Using Semiotics to Design a VR Videogame for Face Processing Rehabilitation in Children
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Abstract
In this paper we propose to use the semiotic knowledge on the face acquired by the ERC project «FACETS» for the creation of a serious games in VR capable of helping populations with difficulties in face processing. Differently from what is usually done, we propose to design a game rewarding cognitive operations of face processing by interacting with non-realistic atypical faces that corresponds to the face processing strategies developed by these populations. This proposal is made on the basis of a semiotic take on both face-processing and meaning-making in digital games, both of which are dynamic and strategic experiences that allow to acquire real-life knowledge in multiple ways. After briefly discussing these theoretical points, we take the concrete case of autism to examine existing literature on the face processing impairment in these subjects. We highlight how such impairment is due to the existence of a different pattern/strategy of face interpretation rather than just some incapacity, hence the possibility to improve face-processing by acting on the cognitive level of such strategies through a careful process of game design rewarding both the cognitive operations and social interactions made by healthy individuals. Finally, we examine part of the existing literature on the usage of both videogames and VR by and for the ASD population. From this review, we highlight how 1) there are no relevant risks in designing digital games and VR for these users 2) there are strong evidences of the potential benefits of using both videogames and VR 3) there are good reasons to think that the cognitive operations of face-processing can be improved in virtual environment 4) there is a regrettably general lack of VR gamified experiences for healthcare for this population and 5) our proposal is something unprecedented both from the point of view of a VR experience targeting face-processing and from the one of designing positive interactions with atypical faces
Keywords
- Semiotics
- Cognitive Sciences
- Seriousgames
- Face
- Autism