| Literature DB >> 35621435 |
Minyue Zhang1, Hongwei Ding1, Meri Naumceska2, Yang Zhang3.
Abstract
The worldwide rising trend of autism spectrum disorder (ASD) calls for innovative and efficacious techniques for assessment and treatment. Virtual reality (VR) technology gains theoretical support from rehabilitation and pedagogical theories and offers a variety of capabilities in educational and interventional contexts with affordable products. VR is attracting increasing attention in the medical and healthcare industry, as it provides fully interactive three-dimensional simulations of real-world settings and social situations, which are particularly suitable for cognitive and performance training, including social and interaction skills. This review article offers a summary of current perspectives and evidence-based VR applications for children with ASD, with a primary focus on social communication, including social functioning, emotion recognition, and speech and language. Technology- and design-related limitations, as well as disputes over the application of VR to autism research and therapy, are discussed, and future directions of this emerging field are highlighted with regards to application expansion and improvement, technology enhancement, linguistic diversity, and the development of theoretical models and brain-based research.Entities:
Keywords: autism spectrum disorder; childhood and adolescence; education; intervention; virtual reality
Year: 2022 PMID: 35621435 PMCID: PMC9137951 DOI: 10.3390/bs12050138
Source DB: PubMed Journal: Behav Sci (Basel) ISSN: 2076-328X
A summary of existing reviews on the use of VR for ASD intervention.
| Authors | Publication Year | Review Article Type | Journal/ | Focal Topic | Participants Covered | Time Period of the Included/ | Proportion of Studies Covering Tonal Language Speakers with ASD |
|---|---|---|---|---|---|---|---|
| Banire, et al. [ | 2017 | Systematic review |
| Attention detection and measurement in VR based learning intervention | Children with ASD | January 2008 to May 2017 | 18.18% |
| Bellani, et al. [ | 2011 | Narrative review |
| Benefits of VR in supporting the learning process in ASD, particularly related to social situations | Children and adolescents with ASD | 1996 to 2010 | 12.50% |
| Berenguer, et al. [ | 2020 | Systematic review |
| Impact of AR through social, cognitive, and behavioral domains in children and adolescents with ASD | Children and adolescents with ASD | January 2010 to April 2020 | 20% |
| Bradley and Newbutt [ | 2018 | Systematic review |
| Use of VR-HMD for educational assessment, approaches and interventions in ASD | Children and adults with ASD | 1996 to 2017 | 16.67% |
| Dechsling, et al. [ | 2021 | Systematic review |
| Applying Naturalistic Developmental Behavioral Interventions (NDBI)-approaches in VR | Children and young adults with ASD | 2010 to April 2020 | 10% |
| Dechsling, et al. [ | 2021 | Scoping review |
| VR and AR technology in social skills interventions for individuals with ASD | Mostly children and adolescents with ASD | 2010 to February 2021 | 20.41% |
| Glaser and Schmidt [ | 2021 | Systematic review |
| Design characteristics of VR systems designed as intervention or training tools for individuals with ASD | Mostly children and adolescents with ASD | 1995 to March 2020 | 7.41% |
| Herrera, et al. [ | 2006 | Narrative review |
| Abstract concept and imagination teaching through VR in ASD | People with ASD | 1996 to 2006 | 0 |
| Karami, et al. [ | 2021 | Systematic review with meta-analysis |
| Effectiveness of VR on the rehabilitation and training of individuals with ASD | People with ASD | Until October 2019 | 15.15% |
| Lorenzo, et al. [ | 2019 | Systematic review |
| Application of immersive VR for students with ASD | People with ASD | 1990 to 2017 | 9.09% |
| Mak and Zhao [ | 2020 | Systematic review |
| Application of VR on skill-specific performance in ASD | People with ASD | January 2012 to February 2018 | 0 |
| Mesa-Gresa, et al. [ | 2018 | Systematic review |
| Effectiveness of VR-based intervention in ASD | Children with ASD | January 2010 | 19.35% |
| Parsons [ | 2016 | Narrative review |
| Veridicality of VR for autism research | People with ASD | Until August 2016 | 4.00% |
| Shoaib, et al. [ | 2017 | Systematic review |
| Role of information technology in improving behavioral, communication, and social skills in ASD | Children with ASD | Until April 2016 | N/A (included studies not explicitly listed) |
| Thai and Nathan-Roberts [ | 2018 | Systematic review |
| The most important social skills that VR systems should aim to train and the most helpful measures that would best assess the changes made | People with ASD | Until October 2017 | N/A (included studies not explicitly listed) |
| Wang and Reid [ | 2011 | Narrative review |
| Current status and use of VR for children with specific neurodevelopmental disorders | Children with ASD, ADHD, or cerebral palsy | 2000 to 2011 | 0 |
Empirical studies reviewed on VR applications in ASD assessment and intervention.
