scholarly journals Behavior analytic based virtual reality interventions to teach adaptive and functional skills for individuals diagnosed with autism: A systematic review

Author(s):  
Amarie Carnett ◽  
Leslie Neely ◽  
Siobhan Gardiner ◽  
Marie Kirpatrick ◽  
John Quarles ◽  
...  

Abstract Virtual reality technologies hold promise for the therapy based on the science of applied behavior analysis as they can replicate real life environments and allow the user to role-play in a simulated environments. This literature review synthesizes the research base evaluating the effects of behavior analytic interventions delivered via virtual reality (VR) technology to teach adaptive and functional skills for individuals with autism. Method: We conducted a systematic search in four databases followed by a reference search for those articles by the systematic database search. We also conducted a quality review using the Evaluative Method for Evaluating and Determining Evidence-Based Practices in Autism (Reichow, 2008). Results: We identified 24 studies with a majority of the studies (n = 18; 75%) utilizing group experimental or quasi-experiment research design, and the remaining (n = 6; 25%) utilizing single-case research design. Of those studies, ten targeted vocational related skills, seven targeted functional behaviors (e.g., problem behavior treatment, hypersensitivity, phobias), four targeted safety skills (e.g., driving, airplane travel, pedestrian safety), two studies targeted general functional skills, and one targeted exercise engagement. Of the 24 studies, 12 met the quality criteria to be classified as “strong” or “adequate” and can offer evidence on the integration of VR technology into the practice of behavior analysis for teaching adaptive or functional skills. Discussion: Taken as a whole, the three studies (Cox et al., 2017; Hu & Han, 2019; Wade et al., 2013) identified as “strong” quality studies were conducted by three different research teams, at three different locations, with 74 different participants and meet the qualifications to be considered a promising practice.

2022 ◽  
Author(s):  
Leslie Neely ◽  
Amarie Carnett ◽  
John Quarles ◽  
Se-Woong Park ◽  
Michelle Kelly

Abstract This review synthesizes the literature base evaluating the effects of behavior analytic interventions delivered via augmented reality (AR) technology for individuals with autism. We also conducted a quality review. We identified 14 studies with a majority of the studies (n = 11; 79%) utilizing single-case research design. Of the 14 studies, three met the quality criteria to be classified as “strong” and can offer evidence on the integration of AR technology into the practice of behavior analysis. All three studies taught a functional skill (i.e., tooth brushing and navigation). The remaining studies focused on skill acquisition with zero studies utilizing AR within the context of behavior assessment or behavior reduction interventions. This literature base is emerging with additional research required.


2020 ◽  
Vol 19 (5) ◽  
pp. 339-354
Author(s):  
Eric Malbos ◽  
George H. Burgess ◽  
Christophe Lançon

Research treatment protocols are rare regarding an unusual anxiety disorder, namely the fear of sharks (squalophobia). As a possible solution, the effectiveness of virtual reality (VR) exposure therapy for this phobia was tested. The advantage of using VR becomes clearer when a real life set up is impractical, such as exposing a phobic patient to a feared large marine organism, the shark. The effects were evaluated in a single case study involving multiple context-graded aquatic virtual environments with a virtual shark and using affordable VR apparatus and software. Assessment was based on self-report questionnaires. Scores the psychometric instruments exhibited a discernable reduction in fear toward sharks. Such gains were maintained at a 12-month follow-up. Presence rates indicated immersion when confronted to a three-dimensional (3D) virtual shark. This initial study revealed the potential of VR for the treatment of marine biota phobia and its potential to recreate diverse situations for exposure therapy.


