Creative Coding for Dance Movement Therapy in Children with Autism
Nicol
´
as Araya
a
, Javier Gomez
b
and Germ
´
an Montoro
c
Higher Polytechnic School, Autonomous University of Madrid, Madrid, Spain
Keywords:
Autism, Dance Movement Therapy, Creative Coding, Accessibility, Human Computer Interaction.
Abstract:
People diagnosed with an Autism Spectrum Disorder (ASD) have deficits in social interaction, communica-
tion and cognitive development. Children with ASD may also present motor difficulties growing up, which
motivates interventions of Dance Movement Therapy (DMT) that helps them to develop social skills and inte-
grate in society. Current technological advances have integrated into DMT interventions, enriched with virtual
scenarios, projections, sensors and robot partners. These works have positive outcomes in social skills devel-
opment and motor skills refinement, even though, due to confinement for COVID-19, online DMT has yet to
be further explored. We propose a research methodology for the development of a tool that aims to develop
self expression for ASD youth, with the creation of an artistic image based on dance and body movements.
Our initial study case is Movarte, a web based tool that creates graphic pieces based on body movement and
proxemic areas. 15 users evaluated the application, showing positive outcomes in terms of engagement and
novelty, though it was not considered so clear and limited in terms of parameter control. Future research will
provide more insight to adapt an interface for DMT in self expression for people with ASD.
1 INTRODUCTION
Autism Spectrum Disorder (ASD) is a family of dis-
orders at a social, communicative and behavioral level
(Association, 2013). This neurodevelopmental disor-
der is detectable from a very early age and today has
a prevalence of 1 in 100 children diagnosed annually
(Zeidan et al., 2022).
Commonly, this group of people present deficits
in the development of social and motor skills and the
expression of emotions. In addition, impairments in
motor development, movements and speech are in-
cluded. That is why, depending on the severity of their
diagnosis, they may require therapeutic support in the
initial stages or even for life (Lord et al., 2018).
Art therapy serves to give a free expression of the
deepest emotions and expressions, through the cre-
ation of an artistic piece that reflects an internal state.
It is an alternative for people who cannot communi-
cate verbally and provides a space for personal ex-
pression.
Dance Movement Therapy combines the creative
and expressive aspects of dance with psychother-
apy, using both verbal and non-verbal means to help
a
https://orcid.org/0000-0002-7623-7835
b
https://orcid.org/0000-0002-7496-7965
c
https://orcid.org/0000-0001-7393-1226
clients achieve a more realistic body image and expe-
rience relief, pleasure, and integration (Weitz, 2018).
Movement therapy can help children with behavioral
disorders express memories stored in their bodies
from pre-verbal periods, and Dance Movement Ther-
apy has been developed through the collaboration of
professionals from the fields of psychiatry, psychol-
ogy, and dance.
Technologies contribute to the creation of new
tools for the development of new visual and creative
forms. The contribution in art therapy is favored with
new digital possibilities. The confinement caused by
the COVID-19 pandemic has led many psychothera-
pists to move all, or a good part, of their work online,
which has been little documented for remote dance
music therapy (Garcia-Medrano, 2021).
In this sense, Creative Coding can contribute from
the development of code for expression and the vi-
sual arts, which is enriched with other areas of Hu-
man Computer Interaction, such as affective comput-
ing. Likewise, a user-centered methodology can be
proposed for the development of a tool that explores
corporality and expression in people with ASD.
The present work seeks to present ideas and a first
approach towards a tool that allows creating a visual
piece in an intervention from dance for children with
autism.
Araya, N., Gomez, J. and Montoro, G.
Creative Coding for Dance Movement Therapy in Children with Autism.
DOI: 10.5220/0012472100003657
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2024) - Volume 2, pages 761-767
ISBN: 978-989-758-688-0; ISSN: 2184-4305
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
761
2 BACKGROUND
Some works have been studied that apply DMT using
technological means to potentiate the abilities of chil-
dren with autism. These applications have been eval-
uated in small groups of children with ASD in thera-
peutic contexts that have had positive results. Some
examples are:
1. OSMoSIS is a musical and body game that con-
verts movements into sounds. It uses a Kinect to
capture the body movements of the child partici-
pating in the game, in order to measure motor and
social synchrony (Ragone et al., 2020).
