (Pino et al.,
2017), so we used basic emotions to facilitate emotion recognition and to assess the
effect due to avatar or real faces and not compromise their performance with more
complex emotions. Moreover, we utilized the emotions suggested by Franco et al.
(2014) based on terms known by children. Thus, the set of stimuli was balanced by
the number of positive and negative emotions.
The task consisted of 16 stimuli divided into two stimulus types, with eight rep-
resenting real faces and the other eight representing avatar faces. Each stimulus type
showed four emotions (happiness, surprise, sadness and anger), which were pre-
sented by a male and a female face to counterbalance any stimuli or gender bias.
Each stimulus was presented for seven seconds.
Each child was asked to observe the image and identify the emotion correspond-
ing to the presented stimulus; therefore the number of correct answers was consid-
ered for the analyses as a measure of accuracy in emotion recognition where the
score range was 0–8 for both the avatar and real emotion recognition scores. Real
face stimuli were taken from the Karolinska Directed Emotional Faces database
(Lundqvist et al., 1998), while avatar faces were created through FaceGen (Singular
Inversions Inc, 2009). Two professional psychologists were then asked what emotion
the avatar represented, showing a high degree of agreement (Cohen’s kappa = .86).
Furthermore, they were presented to a sample of 20 typically developing children
with the same age range as our participants, showing a mean accuracy on emotion
recognition of above 70%. An example of the avatar stimuli is presented in Fig. 1.
The task was performed using Tobii T120 Eye Tracker equipment consisting of a
GL-2760-LED backlit monitor with a resolution of 1920 × 1080 pixels, which both
presented the stimuli and recorded gaze. This eye-tracking system is non-invasive
and the subject has little indication that eye movements are being tracked; artifi-
cially constraining head movements is not required. The system tracks both eyes to
an accuracy of 0.5 degrees at a sampling rate of 60 Hz. The Tobii equipment was
connected to a Lenovo laptop computer (Windows 7 Professional) that was used to
run the tasks. Calibration procedures, stimulus creation, data acquisition and visuali-
zation were performed using the Tobii Studio™ Analysis Software.

2.3 Procedure

All children were tested once, in a quiet, darkened room. The experiment started
with a calibration phase that was immediately followed by the test phase. During
calibration, a cartoon was presented in the centre of the screen. When the children

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Fig. 1  Example of an avatar


stimulus expressing anger

started to look at the smiley face it moved to the top left corner of the screen and
remained in this position until the toddler fixated on it. Then it moved to the bot-
tom right corner and remained in this position. These three positions were used to
compute the pupil–corneal reflection from three points on the screen, allowing the
system to derive gaze direction during test phases. The calibration accuracy was
checked and the calibration procedure was repeated if necessary. After the calibra-
tion phase, the emotion recognition task was administered to the participant. Rectan-
gular areas of interest (AOIs) were defined manually for each image in the displays.
Two AOIs were created, namely the eyes and the mouth.
At the end of the testing session, the participant received a reward (i.e. coloured
stickers). Two gaze parameters were analysed for each stimulus: (1) total fixation
duration (TFD) – the sum of the duration of all fixations within the AOI during the
presentation of a given display, thus indicating how much attention had been given
to the stimulus; and (2) the number of fixations (NF), where a fixation event was
defined by the Tobii fixation filter (I-IV filter) as any occasion on which the direc-
tion of gaze remained within 0.5 degrees of the visual angle for at least 100 ms,
informing us about children’s exploratory behaviour. Data for all AOIs were normal-
ized concerning the total area of the image.

2.4 Statistical analysis

A repeated-measures t-test was performed between the avatar emotion recognition


score and the real emotion recognition score to verify differences in emotion recog-
nition accuracy between avatar and real stimuli.

