| Literature DB >> 34783991 |
Anders Dechsling1, Stian Orm2, Tamara Kalandadze3, Stefan Sütterlin4,5, Roald A Øien6,7, Frederick Shic8,9, Anders Nordahl-Hansen3.
Abstract
In the last decade, there has been an increase in publications on technology-based interventions for autism spectrum disorder (ASD). Virtual reality based assessments and intervention tools are promising and have shown to be acceptable amongst individuals with ASD. This scoping review reports on 49 studies utilizing virtual reality and augmented reality technology in social skills interventions for individuals with ASD. The included studies mostly targeted children and adolescents, but few targeted very young children or adults. Our findings show that the mode number of participants with ASD is low, and that female participants are underrepresented. Our review suggests that there is need for studies that apply virtual and augmented realty with more rigorous designs involving established and evidenced-based intervention strategies.Entities:
Keywords: Augmented reality; Autism spectrum disorder; Social skills; Virtual reality
Mesh:
Year: 2021 PMID: 34783991 PMCID: PMC9556391 DOI: 10.1007/s10803-021-05338-5
Source DB: PubMed Journal: J Autism Dev Disord ISSN: 0162-3257
Fig. 1Flow chart of the selection process of included studies
Fig. 2A bar chart of the number of studies and the respective represented age-cohorts. One to 4-year old participants appear in six studies, 5–9 and 10–14-year old participants appear in just over 25 studies, 15–19-year old participants appear in approximately 17 studies, 25–29- and 30–34-year old participants appear in approximately five studies each, and only one study include participants from 35 or older.
Fig. 3A bar chart over different types of study. Three RCT, fifteen feasibility studies, four case-control-studies, 24 case-studies, and three multiple single-case studies.
Included studies
| Authors. (year), country of study origin | Study type/duration | Aim | Methodology | N* (f**) | Participant age range (mean IQ) | HMD/equipment used |
|---|---|---|---|---|---|---|
| Amaral et al. ( | Feasibility study/17 weeks | Joint attention | Joint attention through EEG brain computer interface | 15 (0) | 16–38 (102.53) | Yes/Oculus Rift + g.Nautilus EEG system |
| Babu and Lahiri ( | Case–control study/80 min | Social interaction | Virtual reality multiplayer interaction platform with eye-gaze monitoring | 18 (n/a) | n/a mean age 9.8 (n/a) | No/eye-tracker, multiplayer interaction framework |
| Bai et al. ( | Case-study (within subject)/n/a | Pretend play | Pretend play in an AR open-ended environment | 12 (0) | 4–7 (n/a) | No/AR monitor + logitech webcam + marker-based tracking |
| Beach and Wendt. ( | Case-study (qualitative)/4 weeks | Social interaction | Social skills through observing scenarios | 2 (0) | 15–18 (n/a) | Yes/Oculus Rift |
| Bernardini et al. ( | Feasibility study/6 weeks | Social communicative behaviors | Training social communicative behavior with virtual agents | 19 (1) | 4–14 (n/a) | No/Multitouch LCD display with eye-gaze tracking |
| Burke et al. ( | Case-study/14 weeks | Job interview skills | Job interview skills using Virtual Interactive Training Agents | 22 (n/a) | 19–31 (n/a) | No/Kinect + TV-screen |
| Burke et al. ( | Case-study (within subject)/22 weeks | Job interview skills | Job interview skills using Virtual Interactive Training Agents | 99 (n/a) | n/a mean age 21.71 (n/a) | No/laptop, monitor with camera sensor |
| Chen et al. ( | Case-study/6 weeks | Promote emotional expression and social skills | Promote emotional expressions through AR self-facial modeling | 3 (0) | 10–13 (100.67) | No/monitor + webcam |
| Chen et al. ( | Case-study/7 sessions | Improve perception and judgement of facial expressions and emotions | Improve perceptions of non-verbal cues through AR video modeling | 6 (0) | 11–13 (103.66) | No/tablet |
| Cheng et al. ( | Case-study (single subject)/6 weeks | Enhance social understanding and social skills | Enhance social skills using a 3D-social understanding | 3 (0) | 10–12 (82) | Yes/VR-goggles + laptop |
| Cheng et al. ( | Case-study/23 weeks | Enhancing empathy (instructions) | Enhance empathy and social cognitions through collaborative and virtual environment | 3 (0) | 8–10 (104) | No/laptop computer |
| Cheng and Huang. ( | Case-study/12 weeks | Joint attention | Joint attention through a virtual reality environment | 3 (0) | 9–12 (61.67) | No/Computer screen and data glove |
| Cheng and Ye. ( | Feasibility (Pilot-study)/3 weeks | Social competence | Training social and emotional skills through a virtual learning environment | 3 (0) | 7–8 (102.33) | No/laptop computer |