Author(s):  
Eleonora FIORE ◽  
Giuliano SANSONE ◽  
Chiara Lorenza REMONDINO ◽  
Paolo Marco TAMBORRINI

Interest in offering Entrepreneurship Education (EE) to all kinds of university students is increasing. Therefore, universities are increasing the number of entrepreneurship courses intended for students from different fields of study and with different education levels. Through a single case study of the Contamination Lab of Turin (CLabTo), we suggest how EE may be taught to all kinds of university students. We have combined design methods with EE to create a practical-oriented entrepreneurship course which allows students to work in transdisciplinary teams through a learning-by-doing approach on real-life projects. Professors from different departments have been included to create a multidisciplinary environment. We have drawn on programme assessment data, including pre- and post-surveys. Overall, we have found a positive effect of the programme on the students’ entrepreneurial skills. However, when the data was broken down according to the students’ fields of study and education levels, mixed results emerged.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


Author(s):  
Yu-Sheng Yang ◽  
Alicia M. Koontz ◽  
Yu-Hsuan Hsiao ◽  
Cheng-Tang Pan ◽  
Jyh-Jong Chang

Maneuvering a wheelchair is an important necessity for the everyday life and social activities of people with a range of physical disabilities. However, in real life, wheelchair users face several common challenges: articulate steering, spatial relationships, and negotiating obstacles. Therefore, our research group has developed a head-mounted display (HMD)-based intuitive virtual reality (VR) stimulator for wheelchair propulsion. The aim of this study was to investigate the feasibility and efficacy of this VR stimulator for wheelchair propulsion performance. Twenty manual wheelchair users (16 men and 4 women) with spinal cord injuries ranging from T8 to L2 participated in this study. The differences in wheelchair propulsion kinematics between immersive and non-immersive VR environments were assessed using a 3D motion analysis system. Subjective data of the HMD-based intuitive VR stimulator were collected with a Presence Questionnaire and individual semi-structured interview at the end of the trial. Results indicated that propulsion performance was very similar in terms of start angle (p = 0.34), end angle (p = 0.46), stroke angle (p = 0.76), and shoulder movement (p = 0.66) between immersive and non-immersive VR environments. In the VR episode featuring an uphill journey, an increase in propulsion speed (p < 0.01) and cadence (p < 0.01) were found, as well as a greater trunk forward inclination (p = 0.01). Qualitative interviews showed that this VR simulator made an attractive, novel impression and therefore demonstrated the potential as a tool for stimulating training motivation. This HMD-based intuitive VR stimulator can be an effective resource to enhance wheelchair maneuverability experiences.


Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 999
Author(s):  
Ahmad Taher Azar ◽  
Anis Koubaa ◽  
Nada Ali Mohamed ◽  
Habiba A. Ibrahim ◽  
Zahra Fathy Ibrahim ◽  
...  

Unmanned Aerial Vehicles (UAVs) are increasingly being used in many challenging and diversified applications. These applications belong to the civilian and the military fields. To name a few; infrastructure inspection, traffic patrolling, remote sensing, mapping, surveillance, rescuing humans and animals, environment monitoring, and Intelligence, Surveillance, Target Acquisition, and Reconnaissance (ISTAR) operations. However, the use of UAVs in these applications needs a substantial level of autonomy. In other words, UAVs should have the ability to accomplish planned missions in unexpected situations without requiring human intervention. To ensure this level of autonomy, many artificial intelligence algorithms were designed. These algorithms targeted the guidance, navigation, and control (GNC) of UAVs. In this paper, we described the state of the art of one subset of these algorithms: the deep reinforcement learning (DRL) techniques. We made a detailed description of them, and we deduced the current limitations in this area. We noted that most of these DRL methods were designed to ensure stable and smooth UAV navigation by training computer-simulated environments. We realized that further research efforts are needed to address the challenges that restrain their deployment in real-life scenarios.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-24
Author(s):  
Andrey Krekhov ◽  
Katharina Emmerich ◽  
Ronja Rotthaler ◽  
Jens Krueger

Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the analysis and construction of escape rooms. In a first step, we derive a high-level design framework from prior literature. Then, as our main contribution, we establish an atomic puzzle taxonomy that closes the gap between the analog and digital domains. The taxonomy is developed in multiple steps: we compose a basic structure based on previous literature and systematically refine it by analyzing 39 analog and digital escape room games, including recent virtual reality representatives. The final taxonomy consists of mental, physical, and emotional challenges, thereby providing a robust and approachable basis for future works across all application domains that deal with escape rooms or puzzles in general.


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