2. DanceCraft is a remote-use system that, through
videos of a DMT instructor, allows children to
play to imitate their movements. It uses a Kinect
sensor and has been well received by family
groups that have tried it (Ringland et al., 2019).
3. Choreografish is a virtual reality (VR) video game
that simulates choreography for the movement of
a school of fish. The objective is to reduce the so-
cial anxiety of the participants, by allowing them
to control the rhythm and movement of an artistic
creation (Jr. et al., 2018).
4. ExpressiveBall is a prototype of a tangible ball
that has different sensors to stimulate the stimula-
tion of the senses. The objective is to achieve the
expression of children with ASD with low verbal
skills, through six body activities (Wilson et al.,
2020).
In these works, children with ASD are encour-
aged to the arts through games on body interfaces and
movement. However, the objectives of these studies
are to promote certain social skills or autonomy, and
few focus on creative expression. Furthermore, the re-
sult is often imitation of an instructor to improve the
precision of body movements, leaving little room for
self expression and exploration.
The present research is motivated by these last as-
pects to implement a new system that considers the
needs of children with ASD, who can explore corpo-
rality for the execution of an artistic piece. The pro-
cess will have more value than the result and will help
you communicate in a different way.
Creative Coding is the use of programming in cre-
ative applications. In different contexts, user inter-
faces are enriched with embodied alternatives. This
philosophy has a major presence in the Maker move-
ment, where users develop creative technological ar-
tifacts, though it has not yet been used for therapy
or well being scenarios. In accessibility, the idea is
to adapt and develop interfaces for users with special
needs, in this case, people with ASD may find an en-
gaging form to develop self expression and creative
endeavours through art creation with dance.
DanceON is an educationally-focused program-
ming system that allows users to create visual anima-
tions in response to body movement data, with the
goal of engaging young women of color in creating
artistic computational artifacts within culturally rele-
vant dance learning experiences (Payne et al., 2021).
Children benefit from creation with an increase
of self-expression and autonomy development levels.
Our goal is to explore how this can be developed
through an embodied interface, noting that users are
keen on visual and are engaged with virtual worlds
and videogames.
Some common tools for creative coding are
Processing, a library for graphical creation. The
JavaScript language is commonly used for web de-
velopment, in this case we find p5.js, a library that
adapts Processing with WebGL standards. A comple-
mentary library is ml5.js, that uses Machine Learning
models from Pytorch in JavaScript. TouchDesigner is
a software that helps to create graphical, 2D and 3D
rendering in creation projects.
In summary, DMT can benefit from the creative
currents of programming, to support new tools that
stimulate creative development. Recently, as a re-
sult of the confinement caused by the COVID-19 pan-
demic, psychotherapists who practice DMT have had
to seek remote and online avenues for their work,
demonstrating similar results of empathy and body
exploration (Garcia-Medrano, 2021). Currently, it is
necessary to continue documenting these processes
and propose tools that can adapt to these challenges,
in order to achieve a novel and stimulating effect for
this group of users.
3 METHODOLOGY
A first approach is proposed to evaluate a body inter-
face that allows creating a graphic piece, developed
with creative programming tools. This first stage re-
quires validation and further we propose a more com-
plete project, designed with experts in the field.
Movarte emerges as an interactive art proposal
that aims to establish links between movement and
a dynamic visual image. For the recognition of poses
and body movements, a neural network model was
used, which was associated with a JavaScript library
to produce graphic images within a web browser. Ad-
ditionally, the concept of proxemics was used to es-
tablish imaginary zones that allowed variations to be
made when generating the final image. In particular,
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it is intended to investigate the use of proxemic zones
as a way of generating layers to create an image com-
posed of simple geometric figures.
The web application has six proxemic zones that
represent a layer of the image that the user can manip-
ulate. To set a zone, it is necessary to approach until
it is indicated to be in the next zone. These are:
Layer 1. Choose the background color by varying
the vertical position of the elbows and the hori-
zontal position of the waist. The RGB values are
chosen, where the right elbow represents the Red
channel, the left elbow represents the Green chan-
nel, and the right waist represents the Blue chan-
nel.
