| Friday 27 September  
        
          | 10h | Welcome- Arnaud Revel and Jacqueline Nadel Posters handling
 |  
          | 10h30-11h45 | Introduction – Jacqueline Nadel (CNRS
            UMR7593, La Salpêtrière) Autism, development and the search for efficient therapies
 |  
          | 11h45-12h | coffee break |  
          | 12h-12h45 | Anja Rutten, Helen Neale, Sue
              Cobb, Steven Kerr, Sarah Parsons,
              Ann Leonard, Peter Mitchell, & Tony
              Glover (School of Psychology & School
            of Computer Science, University of Nottingham) The AS Interactive Project: Further development and the evaluation of Ves
      for users with Asperger Syndrome
 |  
          |  | Abstract: The AS Interactive Project aims to develop VEs to allow adolescents
                and adults with ASDs to practise social skills. The project was
                introduced to the First International Workshop on Robotics and
                Virtual Interactive Systems in Therapy for Autism and other Psychopathological
                Disorders, 2001 where developments and results of the first year
                of the project were presented. During the first year, emphasis
                was on development, utilising a user-centred design process.
                This resulted in production of two Single User Virtual Environments
                (SVEs), the Café and the Bus. These environments focused
                on helping users learning how to find an appropriate place to
                sit down. Based on the environments created during the first
                year, an evaluation study was carried out (Leonard et al., 2002)During the second year of the project, SVEs were refined following a
        period of evaluation and implementation of changes in consultation with
        staff and students in a school for pupils with ASD. Several features
        have been added or changed following consultation with users and facilitators.
        The number of levels of difficulty in each of the environments was increased
        to provide a more challenging environment and flexibility was included,
        so that each time the same task was presented, the environment appeared
        visually distinct to prevent students from rote-learning what to do based
        on visual memory alone. In addition to the main task of finding a seat,
        in the more difficult levels the users had to queue appropriately. Evaluations
        of the SVE carried out in year 2 are detailed in Neale et al., (2002).
        Additionally, two Collaborative Virtual Environments (CVEs) have been
        developed - the Social Café and the Job Interview/Formal Meeting.
        These environments provide less structure, and potential for richer social
        interactions with others through the CVE, including the use of gestural
        behaviours. We have carried out some informal trials of CVE use within
        a school environment and are currently evaluating these to examine the
        potential of this technology for social skills practise.
 Year 3 of the project will see continued evaluations of SVE and CVE scenarios.
        The SVEs will be developed into project deliverables and additional support
        material for teachers and support workers will be prepared.
 This presentation will give an overview of project developments from
        school-based studies with adolescent AS users.
 |  
          | 12h45- 14h | Lunch |  
          | 14h – 14h45 | Kerstin Dautenhahn, Aude
              Billard, Megan Davis, Tamie Salter, Iain
            Werry (ASRG, School of Computer Science, University of Hertfordshire) Children with autism interacting with robots in the Aurora project
 |  
          |  | Abstract: The talk will give an update on current progress in the Aurora
                  project which studies how to use robots in autism therapy.
                  The chosen setup is inherently playful and unconstraint, e.g.
                  the children are not required to solve any tasks other than
                  playing, and the only purpose of the robot is to engage children
                  with autism in therapeutically relevant behaviours such as
                  turn-taking and imitation. A key issue is that the children
                  proactively initiate interactions rather than merely responding
                  to particular stimuli. Additionally, the chosen setup is social,
                  i.e. it involves not only the robot and the autistic child
                  present, but also the teacher and one or two experimenters.