| Authors, Year, Country of Study Origin | Study Type | Sample Size | Age (SD; Range) | Methodology | VR Equipment/ | Main Findings |
|---|---|---|---|---|---|---|
| Social Functioning | ||||||
| Bernardini, et al. [ | Case study | 19 | N/M | Playing with the virtual agent for ten to twenty minutes, several times a week over an eight-week period | The IE of ECHOES | Some children have benefited from their exposure to the virtual agent and the ECHOES environment as a whole; there was an increase in almost all the social behaviors. |
| Burke, et al. [ | Case study | 22 | 23 (3.12; 19–31) | Training job interview skills using an interactive VR job interview practice system over a 14-week period | ViTA | The ViTA system improved face-to-face interview outcomes and is a promising intervention for preparing young adults with ASD for employment interviews. |
| Didehbani, et al. [ | Case study | 30 | 11.4 (2.7; 7–16) | Ten one-hour sessions of social skills training through interactive VR-learning scenarios | Second LifeTM | Improvements were observed in emotion recognition, social attribution, and executive function. |
| Kandalaft, et al. [ | Feasibility study | 8 | 21.2 (2.7; 18–26) | Training social and social cognitive skills through VR scenarios for ten sessions over a five-week period | Second LifeTM | There were significant increases after training in social cognitive measures of theory of mind and emotion recognition, and in real-life social and occupational functioning. |
| Russo-Ponsaran, et al. [ | Feasibility study (case-control) | 21 | 11.19 (1.27; 8–12) | Playing the role of a customized avatar and engaging in several challenging social situations for approximately 40 min | VESIPTM | Children with and without ASD understood and interacted effectively with VESIP, which demonstrated adequate internal consistency reliability; children with ASD scored lower on SIP domains than TD peers. |
| Smith, et al. [ | Feasibility study (randomized controlled trial) | 16 | 24.9 (6.7; 18–31) | Computer simulation of job interviews in VR for five sessions (two hours per session) | VR-JIT | VR-JIT participants had greater improvement during live standardized job interview role-play performances. |
| Stichter, et al. [ | Case study | 11 | 12.6 (0.7; 11–14) | Social competence training in computer-generated 3D VE for 31 sessions over a four-month period | iSocial | Social competence training was implemented in the iSocial environment at a high level of fidelity. |
| Strickland, et al. [ | Efficacy study (randomized controlled trial) | 11 | 18.21 | Interviews with virtual characters in JobTIPS computer program | JobTIPS | Youth who completed the JobTIPS employment program demonstrated significantly more effective verbal content skills than those who did not. |
| Zhang, et al. [ | Feasibility study (case-control) | 7 | 13.71(2.70; 7–17) | Playing games in a CVE for a single session that lasted approximately 60 min | A CVE platform and a set of CVE-based collaborative games | Children with ASD demonstrated improved game performance and trends in communication in a CVE. |
| Zhang, et al. [ | Feasibility study (case-control) | 20 | 13.39 (2.07; N/M) | Playing games in a CVE with their TD partner child and the intelligent agent respectively | CRETA, a CVE and intelligent agent | A moderate to high agreement was found in displayed communication and collaboration skills between human-human and human-agent interactions. |
| Zhao, et al. [ | Feasibility study (case-control) | 6 + 6 (two studies) | 12.38(2.60; N/M); 12.12(3.59; N/M) | Playing collaborative games in Hand-in-Hand | Hand-in-Hand, a communication-enhancement CVE system | The system was well accepted by both children with and without ASD, and improved their cooperation in game play, and demonstrated the potential for fostering their communication and collaboration skills. |
| Emotion Recognition | ||||||
| Bekele, et al. [ | Usability study (randomized controlled trial) | 6 | 15.77 (1.87; 13–17) | Emotion recognition in a social context with eye gaze, EEG signals, and peripheral physiological signals recorded in real-time | MASI-VR system | The System was useful in training core deficit areas for eventual better social functioning. |
| Frolli, et al. [ | Efficacy study (randomized controlled trial) | 30 | 9.3 (0.63; 9–10) | Recognizing emotions and situations in a three-month VR emotional literacy intervention that involved the 3D projection of two sequences of scenes | A 3D viewer in VR | The group using VR showed shorter acquisition times for the use of primary and secondary emotions. VR can be a promising, dynamic, and effective practice for the support of basic and complex social skills of ASD individuals. |