Layer 2. Allows the user to choose the position of
lines that align with the position of the forearms,
measuring from the elbow to the wrist. The colors
are triad of the previous color.
Layer 3. A triangle is formed whose vertices are the
points of each shoulder and the midpoint between
the points of each hip. The color is complemen-
tary to the background.
Layer 4. Allows the user to generate a sequence of
circles of different colors and sizes, which follow
the position of the wrist and elbow for each arm.
Layer 5. Two triangles are formed with each ear, eye
and nose as vertices as a common point. The col-
ors are triad of the color of the third zone.
Layer 6. Circles of different sizes are formed whose
center is the nose. Unlike the third zone, these are
created every 2 seconds.
Having completed these areas, you can download
the final image, an example is shown in Figure 1.
Figure 1: Example of image generated with Movarte.
In order to gain proof of concept, we developed a
web-based tool for interactive art creation based on an
embodied interface called Movarte.
The approach is to use proxemic spaces that rep-
resent image layers, on which different graphical ele-
ments are placed as the user moves closer to the web
camera. The main idea is to control basic graphical
figures according to the body movements and overall
position, so that body movements and dance are en-
hanced to advance into a final visual product, that can
be exported into a 2D image.
It was developed using the p5.js library, which
extends Processing in the JavaScript language, and
the React framework to integrate to a web based app
hosted in Heroku. For body recognition, it uses the
PoseNet model integrated with the ml5.js library, a
Machine Learning model that collects 17 body and
points.
The UEQ is a quick and reliable questionnaire to
measure the user experience of interactive products
(Laugwitz et al., 2008) . It consists of 26 questions of
pairs of opposite words in which the user evaluates the
level of identification of an adjective about another,
on a seven-point scale. This allows evaluating the
scales of: Attraction, Transparency, Efficiency, Con-
trollability, Stimulation and Novelty. Furthermore, it
separates the measurement of quality at a pragmatic
and hedonic level. The Spanish version was used and
the results are processed by the data analysis tool pro-
vided on their website.
The evaluation used the User Experience Ques-
tionnaire (UEQ) and a set of qualitative questions.
The UEQ sets 6 metrics composed of 26 closed ques-
tions in a likert scale. Additionally, we added the fol-
lowing open questions:
Q1. What contexts do you consider suitable for this
application? Options: Dance, Physical exercise,
Performance, Therapy, Artistic creation, Leisure
activities, Kinesiology and Other.
Q2. What do you think about this experience?
Q3. What aspects would you change for future ver-
sions of the application?
Proposals will be reviewed to improve the sys-
tem and move towards integration in educational or
daily use contexts. Changes regarding technological
advances and a new review of the literature will be in-
corporated, as well as proposals from researchers and
experts in the area. New case studies will be defined
to propose workshops and sessions that promote cre-
ativity applied in schools and support centers for chil-
dren with ASD.
It is planned to have an active group of partici-
pants, between 10 and 20 children with ASD. ASD
and their families. During a defined time, creative
exploration sessions will be developed through the
proposed system. The evaluation will correspond to
Creative Coding for Dance Movement Therapy in Children with Autism
763
the complexity of the artistic piece created, as well as
your experience and usability with applications of this
type. All integration stages will include interviews
with experts from centers interested in collaborating.
4 A CASE STUDY
As a proof of concept, a study was carried out on the
usability and acceptance of Movarte as a tool that con-
tributes to the validity of this research. Initially, it is
intended to validate with people who are not experts
in the topics addressed in this project, who allow an
external view and have different levels of technolog-
ical or artistic knowledge. To do this, a group of 15
participants between 19 and 52 years, they were sent
the link to the project page and some instructions on
its use. Users carried out the tests in their homes, with
different web cameras, computers, internet browsers,
spaces and environmental conditions, to avoid condi-
tioning a response under defined parameters. They
were invited to freely explore the tool, to generate at
least one image that they could optionally share it in
the gallery. At the end, they were asked to respond
to the UEQ and the questions posed. The results of
the survey for the pairs of items are in Figure 4. A
high score can be seen for the characteristics of orig-
inal, innovative, good, creative and activator. On the
other hand, it has been considered unpredictable by
a majority of users, and to a lesser extent, confusing,
difficult to learn and overloaded.