                  As we have shown previously (Werry et al 2001; Dautenhahn et
                  al., 2002) this social setup is used by some children in a
                  very constructive manner demonstrating their communicative
                  competence: they use the robot as a focus of attention in order
                  to interact and/or communicate with other people in the room.The first part of the talk will address issues of design spaces and niches
        spaces of robots in autism therapy. Given the wide range of abilities
        of children with autism it seems unlikely that one type of robot will
        be the solution: rather, the design space of robotic designs (variations
        in behaviour as well as appearance) need to be mapped to the "niche
        space" of particular requirements that individual children, or groups
        of children with similar set of symptoms show. We therefore argue that
        any progress in the field needs to systematically assess how children
        with autism interact with robots and what the particular benefits of
        robots are in comparison to other non-robotic toys.
 The second part of the talk will present studies where we investigated
        how 15 autistic children interacted with a humanoid robotic doll called
        Robota. The purpose of the robot was to imitate children's arm movements
        (Dautenhahn & Billard 2002). Different from the trials with the mobile
        robot, here the teacher was greatly involved in setting up and guiding
        the "game" that the children played with the robot. We discuss
        advantages and disadvantages of such a robotic design as well as first
        results on the analysis of the videos documenting the interactions. If
        time permits then the last part of the talk will summarise results from
        a comparative study on eye-gaze and contact-behaviour for a group of
        17 autistic children where we compared how they behave towards a small
        mobile robot as opposed to a non-robotic toy (Werry 2002). We will briefly
        summarise and discuss the data.
 |  
          | 14h45-15h | coffee break |  
          | 15h- 15h45 | François Michaud (Mobile Robotics & Autonomous
            Intelligent Systems, Sherbrooke) Mobile robotic toys in therapy of Autism
 |  
          |  | Abstract: Since 1999 we, as engineers in electrical and computer engineering,
                have been designing a great variety of mobile robotic toys with
                the goal of using them as pedagogical tools for children suffering
                from autism or other developmental disorders. These mobile robots
                can move autonomously in the environment and interact in various
                manners (vocal messages, music, visual cues, movements, etc.)
                with the child. Compared to a human, a robot may be less intimidating
                and more predictable. It can follow a deterministic play routine,
                and also adapt over time and change the ways it responds to the
                world, generating more sophisticated interactions and unpredictable
                situations. This flexibility allows robotic toys to evolve from
                simple machines to systems that demonstrate more complex behavior
                patterns. In our case, the interaction framework created by our
                robots is to get the attention of the child, ask the child to
                do something, and to reward the child if the request is successfully
                satisfied. Since each child is a distinct individual with preferences
                and capabilities, it might not be possible to design one complete
                robotic toy that can help capture and retain the interest of
                every child. So our strategy is to design many different types
                of robots, and observe the possible factors that might influence
                the child's interests in interacting with a robotic toy, like
                shape, colors, sounds, music, voice, movements, dancing, trajectory,
                special devices, etc., and learning from our observations to
                design new robots that could in the near future be used by parents
                and educators. For the workshop, we will present the particularities of our robotic
        toys and what they can do as pedagogical tools, what we have learned
        from our experiences over the last four years, and outline what we plan
        to do in the next two years to study more closely what impacts these
        devices can have on children with autism. As engineers, we need to combine
        our expertise with scientists in the field, in order to get interesting
        insights that will help guide the design of innovative new robots. And
        our hope is that mobile robotic toys can become efficient therapeutic
        tools that will help children with autism develop early on the necessary
        skills they need to compensate for and cope with their disability.
