292 research outputs found

    Leveling the Playing Field: Supporting Neurodiversity via Virtual Realities

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    Neurodiversity is a term that encapsulates the diverse expression of human neurology. By thinking in broad terms about neurological development, we can become focused on delivering a diverse set of design features to meet the needs of the human condition. In this work, we move toward developing virtual environments that support variations in sensory processing. If we understand that people have differences in sensory perception that result in their own unique sensory traits, many of which are clustered by diagnostic labels such as Autism Spectrum Disorder (ASD), Sensory Processing Disorder, Attention-Deficit/Hyperactivity Disorder, Rett syndrome, dyslexia, and so on, then we can leverage that knowledge to create new input modalities for accessible and assistive technologies. In an effort to translate differences in sensory perception into new variations of input modalities, we focus this work on ASD. ASD has been characterized by a complex sensory signature that can impact social, cognitive, and communication skills. By providing assistance for these diverse sensory perceptual abilities, we create an opportunity to improve the interactions people have with technology and the world. In this paper, we describe, through a variety of examples, the ways to address sensory differences to support neurologically diverse individuals by leveraging advances in virtual reality

    Transition to College for Students with Autism Spectrum Disorder: Needs and Facilitation Strategies. Is Virtual Reality a Useful Tool in the Transition Process?

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    The number of Autism Spectrum Disorder (ASD) postsecondary students going to University is increasing. Nonetheless, these students face more difficulties than their neuro-typical peers, due to their communication and behaviour impairments. This fact is widely recognized worldwide, and there is an increasing concern in providing them with adequate support both in their transition and beyond. The purpose of this paper is twofold. Firstly, to provide an overall summary of the general requirements of ASD students in the postsecondary education transition with strategies for facilitation, and, secondly, to analyse the possibilities of Virtual Reality (VR) as a support instrument in the transition process. We rely on a brief review of the literature to summarize the main needs and current strategies. In spite of the increasing concern, there is room for establishing general protocols to help the transition process. The use VR in fulfilling this task appears limited, but it seems to be promising

    A Bibliometric Study on the Use of Virtual Reality (VR) as an Educational Tool for High-Functioning Autism Spectrum Disorder (ASD) Children

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    The use of virtual reality (VR) as an educational tool for autism spectrum disorder (ASD) children is a research field that started some 20 years ago. ASD is associated with deficiencies in communication and social interaction, as well as restricted and repetitive behavioural patterns, according to the fifth edition of the diagnostic and statistical manual of mental disorders (DSM-5). By using the ISI Web of Knowledge as the reference data basis, we perform a bibliometric study of the use of VR as an educational tool for high-functioning ASD children. By this study we can quantify, on the one hand, the up to day importance of the different types of VR applied to this field: immersive or non-immersive, as well as the use of human or agent avatars. On the other hand, we can also differentiate amongst those interventions that work on emotional and social competences. The analysis of periods of research scarce, research abundance and research trends provides a dynamic view of the strategies used in this field in the last 20 years and suggests future lines of research

    Unfold—An interactive experience on mixed reality platform to solve communication problems faced by children with ASD in the age group of 4-7 years.

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    Improving communication with a child with ASD has become an indispensable need in order to make the life smooth for the special child. Research has shown that communication gets driven by mood dynamics, non-verbal interactions, gestural communication and expressions. With the growth in technology, mixed reality and eye tracking are playing a major role in imparting experiences and making us learn about an environment without having to physically be in them. This research work explores how mixed reality can take a child with ASD through an experience that could help them open up and communicate well with others both with and without ASD. A series of training involved aims at an interaction and understanding gestures of others followed by initial training with child himself and animated creature through interaction. This overall experience integrates interactive play and human gestures in the way it happens in the real world. This will train and help enhance their willingness to share, interact and communicate with others besides training the motor skills. The resulting interactive environment addresses communication problem by introduction of a communicative and adaptive medium between a child with ASD and others

    New Educational Challenges and Innovations: Students with Disability in Immersive Learning Environments

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    In today society, one of the most demanded challenges faced by the current educational system is the educational response to diversity in the various educational contexts. University lecturers are opening new lines of research focused on issues as social demand and current reality of produced new learning environments. The general aim of this study was to design learning environments using immersive virtual reality and evaluate improvements produced by this tool in relation to the difficulties show by the participants. From that point, an action plan was created to recreate school situations with a high degree of realism and interaction using IVRSystem. In this way, we want to obtain answers according to the dysfunctions of educational system to work with these students. This was done by a mixed design. On the one hand, a quasi-experimental methodology was used with a control group and an experimental group. On the other hand, direct and observation and applicative methodology made possible the development of educational intervention in immersive learning environments. The results obtained throughout these years have given a response to the initial problem-question raised: Can immersive virtual learning environments serve as a support tool for working disabilities of students, which have a visual learning style, such as students with autism spectrum disorders

    Design and application of an immersive virtual reality system to enhance emotional skills for children with autism spectrum disorders

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    This paper proposes the design and application of an immersive virtual reality system to improve and train the emotional skills of students with autism spectrum disorders. It has been designed for primary school students between the ages of 7–12 and all participants have a confirmed diagnosis of autism spectrum disorder. The immersive environment allows the student to train and develop different social situations in a structured, visual and continuous manner. The use of a computer vision system to automatically determine the child's emotional state is proposed. This system has been created with two goals in mind, the first to update the social situations, with the student's emotional mood taken into account, and the second to confirm, automatically, if the child's behavior is appropriate in the represented social situation. The results described in this paper show a significant improvement in the children's emotional competences, in comparison with the results obtained until now using earlier virtual reality systems