Figure 2: Quality factor in UEQ.
In the quality fields presented in Figure 2, Attrac-
tiveness scores the highest with 2.56, close to Hedo-
nic Quality with 2.54. Pragmatic Quality scores lower
with 1.63
As noted in Figure 3, Dependability scores only
1.25 which is the lowest overall, given that most users
have described the system as more unpredictable, and
some of them have classified it as not secure, compli-
cated and confusing, as reflected on answers of Fig-
ure 4. Efficiency scores 1.78, followed by Perspicuity
with 1.87, noting an experience that is complete but
struggles a little to be defined as practical, organized
and understandable. Simulation is 2.33.
The UEQ applies a normalization for the ques-
tions (or items) into -3 to 3 scale, for each questions
field group. In the quality fields presented in Figure
2, Attractiveness scores the highest with 2.56, close
to Hedonic Quality with 2.54 and Pragmatic Quality
scores the lowest with 1.63.
This is then classified in the UEQ sections noted
in Figure 3. Attractiveness and Perspicuity score 2.56
and 1.87, respectively, representing on higher values
for the engagement and visual aspects. In Figure 4 the
results are presented, noting their relevance with the
quality factors, overall the application was found to be
quite unpredictable and sometime hard to understand,
but showed a great visual impact and was also valued
for entertainment.
Figure 3: Mean of UEQ sections.
As for the qualitative questions, users in general
though that Movarte had value for DMT interven-
tions. The most important aspects of Q1 is that users
found this useful for artistic creation with 14 out of
15 answers, and Therapy with two thirds of the votes,
other relevant topics where Therapy, dance, physical
exercise and leisure activities, as noted in Figure 5.
Users responded to Q2 to have an overall en-
tertaining experience, where they felt present in the
dance and art creation, some even played music while
they were dancing to increase their creative patterns.
They felt their well-being increased and felt more re-
laxed after the experience.
For Q3, users think the idea is good but still find
it limited. They propose new graphic figures, the use
of 3D graphics, Virtual or Augmented Reality, as well
as being able to control the parameters such as colour,
size of images and image format.
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764
Figure 4: Answers per item.
5 DISCUSSION
Movarte overall showed positive outcomes with high
levels in terms of novelty, attraction and engagement,
they feel this tool can help to increase interaction for
creative and self expression.
Users assured they need more control on param-
eters such as colour and size, more diversity in the
displayed figures, explore 3D graphics. Instructions
were not clear for many, people took some time to
understand application.
Users see this tool suitable for anxiety and relief,
they felt that disconnected from their physical envi-
ronments and felt an immersive experience they took
to their home places. Some included music and en-
joyed the exploration that could be made with their
bodies with no additional device needed.
General audience and software experts validate
the use of this embodiment tool for therapeutic and
artistic uses, which gives a direction that DMT can
profit form an intervention that uses Movarte for cre-
ative expression in an artistic piece with dance move-
ments. The layers are found to be an interesting idea,
but is not clear how to use it, people got confused on
Figure 5: Answers for Q1.
where to pass from one layer to the other or to revert
changes, feeling like they lost their previous image
and had to start over again.
As an initial proof of concept, it can be seen that
Movarte has generated good acceptance and has given
space to discuss possible improvements. At a general
level, it proves to be attractive to a non-specialized
general public, achieving high levels of hedonistic
and attractive quality, based on the positive assess-
ment in terms of novelty, attraction and stimulation.
By varying the colors by random levels and accord-
ing to each base color chosen, the images are unique
for each experience, added to the possibility of shar-
ing them in the gallery, invites users to actively par-
ticipate to explore new results. On the other hand,
randomness plays a factor that does not allow con-
trollability, which lowers the levels of predictability
and control over the result, reflected in a lower level
of pragmatic quality. You must continue exploring to
find a way that allows you to control the creative pro-
cess, but without limiting it so that it loses its novelty
or causes frustration.