 |  
          | 15h45-16h | coffee break |  
          | 16h- 16h45 | Brian Scassellati (University of Yale) How to use anthropomorphic robots to study social development
 |  
          |  | Abstract: In the last ten years, there has been an emphasis in the robotics
                community on developing robots that look like people, act like
                people, and interact with people in the same ways that people
                interact with each other. This talk will examine four different
                ways of using these anthropomorphic robots to study the development
                of social skills in children. Observing how humans react when
                placed in a social context with machines that share some human
                characteristics allows us to study our own mental processes and
                our views of ourselves. Humanoid robots are evocative objects
                in that they provoke people to question and to reassess their
                ideas about what it is to be intelligent, to have emotions, and
                to be a person. Pilot research on how interactions with two anthropomorphic
                robots impacted concepts of identity and self in agroup of sixty
                children aged 6 o 14 years will be presented. (This is joint
                work with Cynthia Breazeal and Sherry Turkle).A robot that is capable of perceptually detecting social cues also provides
        a quantifiable metric for those social cues. These metrics have potential
        uses in characterizing the development of social abilities and in the
        diagnosis of developmental disorders such as autism. While we do not
        claim that the metrics identified by building social robots will take
        the place of the clinician's judgment, these quantitative metrics may
        be extremely useful to the medical community in establishing a diagnosis,
        in tracking the success of intervention programs, and in reporting results.
        Joint work with Ami Klin, Warren Jones, and Fred Volkmar from the Yale
        Child Study Center on the application of these metrics will be presented.
 Social robots that are constructed according to models of skill acquisition
        in children can also be used as an evaluation tool for those models.
        Just as simulations of neural networks have been useful in evaluating
        the applicability of models of neural function, these robots can serve
        as a test-bed for evaluating the predictive power and validity of models
        of human evelopment. Further, a robotic model can also be subjected to
        controversial testing that is potentially hazardous, costly, or unethical
        to conduct on humans. Research on two models of the development of theory
        of mind and joint attention skills that were implemented on Cog will
        be presented as well as a new robot that is being constructed to address
        issues of sensorimotor development and social development.
 Finally, we speculate on the use of social robots as a therapeutic device
        for autism. If you could control the level of social sophistication in
        a robotic device, would that robot provide a crutch for learning social
        skills gradually? What can be learned from these intervention approaches
        about the structure of social skill development?
 
 |  
          | 16h45-17h | coffee break |  
          | 17h-18h | Isabelle Viaud-Dalmon (CNRS UMR7593,
            La Salpêtrière) Virtual reality as a tool for rehabilitation in Psychiatric disorders (+
        demonstration)
 |  
          |  | Abstract: Virtual reality (VR) represents a set of computer technologies,
                which allow users to interact with a three-dimensional, computer-generated
                environment in real time. VR is starting to be used in psychophysics
                experiments as well as in psychological therapy around the world.
                VR provides a way to immerse a user in an environment in which
                all the parameters can be measured, and in which the interaction
                between different sensory modalities can be controlled. Therefore VR represents an interesting tool to study the integration
        of space-related multisensory information in human and its disorders.
        For example, we have used VR to study the adaptation to incoherent visual-vestibular
        stimulation, in a task in which subjects had to control their whole-body
        rotations with a joystick. In another experiment, we studied the effect
        of sensory conflict both on sensorimotor control and on the stored representation
        of a path.
 However, before this tool can be established as a standard and can be
        used on an everyday basis for therapy, several of its aspects need to
        be thoroughly studied. VR accounts on the presence of users in the virtual
        environment: the user has to believe that he is actually in the virtual
        world and not anymore in the physical world. This first aspect is far
        from being trivial since it invokes derealisation experiences. Another
        aspect is linked to the fact that the interaction with any kind of VR
        system necessitates an adaptation of the subject. The effectiveness of
        VR for experimental and therapeutic purposes will be discussed in this
        framework.