| Ip, et al. [ | Case study | 52 | N/M (N/M; 6–11) | Training in school-related social scenarios in four-sided CAVE for 28 one-hour sessions over a 14-week period | A 4-side fully immersive CAVE™ VR installation | Children showed significant improvements in emotion recognition, affective expression, and social reciprocity after training. |
| Kandalaft, et al. [ | Feasibility study | 8 | 21.2 (2.7; 18–26) | Training social and social cognitive skills through VR scenarios for ten sessions over a five-week period | Second LifeTM | There were significant increases after training in social cognitive measures of theory of mind and emotion recognition, and in real-life social and occupational functioning. |
| Ke and Im [ | Case study | 4 | 9.75 (0.50; 9–10) | Completing social interaction tasks in a VR-based learning environment | A Second-Life-based social interaction program | There was an improvement in the performance of social tasks after VR intervention. |
| Kim, et al. [ | Case-control study | 19 | 11.1 (2.5; 8–16) | Recognizing basic emotions in a simulated real-world encounter with an avatar | V-REST | Children with ASD displayed significantly less approach behavior to positive expressions of happiness than TD children. |
| Lahiri, et al. [ | Usability study | 6 | 15.60 (1.27; 13–17) | Watching virtual classmates narrating personal stories and answering questions about the presentations | VIGART | There was an improvement in behavioral viewing and changes in relevant eye physiological indexes of participants while interacting with VIGART. |
| Lorenzo, et al. [ | Case-control study | 20 | N/M (N/M; 7–12) | Learning emotional scripts in VR scenarios | IVRS | Emotional behaviors improved in real school during the study because of IVRS. |
| Modugumudi, et al. [ | Efficacy study | 10 | 11.6 (N/M; 7–19) | Six-month training in a CVE where emotions were displayed and participants communicated with the remote observer by expressing and recognizing the emotions | CVE | The CVEs were effective in training ASD children. |
| Yang, et al. [ | Case study | 17 | 22.50 (3.89; 18.06–31.08) | Training social and emotional skills in immersive role-play over 5 weeks for a total of 10 h | VR-SCT | The results provided evidence of the harnessable neuroplasticity in adults with ASD through an age-appropriate intervention in brain regions tightly linked to social abilities. |
| Speech and Language Training | ||||||
| Bosseler and Massaro [ | Efficacy study | 8 + 6 | N/M (N/M; 7–12) | Attending customized vocabulary lessons given by a computer-animated tutor | Baldi, a computer-animated tutor implemented in a Language Wizard/Player | Children with autism are capable of learning a new language within an automated program centered around a computer-animated agent and can transfer and use the language in a natural, untrained environment. |
| Chen, et al. [ | Efficacy study | 11 | 4.81 (0.87; 3.33–6.90) | Learning to produce syllables through a three-session pronunciation training program | A computer-assisted 3-D virtual pronunciation tutor | The 3-D virtual imitation intervention system provided an effective approach to audiovisual pronunciation training for children with ASD. |
| Nubia, et al. [ | Case study | 6 | N/M (N/M; 3–9) | Recognizing categories (e.g., animals, fruits) | An augmented reality mobile application | There was an increase in the appearance of verbal language after using the AR mobile application compared with the traditional method. |
| Saadatzi, et al. [ | Efficacy study | 3 | 7.33 (1.15; 6–8) | Learning sight words in an intelligent tutoring system | A desktop VE and a humanoid robot as the pedagogical agent | The intelligent tutoring system was effective in instructing sight words to children with ASD. |
CVE = collaborative virtual environment; EEG = electro-encephalography; IE = Intelligent Engine; IVRS = Semi-Cave Immersive Virtual Reality System; MASI-VR = Multimodal Adaptive Social Interaction in VR; N/M = not mentioned; SIP = social information processing; V-REST = Virtual-reality Emotion Sensitivity Test; VESIP = Virtual Environment for Social Information Processing; VIGART = Virtual Interactive system with Gaze-sensitive Adaptive Response Technology; ViTA = Virtual Interactive Training Agents; VR-JIT = Virtual Reality Job Interview Training; VR-SCT = Virtual Reality Social Cognition Training.