4 research outputs found

    Virtual Reality Interaction Techniques For Individuals With Autism Spectrum Disorder

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    Virtual reality (VR) systems are seeing growing use for training individuals with Autism Spectrum Disorder (ASD). Although these systems indicate effective use of VR for training, there is little work in the literature evaluating different VR interaction techniques for this audience. In this paper, different VR interaction techniques are explored in the Virtual Reality for Vocational Rehabilitation (VR4VR) system and additional data analysis on top of our previously published preliminary results [1] was performed via a user study with nine individuals with ASD and ten neurotypical individuals. The participants tried six vocational training modules of the VR4VR system. In these modules, tangible object manipulation, haptic device, touch and snap and touchscreen were tested for object selection and manipulation; real walking and walk-in-place were tested for locomotion; and head mounted display and curtain screen were tested for display. Touchscreen and tangible interaction methods were preferred by the individuals with ASD. The walk-in-place locomotion technique were found frustrating and difficult to perform by the individuals with ASD. Curtain display received higher preference scores from individuals with ASD although they accepted the HMD as well. The observations and findings of the study are expected to give insight into the poorly explored area of experience of individuals with ASD with various interaction techniques in VR

    Where robots and virtual agents meet : a survey of social interaction across Milgram's Reality-Virtuality Continuum

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    Traditionally, social interaction research has concentrated on either fully virtually embodied agents (e.g. embodied conversational agents) or fully physically embodied agents (e.g. robots). For some time, however, both areas have started augmenting their agents’ capabilities for social interaction using ubiquitous and intelligent environments. We are placing different agent systems for social interaction along Milgram’s Reality-Virtuality Continuum—according to the degree they are embodied in a physical, virtual or mixed reality environment—and show systems that follow the next logical step in this progression, namely social interaction in the middle of Milgram’s continuum, that is, agents richly embodied in the physical and virtual world. This paper surveys the field of social interaction research with embodied agents with a particular view towards their embodiment forms and highlights some of the advantages and issues associated with the very recent field of social interaction with mixed reality agents.Science Foundation Irelan
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