 |    Saturday 28 September  
        
          | 9h15-10h | Lola Canamero (Department
            of Computer Science, University of Hertfordshire) & Philippe
            Gaussier (Group
            Signal and Image Processing, University of Cergy/CNRS) Emotion understanding : robots as tools and models
 |  
          |  | Abstract: Affective Computing is a new research area that aims at endowing
                robots and computers with emotional capabilities (e.g., to express,
                recognize, or "have" emotions) in order to make them
                more life-like and better adapted to interact with humans. Whereas
                the perspective of having artifacts that can display emotional
                expressions, respond to and adapt to our emotional states on
                a superficial level seems increasingly appealing, there is much
                scepticism regarding whether artifacts can "have" emotions
                in a deeper sense, since this is often considered as a unique
                feature of the human (and some other animal) species. In our opinion, this and other fundamental questions that stem from it
        (as for example in what cases it makes / does not make sense to give
        our artifacts emotions, and what aspects of them) must be thoroughly
        investigated if affective computing is to become a serious discipline
        that can contribute to our understanding of emotional phenomena. Indeed,
        robots offer an excellent platform for this investigation, since they
        can be used not only as tools (with easily modifiable parameters) to
        support research in other disciplines, but also as (synthetic, implemented,
        and working) models of emotional systems in non-human, non-biological
        species, hopefully shedding light on some integral elements and aspects
        of emotions. The current state of the art in affective computing research
        is still far from this objective, not only due to the early age of the
        discipline, but in particular to the complexity of emotional phenomena
        and our still limited understanding of them. Work in this area has tended
        to focus on only one of the aspects that seem more apparent regarding
        the "dual nature" of emotions:
 a) "Internal" robotic/agent architectures integrating emotional
        elements for behavior modulation and control – what we would term
        emotions as "second order" control or monitoring mechanisms.
 b) "External manifestations" of emotions (e.g., facial displays)
        that can be used as signals for social interaction and communication – for
        example, work on expressive robots.
 However, although the use of emotions can certainly provide novel solutions,
        the problems underlying these lines of research – behavior control
        and social interactions – are classic problems in robotics that
        have largely been tackled without resorting to emotional mechanisms.
        We will therefore review some representative problems and (the achievements
        and the limitations of) classical solutions in these areas, in order
        to better appreciate what the roles and contributions of emotions have
        been / can be with respect to particular problems in robotics. We will
        finally sketch some ideas on how this "dual aspect" of emotions
        can be meaningfully integrated in robots if we want to use them as tools
        and models to investigate and understand emotions.
 To conclude our talk, we will illustrate how we are undertaking the implementation
        of these ideas in, and some of the problems raised by, an expressive
        robotic head designed to investigate emotion understanding – currently
        recognition and imitation of facial displays – in typical and autistic
        children.
 |  
          | 10h-10h15 | Coffee break |  
          | 10h15-11h | Gerardo Guttierez (Robotic Institute,
            University of Valencia, Spain) & Rita Jordan (School of Education, Birmingham)
 Virtual reality for understanding imagination in people with autism
 |  
          |  | Abstract: Difficulties and delay in understanding symbolism, especially
                in relation to symbolic play, have long been documented as characteristic
                of people with autistic spectrum disorders (ASDs). It is not
                clear whether such difficulties and delays represent a core deficit
                in imagination, as some have proposed, or whether they result
                from other aspects of autism (Jordan, in preparation). Nor is
                it clear whether the problems lie with all aspects of play or
                with the aspect of pretend play referred to as 'symbolic play'
                only. Leslie (1994) suggests three categories of symbolic play:
                object substitution, attribution of false properties and reappearance/
                disappearance. There have been many attempts to teach symbolic
                play to children with ASDs, and a recent attempt (Sherratt, 2002)
                attributes the comparative success of the programme (with children
                with both autism and severe learning difficulties) to the use
                of structure, repetition and affective engagement. Virtual Reality
                (VR) has been claimed to provide a particularly facilitatory
                environment for people with ASDs in that it also offers structure,
                opportunities for repetition, affective engagement and, additionally,
                control of the learning environment. Virtual reality shares the
                advantages of computer-based learning, and has the additional
                advantage of making it more likely that the results will generalise
                to real-word This study, is an attempt to use a virtual reality environment to develop
        understanding of symbolic representation and imagination, within a 'familiar,
        yet playful environment. It also attempts to evaluate the contribution
        of virtual reality to any observed gains through comparison with traditional
        teaching approaches. In this paper we present the design and software
        developed under project INMER, which is currently being used and evaluated
        with a sample of people with autism. The project is used to ensure understanding
        over a range of 'teaching steps' leading towards symbolic understanding,
        with the VR tool being used to elucidate the symbolic and imaginary aspects,
        when appropriate. These steps cover: functional use of objects, functional
        play, imaginary play (involving object substitution at two different
        levels of difficulty), actual (or in this case VR) transformation of
        objects, 'magic' transformations and imaginary transformations. This
        careful stepped approach to teaching, ensuring understanding at each
        stage, is aimed at avoiding confusion, which could result from the premature
        use of a VR tool. The evaluation will also include an evaluation of generalisation.