| Chung et al. ( | Feasibility study (proof-of-concept)/5 weeks | Social behavior in cooperation in videogame | Peer cooperation in AR-videogame | 3 (0) | 8–12 (n/a) | No/AR game (Kinect) |
| Crowell et al. ( | Case-study/120 min | Social skills, collaboration | Enhancing social skills in a virtual full-body interaction environment | 25 (0) | 4–14 (> 70) | No/Kinect |
| Didehbani et al. ( | Case-study/5 weeks | Emotion recognition and social attribution | Enhancing social skills through interactive VR-learning scenarios | 30 (4) | 7–16 (112.6) | No/Computer screen |
| Halabi et al. ( | Case-study/2 sessions of 20 min | Social interaction and communication | Enhancing communication skills through VR | 3 (0) | 4–6 | Yes/CAVE VR + Oculus Rift |
| Herrero and Lorenzo ( | Case–control study/10 sessions | Social and emotional abilities | Social interaction with avatars in a virtual environment | 14 (1) | 8–15 (approx. average) | Yes/Oculus Rift, smartphone |
| Ip et al. ( | Case-study/14 weeks | Enhance emotional and social adaption skills | Enhance social skills and emotion regulation in an immersive VR environment | 36 (5) | 6–12 (n/a) | No/4-side CAVE VR system |
| Kandalaft et al. ( | Feasibility study/5 weeks | Enhancing social skills, social cognition, and social functioning | Enhancing various social and social cognitive skills through VR-scenarios | 8 (2) | 18–26 (111.9) | No/Computer screen and VR software |
| Ke and Im. ( | Case-study/5 weeks | Social interaction | Social interaction tasks in VR-based learning environment | 4 (2) | 9–10 (n/a) | No/Computer screen and VR software |
| Ke and Lee. ( | Feasibility—exploratory case study/5 weeks | Social behavior in game play | Enhancing social skills through VR collaboration game | 2 (0) | 9–10 (n/a) | No/OpenSim |
| Ke and Moon. ( | Case-study/16 to 31 45–60 min sessions | Social interaction | Enhancing social skills through VR collaboration game | 8 (1) | 10–14 (> 70) | No/OpenSim |
| Ke et al. ( | Multiple single-case study/12 weeks | Social skills and role-play | 7 (1) | 10–14 (n/a) | No/OpenSim | |
| Lee. ( | Multiple single-case study/8 sessions | Judge other people’s social interaction and respond appropriately | Improving performance and understanding of body gestures through AR-role-play and tutoring | 3 (1) | 7–9 (102.3) | No/Kinect Tracking system |
| Lee et al. ( | Case-study/6 weeks | Teach how to use social cues | Teaching social skills through social scenarios in AR | 3 (1) | 8–9 (93.3) | No/tablet, TV-screen and concept map |
| Liu et al. ( | Feasibility study/1 session | Emotion Recognition, Social Attention, Eye-contact and self-regulation | Enhancing social gaze and emotion recognition through AR-games | 2 (0) | 8–9 (n/a) | Yes/brain power system (BPS) + smartglasses |
| Lorenzo et al. ( | Feasibility study (preliminary)/20 weeks | Social skills | Enhancing social skills through AR-based social activities | 5 (1) | 2–6 (n/a) | No/AR on smartphone |
| Lorenzo et al. ( | Case–control/40 weeks | Emotional competence | Learning emotional scripts in VR | 40 (11) | 7–12 (n/a) | No/Semi-cave, robot and camera |
| Lorenzo et al. ( | Case-study/40 weeks | Social competence | Training social and emotional skills in a VR-based school setting | 20 (4) | 8–15 (n/a) | No/3D IVE + Kinect + 3D glasses |
| Malinverni et al. ( | Feasibility (Exploratory case study)/4 sessions | Social initiation | Enhancing social skills through VR collaborative game (PICO) | 10 (0) | 4–6 (95.9) | No/Pico's adventure Full body interact. Kinect |
| Milne et al. ( | Case-study/n/a | Conversational skills and dealing with bullying | Conversational skills and dealing with bullying through virtual agent tutoring | 14 (n/a) | 6–15 (n/a) | No/desktop computer and webcam |
| Moon and Ke. ( | Feasibility (mixed methods)/6 sessions | Social skills; responding, initiating, negotiating and collaborating | Social skills training through social role-play in VR-game | 15 (2) | 10–14 (> 70) | No/open simulator |
| Parsons. ( | Case-study/2 weeks | Communicative perspective-taking skills | Social interaction in a collaborative VRE | 6 (0) | 10–13 (96) | No/laptop computers and microphone headsets |
| Ravindran et al. ( | Feasibility (pilot study)/5 weeks | Joint Attention | Training joint attention in VR | 12 (0) | 9–16 (n/a) | Yes/HMD cardboard with smartphone, tablets |
| Serret et al. ( | Feasibility study (pilot-study)/4 weeks | Emotion recognition | Training emotion recognition through Serious game | 33 (2) | 6–17 (70.5) | No/computer game with a gamepad |
