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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Madrid, Spain
* Corresponding author.
$ antonio.barba@universidadeuropea.es (A. Barba); veronicarufobaena@gmail.com (V. Rufo);
giuseppe.iandolo@psisemadrid.es (G. Iandolo); esteban.garcia@fi .upm.es (E. García-Cuesta)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>EMOLEARN-"Las aventuras de Marco"- A Serious Game to train emotions to children with ASD⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Antonio Barba</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Verónica Rufo</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppe Iandolo</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Esteban García-Cuesta</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Departamento de Inteligencia Artificial, Universidad Politécnica de Madrid</institution>
          ,
          <country>España</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad Europea de Madrid</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>This paper proposes the use of serious games for development of the emotional psychology of children with autism spectrum disorders. We exploit machine learning and Speech Emotion Recognition techniques to help children with ASD understand how to express their emotions at diferent day by day situations that they can be involved in. Marco's video game aims to stimulate metacognition and model adaptive behaviors, assertive communication, and self-regulation in daily social life. It is intended as a tool that a therapist can use to improve the learning process.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Serious Games</kwd>
        <kwd>Children with ASD</kwd>
        <kwd>Speech Emotion Recognition</kwd>
        <kwd>Machine Learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>(a)
(b)
and without overwhelming him. The first, second, and fourth scenarios aim to expose the player
to a situational model of complex social interaction. The third and fifth scenarios aim to provide
situational models that need to ask for help in case of overflow due to a sensory modulation
disorder characterized by hypersensitivity to environmental stimuli.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Works</title>
      <p>
        In recent years, much progress has been made to improve the communication skills for children
with ASD thanks to machine learning emotion recognition techniques. This emotion recognition
is based on both, facial gestures and voice. Thus, projects like Anwar and Milanova [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ],
LIFEisGAME [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and FaceSay [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] present systems to identify facial expressions, faces and
emotions both in expression and in detection for autistic children, while the Emotify project [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
recognizes the emotion through the voice in a talking educational game. In addition, there are
projects that also take the social aspect into account. The ASC-Inclusion project [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is a game
experience that helps children with ASD to improve their socio-emotional communication skills,
combining voice and facial and body gestures. Also, the Simoes et al. project [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] developed a
serious game where the children became familiar with the routine of taking a bus. In our work
we focus on the emotion of anger, since anger control as a manifestation of anxiety is a goal
of any intervention in social skills in ASD and it is also one of the first emotions that children
recognize. Moreover, by restricting the study to a simpler speech emotion recognition problem,
the accuracy of the implemented model increases and, therefore, the chances of success in real
settings.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. EMOLEARN: Las aventuras de Marco</title>
      <p>
        EMOLEARN-"Las aventuras de Marco" is a visual novel game where the main character is a 6-10
year old boy with ASD called Marco. The game consists of 5 everyday collaborative contexts
associated with the 5 types of learning that are sought and kinematics are used to develop
them. At the end of the cinematic a decision process is proposed by means of pictograms
with text (see figure 1). The child has to make a choice and if the option is correct then the
process of oral exposition is opened where the child explains what happened. The video game
evaluates the associated emotion and determines whether the child has spoken with or without
anger. In the case of speaking in anger, the process has to be repeated until the child says it
without getting angry. The Speech Emotion Recognition (SER) system includes spectral and
prosodic features. The signal is framed into 20 ms windows to analyze its frequency content in
a short time segment of a longer signal (this is a commonly chosen time window size but other
sizes may be also a valid option). Following the authors recommendation at [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] the spectral
features that we have used are: i) first 13 Mel Frequency Cepstral Coeficients (MFCCs) and their
mean, standard deviation, kurtosis and skewness, the first and second derivatives of MFCC; ii)
spectral centroid; iii) spectral flatness; iv) spectral contrast; and v) Linear Predictive Coding
(LPC). The prosodic features represent those supra-segmental elements of oral expression
which are elements that afect more than one phoneme and can’t be segmented into smaller
units, such as accent, tones, rhythm and intonation. The prosodic features that we use are the
fundamental frequency (F0), intensity, and tempo. As result a total of 140 features are extracted
using using Praat [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and librosa [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Diferent experiments were conducted using SVMs,
Feed-Forward Deep Neural Networks (FFNN), and EXtreme Gradient Boosting (XGBOOST) and
Cross-Validation (CV) methodology to obtain the most accurate model on anger vs. no-anger
emotion classification task. The best model was obtained for SVM technique with an accuracy
of 80%. Due to the dificulties autistic children have in managing attention, the game has been
adapted to their needs according to the work of Frith’s Central Coherence Theory [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. This
theory points out the dificulty that people with ASD have in analysing a set of stimuli as a
whole, focusing their interest on details and increasing their capacity for fragmentation [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
In order to improve children’s attention, the following design decisions have been made for
the visual paratranslation [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]: a simple and contrasting colour palette has been selected for the
main character, the backgrounds have little information in order to focus the detail on the main
action, a visual repetition of facial expressions and actions is sought to facilitate the relationship
of situations with respect to the emotional attitude that occurs in the scenes, and the interface
is direct without visual details that could distract from the main objective.
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions and Future Works</title>
      <p>This paper presents a fully functional serious games for development of the emotional
psychology of children with ASD. The game is intended to be used by therapist in order to improve
the emotional learning in social environments overloaded with stimuli. We expect that this
will be a valuable tool in this context and it will be validated doing an A/B test experiment in a
classrom of 20-30 children with ASD.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>This work has been partially supported by European Commission Erasmus+ Strategic
Partnerships for School Education (REF.KA201-063086).</p>
    </sec>
  </body>
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