        At this preliminary stage there are no results to report. However, the
        paper concludes with some of the limitations that have already become
        apparent, such as the lack of opportunities for the people with ASDs
        to themselves be creative and the lack of social stimulation to spark
        creativity; the authors suggest some future developments in VR that might
        address these.
 |  
          | 11h-11h15 | Coffee break |  
          | 11h15- 12h | Arnaud Revel ( Group Signal and Image
            Processing, ENSEA/CNRS, Cergy), Jacqueline Nadel, Marie Maurer & Pierre
            Canet (CNRS, UMR7593, & ITIN
      group, Cergy)
 VE: a tool for testing imitative capacities of low-functioning children
      with autism
 |  
          |  | Abstract: Equipped with our knowledge of developmental indices (Nadel & Butterworth,
                1999), we have started an exploration of imitative capacities
                in low-functioning children with autism. Such an exploration
                is needed, since results in this area are controversial, with
                authors claiming that children with autism have specific impairments
                in the domain of imitation, others (saying that the imitative
                deficits are not specific to autism but more generally include
                children with different developmental impairments with dysphasia
                and more specifically with language impairments and still others
                like us denying noticeable deficits in low-level imitation in
                children with autism. Our stance is based on the idea that a
                hierarchy of mechanisms are at play when we imitate according
                of the kind of imitation we use, from low-level use of mirror
                neurons in perception-action coupling to high-level mechanism
                involved in the representation of actions or program of actions
                (Rizzlolatti et al., 2002). The relatively late diagnosis of
                autism suggests that early motor development is not specifically
                impaired. We thus postulate the integrity of perception-action
                coupling in autism. The major impairment of children in autism lies in social component,
        therefore, it is of major interest to try to distinguish what in imitative
        performance is due to motor and cognitive capacities and what is due
        to capacities to relate with partners. We propose an experiment with
        3 interactive conditions: an on-line condition, where a real partner
        asks the child to do like him/her, an off-line condition, where a televised
        partner asks to do like him/her, a virtual environment condition where
        the virtual partner asks the child to do like him/her. The imitative
        performance of the children is the discriminant variable.
 Such a project would need us to answer to several pre-requisites: is
        it possible for low-functioning children with autism as well as for young
        infants to discriminate between virtual reality and real life? To our
        own knowledge the attempts to make persons with autism interacting in
        a virtual environment were always performed with adults or adolescents
        and with high functioning persons. With young and low-functioning children
        with autism however, the mastery of such complex situations is far from
        being obvious and we need at first to process an analysis of the different
        components of the context which can lead to differentiate virtual environment
        from real life. This is the reason why the virtual environment we will
        test is very simple. It is composed of only one avatar displayingtwo
        facial expressions with no eye-to-eye contact and proposing several simple
        actions, with only one sentence "do like me". A demonstration
        of the virtual environment design will be provided by ITIN group.
 |  
          | 12h-14h | Lunch |  
          | 14h – 18h | Session of Posters and Demonstrations: Begonia Pino: Use of computers to enhance
                  social engagement and social understanding in children with
                  autism –poster–
 |  
          |  | Abstract: Children with Autistic Spectrum Disorders (ASD) have difficulties
                understanding social situations and displaying appropriate behaviours.