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Education and Information Technologies (2021) 26:5717–5732 5723

A repeated-measures GLM was performed to assess differences in participants’


TFD between the two stimulus types (real and avatar) for stimuli gender (male
and female) emotion (happiness, surprise, sadness and anger) and AOIs (eye and
mouth), with any significant interaction then being further explored through a post
hoc test. Specifically, through GLM we wanted to understand whether any stimulus
characteristics could influence time spent on AOIs.
A repeated t-test was performed to compare the number of fixations between real
and avatar stimuli in order to compare exploration behaviour.
Furthermore, a survival analysis was performed to understand whether, after a
certain number of fixations, participants tended to interrupt the exploration ear-
lier depending on stimulus type. Survival function was described through the
Kaplan–Meier method, which gives the probability that an individual will “survive”,
or in our case continue exploring, after a particular time t, where we consider t as
the number of fixations.
For the analysis, alpha was set at .05, and multiple comparisons after GLM were
corrected through the Bonferroni method. Analyses were performed using R (R
Core Team, 2020) and the survival package (Therneau, 2020).

3 Results

3.1 Emotion recognition

We find a significant difference between the avatar emotion recognition score and
the real emotion recognition score (t (28) = 2.36; p = .02), where the accuracy for
avatar stimuli (M = 5.42, SD = 1.07) was greater than that for real stimuli (M = 4.84,
SD = 1.01), showing a medium effect size (Cohen’s d = .54).

3.2 Eye tracker data – Total fixation duration

A significant interaction was found between stimulus type, stimulus gender and
AOI ­(F1, 28 = 7.68, p = .01, ηp2 = .21), as well as between stimulus type, emotion
and AOI (­F3, 84 = 16.5, p < .001, ηp2 = .37) and between stimulus type and emotion
­(F3, 84 = 21.3, p < .001, ηp2 = .43).As regards the stimulus type, stimulus gender and
AOI interaction, from the post hoc test we did not find any significant differences
after the Bonferroni correction that could explain the interaction.
With regard to the interaction between stimulus type, emotion and AOI, we
found that TFD on real faces was higher on eyes (­Mdif = .810, SE = .137, p < .001)
and the mouth (­ Mdif = .222, SE = .056, p < .001) when the emotion was surprise; by
contrast, TFD was higher for avatar faces on eyes when the emotion was sadness
­(Mdif = −.525, SE = .107, p < .001) and on the mouth when the emotion was anger
­(Mdif = −.299, SE = .104, p = .007).
Finally, the interaction between stimulus type and emotion revealed higher TFD
for real faces when the emotion was surprise ­(Mdif = .566, SE = .090, p < .001);
by contrast, we found higher TFD for avatar faces when the emotions were anger

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1.6
1.4
1.2
1
0.8
0.6
0.4
0.2
0
Happiness Surprise* Anger Sadness* Happiness Surprise* Anger* Sadness
Eyes Mouth

Real Avatar

*p< .05

Fig. 2  Differences between real and avatar faces of TFD on AOIs during emotion visualization. *p < .05

­(Mdif = −.206, SE = .080, p < .001) and sadness ­(Mdif = −.313, SE = .065, p < .001).
Results on TFD are reported in Figs. 2 and 3.

1.2

0.8

0.6

0.4

0.2

0
Happiness Suriprise* Anger* Sadness*

Real Avatar

* p< .05
Fig. 3  Differences on emotions’ TFD between real and avatar faces. * p < .05

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Education and Information Technologies (2021) 26:5717–5732 5725

3.3 Eye tracker data – Number of fixations

The t-test revealed a significant difference in the number of fixations (­t28 = 4.79,
p < .001), which was higher for avatar faces (M = 41.5, SD = 25.3) than for real faces
(M = 30.3, SD = 20.6), with a large effect size (Cohen’s d = .91).
From the survival analysis, we can see that a slightly larger proportion of partici-
pants tended to continue exploring avatar faces as the number of fixations increased,
although the two curves only tend to be significantly different (χ2(1) = 3.8, p = .05).
Survival curves are reported in Fig. 4.

