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Ashirbad Samantaray

Publications and source records attributed to Ashirbad Samantaray.

2 recordsLinked to original sources

Development of Immersive Virtual and Augmented Reality-Based Joint Attention Training Platform for Children with Autism

Joint Attention (JA), a crucial social skill for developing shared focus, is often impaired in children with Autism Spectrum Disorder (ASD), affecting social communication and highlighting the need for early intervention. Addressing gaps in prior research, such as limited use of immersive technology and reliance on distracting peripherals, we developed a novel JA training platform using Augmented Reality (AR) and Virtual Reality (VR) devices. The platform integrates eye gaze-based interactions to ensure participants undivided attention. To validate the platform, we conducted experiments on ASD (N=19) and Neurotypical (NT) (N=13) participants under a trained pediatric neurologist's supervision. For quantitative analysis, we employed key measures such as the number of correct responses, the duration of establishing eye contact (s), and the duration of registering a response (s), along with correlations to CARS scores and age. Results from AR-based experiments showed NT participants registered responses significantly faster (<0.00001) than ASD participants. A correlation (Spearman coefficient=0.57, p=0.03) was found between ASD participants response time and CARS scores. A similar trend was observed in VR-based experiments. When comparing response accuracy in ASD participants across platforms, AR yielded a higher correctness rate (92.30%) than VR (69.49%), indicating AR's greater effectiveness. These findings suggest that immersive technology can aid JA training in ASD. Future studies should explore long-term benefits and real-world applicability.

cs.HC

Online Poker and Rummy -- Games of Skill or Chance?

The paper aims to investigate the degree of cognitive skills required for success in online versions of the popular card game rummy and poker. The study focuses on analyzing the impact of experience and learnable skills on success in the online card game. We also propose a framework to analyze online games to conclude on whether they are games of learnable skill or are they games of chance. The hypotheses proposed aim to test whether online and offline card games are comparable in terms of cognitive engagement and skill requirements. To assess these hypotheses, key elements of gameplay such as shuffling of cards, card deck randomness, and seating of players are analyzed. We also adopted statistical approaches to understand the characteristics of card games in terms of random chance or skill. From the analysis, we could see that the normality of the derived variables deviates significantly from the normal distribution showing a non-linear trend. It signifies that the mean of the involved skill variables is not zero as the user plays a greater number of games, thereby strengthening the assumption that the long-term success in online card games is attributed to skill and not chance. There is no difference in online and offline versions of card games (rummy and poker) from the perspective of requirement of skills. Moreover, our finding suggests that there is a preponderance of skills to succeed in online card gaming. Overall, the findings of this research contribute to a better understanding of cognitive skills in online gaming environments.

cs.HC