                Many educational programmes have attempted to decrease these
                difficulties by teaching social skills to these children. Although
                these programmes have successfully taught social rules in many
                cases, children fail to transfer them to daily life. A social
                interaction project focused on social understanding succeeded
                because children had the opportunity to interact in an 'almost'
                natural setting (Dunlop et al., 2002). Besides, children with
                ASD tend to enjoy working or playing with computers. Murray (1997)
                shows that computers are not threatening, non judgemental, predictable,
                reliable, etc., thus, providing a safe environment in which social
                interaction can take place. This research investigated the use
                computers as an environment to teach and practice social understanding.
                The focus on social understanding was inspired by a social interaction
                project where children were involved in different real life activities,
                such as games, snacks, and outings. The rationale was that computer
                provided a 'real life' environment, and a shared interest as
                well as a motivational and safe tool around which construct a
                relationship. In the first stage the goal was to observe whether the computer fostered
        greater social engagement: child involved in more and longer interactions,
        initiating more, increased eye contact, etc. Child and experimenter carried
        out an activity (playing a game) in a computer version and later in a
        non-computer version (half of subjects started with non-computer version).
        The second stage intended to improve children's social understanding
        by putting social rules into practice with the mediation of the computer,
        for a longer period (a series of weekly sessions) where the activity
        was tailored to the child's interests and assisted by the experimenter.
        The expected results of the first stage were, first, that there would
        be more interactions in the computer version, but maybe less eye contact,
        which may suggest that children with ASD become more socially engaged
        when using computers with another person. Differences between the children
        with ASD and the control group could pinpoint the adequacy of the use
        of computers to enhance social interaction in the population with ASD
        in particular.
 |  
          |  | Yufang Cheng, David Moore & Paul
            McGrath: Virtual learning environments for children
            with autism –poster- |  
          |  | Abstract: Autism is a neurodevelopmental disorder characterised by a triad
                of impairments: in communication, social understanding, and rigidity
                of thought (Wing 1996). It is often held children with autism
                are poor at mind-reading, have a limited understanding of emotional
                expressions of both others and themselves. An interesting possibility is that the use of Collaborative Virtual Environment
        (CVE) technology may be able to help children with autism counter these
        difficulties. CVE can be defined as a computer-based, distributed, virtual
        space or set of spaces, in which people can meet and interact with others.
        Given this definition, the prima facie argument for CVE for people with
        autism is clear: a CVE can potentially provide a means by which people
        with autism can communicate with others (autistic or non-autistic) and
        thus circumvent their social and communication impairment and sense of
        isolation. The technology can also be used for purposes of practice and
        rehearsal. A key aspect of CVE is that users are represented in the environment
        by their personal "avatar" (Cassell et al, 2000). If autistic
        children are to benefit from CVE, therefore, it is important that they
        are able to interact successfully with their own and other people's avatars.
        Further, it may be that working with avatars that represent the emotions
        of their users, helps combat any theory of mind deficit. Our research
        interest, then, concerns how people with autism interact with avatar
        representations. Given this, we have built a system, utilising avatar
        representations of emotions based on work by Fabri (2001), that requires
        users to work through three stages. In stage 1 an avatar is presented
        in isolation, for the emotions happy, sad, angry and frightened. Stage
        2 represents the same emotions in the context of a social story, since
        this may help users infer the likely emotion caused by certain events.
        In stage 3 the user is given an avatar representation of one of the emotions
        and asked to select what event caused this emotion; the argument here
        is that inferring the possible cause of a displayed emotion is likely
        to be essential when using a CVE for communication. Users' responses
        to the system are recorded by the software for subsequent analysis.
 |  
          |  | Nicole Oudin, Jacqueline
                Nadel & Joëlle Proust: Computarized
              facilitated communication for nonverbal children with autism –demonstration--   |  
          |  | Hideki Kozima:The Infanoïd -
            demonstration - |  
          |  | Abstract: We are designing a robot that can help children, either normal
                or autistic, lean to communicate with others. Communication is
                one form of the social interaction in which one predicts and
                controls someone else's behavior by using social clues like bodily/facial
                gestures and speech. This project note describes our on-going
                exploration on the design principle of a robot with which normal
                or autistic children can play contingency-detection game. In
                the game, the robot reacts to such social clues that the children
                will make and displays such social clues that will induce some
                response in the children, possibly forming social interaction.