4 Discussion

The present study aimed to investigate the recognition of emotions in children with
ASC through the vision of real faces and avatars. The rationale of the research was
to understand why avatar-based rehabilitation interventions seem more promising
than interventions based on human interaction. Our interest was to understand how
ASC children process information about avatars’ faces compared to human faces.
Several studies argue that difficulties in the use and comprehension of the infor-
mation conveyed by human faces could represent a core deficit in children with

Fig. 4  Survival analysis curves

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ASC (Baron-Cohen et al., 1993; Dawson et al., 2002, 2004; Campanelli et al., 2013;
Reisinger et al., 2020). But this statement is not entirely true. For example, Castelli
(2005) found that children with autism recognized all six primary emotions in the
same way as a control sample. Studies of facial emotion recognition in subjects with
ASC have yielded mixed results (Harms et al., 2010); thus, the question of whether
ASC individuals have general emotion processing impairments remains open to fur-
ther investigation.
To the best of our knowledge, this is the first study to explore performances
between avatar and real faces in a sample of children with ASC. Literature indicates
that many factors are related to the recognition of emotions or to visual behaviour
when individuals see real faces expressing emotions, these factors include AOIs fix-
ated (mouth or eyes), the emotion expressed by the stimulus (Wegrzyn et al., 2017),
the processing style of the individual (Tsang, 2018), and stimulus gender (Lambre-
cht et al., 2014). Thus, we decided to explore the influences of possible characteris-
tics related to the stimulus.
In our study, we found that children with ASC have less difficulty recognizing
the emotion presented by the avatar face as our results showed that the accuracy in
emotion recognition was higher with avatar faces than with real ones. This finding
supports the use of avatar-based interventions to enhance the abilities of individuals
with autism, as they could facilitate emotion recognition.
We gained important insights from the analysis of fixation times; in fact, we
found that, compared to real faces, our sample observed with longer fixations the
mouth area of avatar faces when the emotion was anger and the eye area when the
emotion was sadness, suggesting that these AOIs were of particular interest regard-
ing these emotions, probably enabling enhanced recognition (Fig. 2).
This result is in line with a previous study (Wegrzyn et al., 2017) that found that
certain face areas provide greater support in emotion recognition, and it seems that
this can also be true for avatar faces. Moreover, we found that fixations were longer
on real faces when the emotion was surprise for both the AOIs compared to avatar
fixations. This aspect also emerged during the comparison between stimulus type
TFDs regarding types of emotions. Specifically, we found that children with ASC
fixated for longer on real faces if the emotion was surprise and on avatar faces if the
emotions were anger and sadness (Fig. 3), thus it seems that the avatar faces would
favour children’s attention to negative emotions, and real faces when the emotion
is surprise. According to our results, children with ASC spent more time looking
at negative emotions in line with evidence that suggests that individuals perform
extended scanning for threatening expressions (Green et al., 2003), which has also
been found in children with typical development and autism (de Wit et al., 2008).
Our results confirm these studies; moreover, it seems that in avatar faces, prob-
ably due to better recognition, this behaviour is enhanced compared to real faces.
In regard to the emotion of surprise, it has been suggested that recognition of sur-
prise is related to Theory of Mind (Baron-Cohen et al., 1993); in fact, it requires
the assessment of another person’s mental state (he/she is surprised as he/she was
expecting something different), thus it is possible that a simplified stimulus like the
one we have constructed may not provide the necessary information for such a com-
plex process. However, further investigation is needed on this aspect. Our results

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Education and Information Technologies (2021) 26:5717–5732 5727