    Museums and the Metaverse: Emerging Technologies to Promote Inclusivity and Engagement

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    Over the past two decades, museums have increasingly sought to build connections with the community and increase inclusivity of visitors. At the same time, emerging technologies, such as extended reality (XR) and virtual museums (VM) are increasingly adopted to engage with different generational expectations but also for the purposes of supporting inclusivity and neurodiverse populations. First such technologies were adopted to augment exhibitions in the physical museum space for edutainment. Since then, XR has expanded from room-size environments (CAVEs) and augmented exhibitions to the creation of entire virtual museums, such as The Museum of Pure Form and The Virtual Museum of Sculpture. Digital twins of museums are increasingly common, along with UNESCO World Heritage Sites. Such virtual experiences can be leveraged to prepare neurodiverse visitors prior to visiting a museum. This chapter will outline how existing approaches to social stories and sensory maps may be combined with XR experiences to support neurodiverse visitors and their families. While onsite, immersive technologies can be used both for engagement and to provide accommodations for greater inclusivity and diversity

    SynApps: Children’s ASD Management Through A Mobile Application and An Interactive Biofeedback Exercise

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    This thesis explores how to provide better access to alternative treatment options through an immersive biofeedback exercise and mobile application for children with autism spectrum disorders (ASD). This thesis also seeks to connect children with ASD to medical professionals and treatment facilities. This is done through a motion graphics piece depicting an abdominal breathing exercise and correlating mobile application. Users participate in biofeedback exercises in which their real-time biofeedback is monitored, transmitted to the mobile application, and reflected to the user. The mobile application analyzes and identifies physiological signals and detects what feedback is most useful to help the individual meet goals of increased vagal tones. Increased vagal tones correlates with high frequency heart rate variability. The game promotes self-awareness and self-regulation through abdominal breathing, heart rate variability, and mindfulness. If done consistently, biofeedback exercises may help re-train the body’s response to stressful situations, leading to function and behavioral improvements in everyday life. Additionally, this treatment application aims to be a preventative health option for children with ASD as a means to hopefully diminish the lifetime costs of care. This topic is important to the field of design and the broader community because it utilizes the power of design, motion, and interactive technology to potentially bring about improvements to the lives of children with ASD. Furthermore, this thesis unifies design with science as a means to bring better health care access and support services to people with ASD

    The Design And Evaluation Of A Video Game To Help Train Perspective-taking And Empathy In Children With Autism Spectrum Disorder

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    This paper discusses the design, implementation, and evaluation of a serious game intended to reinforce applied behavior analysis (ABA) techniques used with children with autism spectrum disorder (ASD) by providing a low cost and easily accessible supplement to traditional methods. Past and recent research strongly supports the use of computer assisted instruction in the education of individuals with ASD (Moore & Calvert, 2000; Noor, Shahbodin, & Pee, 2012). Computer games have been shown to boost confidence and provide calming mechanisms (Griffiths, 2003) while being a safe environment for social exploration and learning (Moore, Cheng, McGrath, & Powell, 2005). Games increase children\u27s motivation and thus increase the rate of learning in computer mediated environments (Moore & Calvert, 2000). Furthermore, children with ASD are able to understand basic emotions and facial expressions in avatars more easily than in real-world interactions (Moore, Cheng, McGrath, & Powell, 2005). Perspective-taking (also known as role-taking) has been shown to be a crucial component and antecedent to empathy (Gomez-Becerra, Martin, Chavez-Brown, & Greer, 2007; Peng, Lee, & Heeter, 2010). Though symptoms vary across children with ASD, perspective-taking and empathy are abilities that have been shown to be limited across a wide spectrum of individuals with ASD and Asperger\u27s disorder (Gomez-Becerra, Martin, Chavez-Brown, & Greer, 2007). A game called WUBeeS was developed to aid young children with ASD in perspective taking and empathy by placing the player in the role of a caregiver to a virtual avatar. It is hypothesized that through the playing of this game over a series of trials, children with ASD will show an iv increase in the ability to discriminate emotions, provide appropriate responses to basic needs (e.g. feeding the avatar when it is hungry), and be able to communicate more clearly about emotions

    Control of Redundant Joint Structures Using Image Information During the Tracking of Non-Smooth Trajectories

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    Visual information is increasingly being used in a great number of applications in order to perform the guidance of joint structures. This paper proposes an image-based controller which allows the joint structure guidance when its number of degrees of freedom is greater than the required for the developed task. In this case, the controller solves the redundancy combining two different tasks: the primary task allows the correct guidance using image information, and the secondary task determines the most adequate joint structure posture solving the possible joint redundancy regarding the performed task in the image space. The method proposed to guide the joint structure also employs a smoothing Kalman filter not only to determine the moment when abrupt changes occur in the tracked trajectory, but also to estimate and compensate these changes using the proposed filter. Furthermore, a direct visual control approach is proposed which integrates the visual information provided by this smoothing Kalman filter. This last aspect permits the correct tracking when noisy measurements are obtained. All the contributions are integrated in an application which requires the tracking of the faces of Asperger children
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