                As a possible embodiment, we introduce our infant-robot, Infanoid,
                which is currently capable of primordial attentional interaction
                with humans. |  
          |  | Caroline Potier, Daniel Viezzi, Jacqueline
              Nadel & Philippe
            Gaussier: Neonatal imitation modelled by a robot –demonstration- |  
          |  | Abstract : In the context of an interdisciplinary cooperation, we have
                conceived a robotics "mouth" to study imitation of
                tongue protrusion and mouth opening as performed by human newborns
                in a human context. Results obtained in this framework will suggest
                further robotics developments which could help us in the understanding
                of the mechanisms involved in imitation. The robotics mouth can
                be programmed simply by the final user which can specify both
                the amplitude and the speed of the movements. The minimalist
                program is written in C under linux and works in text mode. This
                implies no specific expansive powerful equipment. The study of
                tongue protrusion is simplified by the ability of the system
                to create patterns of actions, or sequences of patterns in correspondence
                with psychological protocols.One of the main interest in the robotic solution in comparison with the
        human one is the precision (up to 1 millisecond) and the reproducibility
        of the sequences. This allows to compare results obtained during several
        experiments very precisely. The use of a robotic solution allows to keep
        an identical referential both in time and space since we can test the
        same protocol whenever and wherever. Besides, compared with a real mouth,
        the robotic one can be schematised at will in order to test which features
        are really important in a human mouth. Conversely, compared with a simulated
        mouth displayed on a 2D monitor, the robotic mouth is 3D, and more than
        that, it is really "embedded" and "situated".
 The basic question for developmental psychologists is to explore whether
        neonatal imitation in humans is a selective process that requires biological
        modelling or whether it is an elective process likely to occur in front
        of animated though non biological stimuli.
 |  
          |  | Ronald Kemeling: Mimic approach –demonstration- |  
          |  | Abstract : Children with a development problem such as autism rarely get
                the opportunity to explore their environment and, even if they
                are able to do so, positive feedback is often lacking. Their
                body scheme awareness is also often poorly or insufficiently
                developed. With the MIMIC program an environment can be developed
                which gives children full control of what happens. Moreover,
                they receive multichannel feedback. Studies in Sweden and the
                US have shown that this form of feedback can be very effective.
                MIMIC is a unique multimedia computer program with which a fully
                interactive multisensory development and learning environment
                can be created in a simple way. The principle is very simple.
                The computer observes the space by means of the camera. When
                any movement is observed on a pre-defined spot, the computer
                responds with an action. The action depends on what the counsellor
                has programmed in the computer. All kinds of movements are possible
                by means of which concepts such as high, low, left-right, large-small,
                in-out can be visualised. A number of persons can simultaneously
                use this environment and in this way they can make music or participate
                in an interaction. Colours and subsequently emotions can be linked
                to a movement towards a specific spot. Language and communication
                exercises can be composed. Spatial orientation exercises, body
                scheme development, matching exercises, behavioural therapeutic
                approaches, eliciting of movements are only some of the possibilities
                of MIMIC. I have worked with children of two different schools
                for special education (SLD). Now I am working on a content with
                videos of a 15 year old girl with autism. I wish to know whether
                this form is appropriate for her. I wish to show you several
                aspects of the program's operation and I have some video material.
                I would like to set up a collaborative study of the effects and
                development of content. |  
          | 18h | Final comments and what next? |    |