A Virtual Reality Application with Autistic Children

1996 ◽  
Vol 5 (3) ◽  
pp. 319-329 ◽  
Author(s):  
Dorothy Strickland

Using the advantages of the sense of presence generated by virtual reality, a system to help children with autism was developed. Two case studies with children showed virtual reality has the potential to provide a safer, customized learning environment for individuals with autism. A model of reality that discusses historical and perceptual rules as well as input stimuli in forming a sense of presence is described.

2020 ◽  
Vol 4 (4) ◽  
pp. 672-681
Author(s):  
Dhomas Hatta Fudholi ◽  
Rahadian Kurniawan ◽  
Dimas Panji Eka Jalaputra ◽  
Izzati Muhimmah

Knowledge is needed for children with special needs to support their quality of life. This is a challenge for prospective educators / prospective teachers. A deeper knowledge is needed to really understand children with special needs. This research is carried out to develop a skill simulator application for autistic child’s prospective educator using Virtual Reality technology. This application will be used as a teaching medium which incorporates motion sensor tools. The sensors will make the virtual application looks realistic. The application was developed using the ADDIE method (Analysis, Design, Development, Implementation and Evaluation). The application development begins with discovering the characteristic of autistic children. This is done to formulate the learning materials. The knowledge base of the autistic children was obtained from the Sekolah Luar Biasa (SLB). By using the obtained knowledge, storyboard was designed and implemented. The developed application has been evaluated by 16 prospective child educators with autism and two professional experts. In general, the application can help prospective educators understand the characteristics of children with autism. Moreover, it provides a safe and pleasant teaching skill practice for the prospective educators.  


Author(s):  
Elena Spadoni ◽  
Marina Carulli ◽  
Monica Bordegoni

Abstract Museums have been subjected to important changes in the approach they use to involve visitors. Among the other trends, storytelling and interactive exhibitions are two of the most used approaches used to make exhibitions more interesting for users. Virtual Reality and Augmented Reality methods can be effectively used in the context of a museum exhibition to support both storytelling and interaction. The primary objective of the use of these technologies is to make the visit of museums much more engaging, and suitable for different types of visitors. Among the several museums that are moving in this direction, there is the Museo Astronomico di Brera. The museum mainly consists of a corridor, hosting instruments used by astronomers, and the Cupola Schiaparelli, which is an observatory dome. The aim of the research presented in this paper is to develop an interactive Virtual Reality application to be used for improving the users’ experience of visits to the Museo Astronomico di Brera. Specifically, the paper presents a VR application to virtually visit the Dome. Preliminary tests have been carried out for evaluating the users’ sense of presence in the VR environment. An analysis of the collected data is presented in the paper.


1996 ◽  
Vol 26 (6) ◽  
pp. 651-659 ◽  
Author(s):  
Dorothy Strickland ◽  
Lee M. Marcus ◽  
Gary B. Mesibov ◽  
Kerry Hogan

2021 ◽  
Vol 6 (22) ◽  
pp. 158-170
Author(s):  
Intan Nadiah Abdul Hakim ◽  
Ummul Hanan Mohamad ◽  
Azlina Ahmad

Augmented Reality (AR) is the evolution of the concept of Virtual Reality (VR). Its goal is to enhance a person's perception of the surrounding world. Augmented reality techniques are often applied to facilitate understanding and create attractive educational and health tools. As such, augmented reality is deemed suitable to be implemented as one of the potential intervention methods as the treatment of autism in a fun environment. Hence, this study is aimed to develop a conceptual framework to design augmented reality applications based on object function to help in the communication of children with autism. The study framework will be developed based on vision-based object recognition. Object recognition has been used in many applications, especially in bio-imaging, industrial inspection, and robotic vision. The findings of this study will benefit autistic children in visual communication and indirectly help them to effectively link objects with their functions. This framework will then help designers to develop augmented reality applications suited to be an intervention tool that fits the need of autistic children.


2020 ◽  
pp. 016264342094560 ◽  
Author(s):  
Fengfeng Ke ◽  
Jewoong Moon ◽  
Zlatko Sokolikj

In this study, the researchers explored the usage of a virtual reality (VR)–based social skills learning environment for children with autism spectrum disorder (ASD). Using OpenSimulator, the researchers constructed a desktop VR-based learning environment that supports social-oriented role-play, gaming, and design by children with ASD. Seven 10–14 years old children with ASD participated in this VR-based social skills program for 20+ hr on average. Data were collected via screen recording and observation of play- and design-oriented social skills enactment and pre- and postintervention Social Communication and Skills Questionnaires. Participants demonstrated an increased level of successful social skills performance from the baseline to the intervention phase. The findings provided preliminary evidence for the usage of a VR-based social skills learning environment for children with ASD.


2019 ◽  
Vol 58 (3) ◽  
pp. 596-615 ◽  
Author(s):  
Chiao Ling Huang ◽  
Yi Fang Luo ◽  
Shu Ching Yang ◽  
Chia Mei Lu ◽  
An-Sing Chen

The purpose of this study was to investigate the relationship among Taiwanese high school students’ learning style, sense of presence, cognitive load, and affective and cognitive learning outcomes in an immersive virtual reality-based learning environment. This study used a teaching experiment intervention method. Seventy-seven students participated in the virtual reality-based learning environment and completed related scales and a test. This study found that although the students’ learning style does not influence learning outcomes, it may influence the subjective sense of presence and cognitive load in the learning process. Regarding the affective learning outcome, involvement/immersion, sensory fidelity, and mental effort are positive predictors. In addition, involvement/immersion, interface quality, mental load, and mental effort are negative predictors of cognitive learning outcomes. The conclusion from this study is that students with some learning style preferences must bear a greater cognitive load to achieve the same learning outcomes as other students. This study also points out that the components of sense of presence and cognitive load generate inconsistent predictive effects on affective and cognitive learning outcomes, respectively. Therefore, it is important to deeply explore the influence of sense of presence and cognitive load structure on learning in virtual environments.


2018 ◽  
Vol 11 (2) ◽  
pp. 196-204
Author(s):  
Asirotul Ma’rifah ◽  
Naning Puji Suryantini Suryantini ◽  
Rina Mardiyana

Autism is still a nightmare for most parents. Parents with autism can be very stressful when dealing with a hyperactive child's behavior, aggressive and passive. Stress experienced by parents of children with autism will affect the ability of parents in the parenting role, especially in relation to coping strategies have in dealing with problems of children. The participation of parents is crucial the success of socializing with children with autism in the general population. This study aims to determine the relationship of coping strategies parents of autistic children and parenting parents. This type of research is an analytic correlation with cross sectional approach. The population in this study were all parents of autistic children in SLB Muhammadiyah Mojokerto numbering 15 people. Samples in this study were all parents of autistic children in SLB Muhammadiyah Mojokerto which totaled 15 people by using total sampling technique. Collecting data using questionnaires. Data analized use cross tabulation, presented in a frequency distribution. On cross-tabulation obtained results tend to use maladaptive coping strategies permissive parenting that is 8 (53.3%), there are also respondents who use adaptive coping strategies using authoritarian parenting as much as one person (16.7%), and adaptive coping strategies tend using democratic parenting style as much as 5 people (33.3%). Expected parents still seeking information to broaden their parents on coping strategies of parents of autistic children and parenting parents as well as parents to give special attention for children with autism to the development and advancement of their lives because they have the same rights as any other normal child.


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