Additionally, graphic possibilities and audiovisual
resources must be increased. The p5.js library allows
you to manipulate basic figures although they are lim-
ited, 3D can be integrated with three.js or Babylon.js
to achieve an immersive vision. Along these lines, the
use of virtual or augmented reality can be explored,
without its use involving high computing use or re-
quiring expensive hardware that would mean losing
Creative Coding for Dance Movement Therapy in Children with Autism
765
the portability of an online system. Some options
to consider for the web are AR.js, A-Frame and Ar-
gon.js. You should study how to adapt existing tech-
nologies to an environment designed for people with
ASD. For motion detection, if web cameras associ-
ated with a body recognition machine learning model
are chosen, it must be verified that their result is sim-
ilar to depth cameras (RGB-D). Of this group, Kinect
is the most used and validated in different research
projects with children with ASD, however, today it is
discontinued; Although there are alternatives, they in-
volve a higher cost and the need to have the necessary
equipment. The study should then be of the techni-
cal capabilities to capture the precision of movement,
such as level of clarity, angle, resolution and distance
of camera, as well as prevention for obstruction or
erroneous captures, both for one or multiple partici-
pants.
Another point to assess is the integration of math-
ematical models with graphic and creative program-
ming libraries. The input data is usually the posi-
tion on the two-dimensional x and y axes, which are
captured, and the percentage probability of accuracy.
As an alternative to PoseNet, Tensorflow today fea-
tures BlazePose and MoveNet, which increases cap-
ture from 17 to 33 body and facial points, or runs
at over 50 frames per second for mobile devices and
desktop, respectively. A model that has had a leading
role in research is OpenPose, which detects differ-
ent body and facial points, its integration with p5.js
or ml5.js. The results of the open questions have
provided positive validation to replicate the use of
Movarte in contexts of artistic creation, therapy and
dance, which is the focus of this work.
The next step is to validate the tool with experts
in the thematic lines of ASD, therapists, artists and
relatives of diagnosed people, to have a global vision
that allows us to propose a specific use case that will
be evaluated in later stages. Creative coding offers a
simplet language that extends and adapts for people
that do not come from technological backgrounds to
enhance their work with the nature of code.
It would be interesting to propose an interface that
allows p5.js code and graphic resources to be added
easily. Other contexts to explore arise from physi-
cal exercise, leisure activities and performance, which
can follow the same line. Rehabilitation is already
widely explored in literature, the focus today is on
creative expression and training. It is also necessary
to establish evaluative concepts for the complexity
of the image, such as the management of colors and
shapes, as well as expressive degree.
6 CONCLUSIONS
Users with ASD need to refer creative endeavours
with an inclusive approach, like art therapy. Dance
Movement Therapy (DMT) is an evolving field that
needs to be promoted with new technological ad-
vances and can be suitable for motor therapy, well
being, anxiety relief.
We believe that Creative Coding as important and
empowerment tool for autism and has yet a big jour-
ney to be validated, though our approach gives hints
for future works.
Future work will be made for testing with ASD
groups, apply questionnaires and validation of experts
for creative assessment, as well as extending the use
of the application to educational environments, work-
shops and leisure use.
Dance Movement Therapy (DMT) provides expe-
riential benefits for people diagnosed with an autism
spectrum disorder (ASD), at the level of well-being
and expressive development. This research is part of
a project that seeks to propose a tool for artistic cre-
ation with creative programming tools.
In a first stage, a proof of concept is proposed to
validate a prototype with a group of users, quantita-
tively and qualitatively. The main results denote that
it is a novel and attractive idea, suitable for contexts
of artistic creation and therapy. However, it is not en-
tirely controllable and has aspects to improve in terms
of the diversity of graphic options and usability.
The work will continue with these results towards
its next phase, it has the support of collaborating orga-
nizations and experts who will provide a lot of infor-
mation to consider in future stages. A user-centered
design will continue and subsequent validation with
an environment adapted to end users.
ACKNOWLEDGEMENTS
The authors acknowledge the support from the Project
Indigo! (Ministry of Science and Innovation) with
reference number PID2019-105951RB-I00 / AEI /
10.13039 / 501100011033). This work has been sup-
ported by the FPI-UAM predoctoral scholarship from
the Autonomous University of Madrid.
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