are particularly intriguing as they provide us with information about the potential
use of these stimuli for guiding children’s attention and enhancing facial recognition
as a potential use, as suggested by Bekele et al. (2014). Since it has been suggested
that emotion recognition in ASC children is delayed compared to their peers (Pino
et al., 2017) rather than completely absent, a simpler stimulus like the avatar seems
to facilitate emotion recognition.
Differences between the two stimuli are particularly important since a combined
use of face-to-face and technological interventions has been suggested (Soares et al.,
2021), thus it is worth investigating how the two types of stimuli can influence vis-
ual processes and promote attention to particular aspects of the social stimulus since
social information encoding seems to be of particular relevance in the social cogni-
tion of children with ASC (Pino et al., 2020).
Taken together, these results provide an important insight that is useful for clini-
cal practice; in fact, they suggest that the attention of children with ASC could be
modulated depending on the stimulus used for a particular emotion, but also con-
cerning a particular area. For example, the research of Dawson and collaborators
(Dawson et al., 2005) suggested that people with ASC use atypical strategies for
processing faces characterized by reduced attention to the eyes, thus we found that
this effect could be reduced depending on the stimulus used. This aspect may be rel-
evant depending on the objectives of the intervention, and it would suggest that the
use of both types of stimulus for the purposes of a tailor-made intervention plan may
be the best strategy to follow.
In terms of exploration, evaluated by the number of fixations, we found that ava-
tar faces are widely explored by ASC children as they showed a higher number of
fixations than real faces, suggesting that avatar faces are more explored than real
faces. Even if the causes must be carefully examined, this may be due to the chil-
dren’s interest in the stimulus. In support of this hypothesis, it is worth mentioning
the trend towards significance we found during the survival analysis (Fig. 4), where
we found that as the number of fixations increased, a greater proportion of children
continued to explore avatar faces than real ones. Taken together, these results sug-
gest that avatar faces are more explored than real faces, and in particular, the effects
on exploration could be greater in the face of prolonged tasks. This is an impor-
tant aspect that should be further evaluated, because if we consider the rehabilitation
framework, children are encouraged to concentrate on target stimuli several times
over a determined period of time (e.g. two/three times a week). Our results show
that this topic needs to be more deeply understood as a future perspective.
Despite the interesting results, our study has some limitations as our sample is
comprised only of children with ASC; a comparison with a sample of typically
developing children could have provided further and important considerations. We
decided to use four basic emotions to facilitate their recognition; it is possible that
when faced with more complex emotions or scenes, different and equally important
results may arise for the intervention framework. As we said before, it is possible
that the duration of exposure to the stimulus is another important variable that fur-
ther studies should examine. In addition, future studies should therefore compare
our results with a control group and a more complex paradigm; for example, it
would be interesting to use eye-tracking measurements in a real intervention context

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5728 Education and Information Technologies (2021) 26:5717–5732

to understand in depth a child’s behaviour in relation to physical and virtual stimuli.


We also believe that considering what interactions there might be when considering
more complex emotions could suggest further insights.
In conclusion, we found that a mixture of avatar faces and real faces could be
used in order to modulate the attention of a child with ASC on particular facial areas
or emotions. Specifically, it seems that avatar faces gain more attention when the
emotion is anger or sadness, while real faces gain more attention when the emo-
tion is surprise. AOI attention gains depend on the stimulus type and the emotion
expressed by the stimulus. Moreover, we found that avatar faces seem to be more
explored than real faces.

Funding Open access funding provided by Università degli Studi dell’Aquila within the CRUI-CARE
Agreement.

Data availability The datasets generated and/or analysed during the current study are not publicly avail-
able but they are available from the corresponding author on reasonable request.

Declarations

Ethics approval Ethical approval was obtained from the Ethics Committee of the Reference Regional
Centre for Autism. The Ethics Committee approved the experimental protocol number 186061/17 before
the recruitment of the participants.

Consent to participate/consent for publication Informed consent was obtained from all parents and oral
assent from children before the study.

Conflicts of interest/competing interests The authors have no conflicts of interest to declare that are rel-
evant to the content of this article.

Open Access This article is licensed under a Creative Commons Attribution 4.0 International License,
which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as
you give appropriate credit to the original author(s) and the source, provide a link to the Creative Com-
mons licence, and indicate if changes were made. The images or other third party material in this article
are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the
material. If material is not included in the article’s Creative Commons licence and your intended use is
not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission
directly from the copyright holder. To view a copy of this licence, visit http://​creat​iveco​mmons.​org/​licen​
ses/​by/4.​0/.

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Publisher’s note Springer Nature remains neutral with regard to jurisdictional claims in published
maps and institutional affiliations.

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5732 Education and Information Technologies (2021) 26:5717–5732

Authors and Affiliations

Maria Chiara Pino1,2 · Roberto Vagnetti1 · Marco Valenti1,2 · Monica Mazza1,2


Maria Chiara Pino
mariachiara.pino@univaq.it
Marco Valenti
marco.valenti@univaq.it
Monica Mazza
monica.mazza@univaq.it
1
Department of Applied Clinical Sciences and Biotechnology, University of L’Aquila, Via
Vetoio, Località Coppito, 67100 L’Aquila, Italy
2
Regional Reference Centre for Autism of the Abruzzo Region, Local Health Unit ASL 1,
L’Aquila, Italy

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