| Smith et al. ( | Randomized control trial/10 h | Job interview skills | Computer simulation of job interviews in VR | 26 (n/a) | 18–31 (n/a) | No/computer |
| Stichter et al. ( | Case-study/17 weeks | Social competence | Training social and emotional skills through distance education in iSocial | 11 (0) | 11–14 (99.55) | No/computers with headset |
| Strickland et al. ( | Randomized study/n/a | Job interview skills | Computer simulation of job interviews in VR | 11 (0) | 16–19 (n/a) | No/computer |
| Trepagnier et al. ( | Feasibility study/2 weeks | Conversational skills | Training of conversational skills through computer simulation | 16 (1) | 16–30 (109.4) | No/computer screen simulation |
| Tsai et al. ( | Multiple single-case design/5 weeks | Emotion recognition | Role-play and observation | 3 (0) | 7–9 (87) | No/CAVE-like environment using Kinect |
| Uzuegbunam et al. ( | Feasibility (Pilot-study)/7 weeks | Social greeting behavior | Social greeting behavior through social narratives | 3 (0) | 7–11 (n/a) | No/touchscreen computer with Kinect v2 |
| Vahabzadeh et al. ( | Feasibility study/6 weeks | Irritability, hyperactivity, and social withdrawal | Training on facial attention, mutual gaze and emotion recognition through smartglasses with social cues | 4 (0) | 6–8 (n/a) | Yes/smartglasses |
| Wang et al. ( | Case-study/18 weeks | Verbal and nonverbal social interaction | Training social and emotional skills through iSocial | 11 (0) | 11–14 (> 75) | No/3D VLE, computer screen |
| Ward and Esposito. ( | Exploratory study—case study/mean 129 min | Job interview skills | Computer simulation of job interviews in VR | 12 (2) | 18–22 (95.6) | No/Chromebook, headset w/microphone |
| White et al. ( | Randomized control trial/10–14 weeks | Social competence and self-regulation | Training of social interaction and emotion recognition in VE | 8 (3) | 19–23 (126.75) | No/desktop computer, tablet and EEG |
| Yang et al. ( | Case-study/5 weeks | Social cognition | Training social and emotional skills in immersive role play | 17 (2) | 18–31 (109.65) | No/computer and fMRI |
| Zhang et al. ( | Case–control study—Feasibility study/50 min | Collaborative interaction and verbal communication | Social communication through collaborative playing in a virtual environment | 7 (1) | 7–17 (191.06) | No/Desktop computers |
| Zhao et al. ( | Case-dyad study—feasibility study/n/a | Communication and collaboration | Collaborative skills through game-playing in VR | 12 (n/a) | n/a mean age 12.20 (n/a) | No/motion controller, eye tracking, headset, webcam and computer |
Table of the included studies
*Total number of participants with ASD (all genders) in the study, this number is excluding the other participants in the respective studies
**Number of female participants. This number is also included in the total number and should not be added to the total number of participants
Fig. 4A bar chart of the different kinds of hardware used. Four studies using handheld equipment like tablets or smartphones. Twenty studies using desktops, laptops, or monitors. Seventeen studies using CAVE or Kinect (with motion sensors). Eight studies using Head-Mounted Displays such as VR-goggles or AR-goggles/smartglasses
Identified gaps in the reviewed literature
| Identified gap | Reason | Report | Percentage of studies reporting | Comment |
|---|---|---|---|---|
| Acceptability data | Too few reporting data | 4/5 evaluate as positive | < 50% | Should be reported in every study |
| Diversity of methodology and demographics | ||||
| Female participants | Too few female participants | 7.4% females | > 85% | The gender ratio in the total sample does not reflect the actual male-to-female ratio in autism |
| Studies with participants with ID | Few studies | One study report to have participants with ID | < 55% | May be underreported and underrepresented |
| Age above 30 | Few studies | Six studies with participants above 30 | 100% | Lack of diversity in terms of participants’ age |
| HMD | Few studies | Eight studies applying VR-goggles or AR-/smartglasses | 100% | Considering the reported acceptability and preference towards HMD |
| Diversity of methods | ||||
| RCT and case–control studies | Few studies | Seven RCTs or case–control studies | 100% | Low amount compared to feasibility and case-studies (n = 39) |
| Multiple single-case design | Few studies | Three studies | 100% | Low amount compared to feasibility and case-studies (n = 39) |
The table summarized the identified gaps in the research literature on autism, VR/AR and social skills