Virtual Reality Utilized for Safety Skills Training for Autistic Individuals: A Review
Abstract
:1. Introduction
- What is the appropriate age for ASD patients to apply VR for safety skills training?
- Are VR treatments effective, and does the level of VR immersion affect the effectiveness of the intervention and its effect on generalization?
- How can we use VR technology to implement personalized safety skills training for people with autism?
2. Materials and Methods
2.1. Inclusion Criteria and Exclusion Criteria
- The study had to be published in a peer-reviewed article.
- The study had to include at least one patient diagnosed by a clinician or identified as having ASD using a standardized diagnostic tool.
- The study had to use virtual reality for ASD intervention or training to provide effectiveness or feasibility results.
- The study had to implement skill-specific interventions that improved the independence and safety of people with ASD.
- The intervention means had to be VR devices with different levels of immersion (immersive, semi-immersive, non-immersive), and the intervention content had to include a variety of safety skills.
- Studies that did not include a therapeutic intervention as the independent variable were excluded.
2.2. Research Process
3. Results
3.1. Intervention Purpose
3.2. Intervention Subjects
3.3. Application of Virtual Reality
3.3.1. Application of Immersive Virtual Reality
3.3.2. Application of Semi-Immersive Virtual Reality
3.3.3. Application of Non-Immersive Virtual Reality
3.4. Research Methods
3.5. Skill Generalization
4. Discussion
4.1. Appropriate Age for Safety Skills Training Using VR in ASD Patients
4.2. Effectiveness of VR Interventions and the Relationship between the Immersion Level of VR and the Intervention and Generalization Effects
4.3. Using VR Technology to Provide Personalized Safety Skills Interventions for Individuals with Autism Spectrum Disorder
4.4. Limitations and Future Directions
5. Conclusions
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Author | Sample Size | Age and Sex | VR Device | Level of Immersion | Intervention Purpose | Skill Generalization | Intervention Protocol |
---|---|---|---|---|---|---|---|
Fornasari, L., et al. [21] | 16 ASD 16 TD | 7–14 | Mouse and computer | Non-immersive | Street-crossing skills | 2 sessions, each of 45 min | |
Tzanavari, A., et al. [16] | 6 ASD | 8–11 | VR CAVE | Immersive | Street-crossing skills | The experiment would end with a final session on a different day, at a real pedestrian crossing, to examine whether the children could generalize what they had learned. | 8 sessions |
Saiano, M., et al. [18] | 7 ASD | 9–44 all males | Natural interfaces | Semi-immersive | Street-crossing skills | Parents/legal guardians were also required to complete a questionnaire to assess to what extent they considered that subjects had improved their behavior in real-life situations. | 10 sessions: familiarization (1–5) training (7–9) assessment (6 and 10) completion of questionnaire familiarization phase (30 min practice vocabulary of gestures) train phase (45 min) |
Saiano, M., et al. [17] | 10 ASD GP group (n = 6) NI group (n = 4) | NI group 19–44 GP group 19–31 | Gamepad device and natural interfaces | Non-immersive and semi-immersive | Compare a modality of interaction with virtual environments based on the use of a classic gamepad with a modality based on a natural interface (Kinect) in the context of the acquisition of pedestrian skills | Parents/legal guardians were also required to complete a questionnaire to assess to what extent they considered that subjects had improved their behavior in real-life situations. | 10 sessions, each session with a maximum duration of 45 min |
Fan, J.F., et al. [23] | 16 ASD | 13–18 all males | Driving skill training | 6 sessions, each of 60 min | |||
Zhang, L., et al. [25] | 20 ASD | 13–18 | Non-immersive | Real-time gaze-contingent driving Simulator capable of providing individualized feedback about how drivers scan their visual environment while driving | |||
Cox, D.J., et al. [22] | 51 ASD | 15.5–25 mostly males | A realistic driver’s cockpit with side and rear-view mirrors. | Non-immersive | Driving skill training | Driving-specific EF and general tactical assessments occurred at baseline and after 3 months of training. | 14 sessions: 12 sessions for training and 2 assessments |
Zhang, L., et al. [24] | 20 ASD | 13–18 mostly males | Non-immersive | Driving skill training | 6 sessions, each of 60 min | ||
Ross, V., et al. [26] | 16–25 | Semi-immersive | Driving skill training | 8–12 sessions | |||
Fan, J., et al. [27] | 20 ASD | Mean age 15.29 years, mostly males | Driving skill training | 6 sessions, each of 60 min | |||
Simões, M., et al. [34] | 10 ASD 10 TD | ASD Mean age 18.8 TD Mean age 21.9 years | Oculus Rift | Immersive | Teaching transportation skills | 3 sessions, 20–40 min for each session | |
Dixon, D.R., et al. [19] | 3 ASD | 4, 6, 10 years old, mostly males | Oculus Rift headset and sensors | Immersive | Street-crossing skills | 5 sessions, each session lasted 3–5 min | |
Bian, D., et al. [30] | 23 ASD | Mean age 15.18, 21 males and 2 females | Computer | Non-immersive | Driving skill training | ||
BA, L.M., et al. [31] | 5 ASD | 4–8 4 males and one female | Smartphone and Google Cardboard | Immersive | Air travel skills | The fourth and final session was a real-world rehearsal | 4 sessions |
BA, L.M., et al. [32] | 7 ASD | Mean age 18.28, 6 males and 1 female | iPhone X and Google Cardboard | Immersive | Air travel skills | 3 sessions, 20 min for each session | |
Patrick, K.E., et al. [28] | 48 ASD 48 TD | 16–26 | Driving skill training | ||||
Schmidt, M., et al. [33] | 5 ASD | 22–34 | Google Cardboard | Immersive | Teaching transportation skills | In the fourth stage, participants practiced skills in the real world with trained staff. | |
Baker-Ericze’n, M.J., et al. [29] | 19 ASD | 15–29, mostly males | Driving skill training | 8 sessions, 90 min for each session | |||
Tan, Q.P., et al. [20] | 5 ASD | 5–12 | Natural interface Kinect/keyboard/mouse/touchscreen | Semi-immersive | Street-crossing skills | ||
Schmidt, M., et al. [35] | 6 ASD | Mean age 26.6, all males | Google Cardboard (HMD) and HTC Vive or Oculus Rift HMD | Immersive | Teaching transportation skills | 3 sessions, 60 min for each session |
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Liu, L.; Yao, X.; Chen, J.; Zhang, K.; Liu, L.; Wang, G.; Ling, Y. Virtual Reality Utilized for Safety Skills Training for Autistic Individuals: A Review. Behav. Sci. 2024, 14, 82. https://doi.org/10.3390/bs14020082
Liu L, Yao X, Chen J, Zhang K, Liu L, Wang G, Ling Y. Virtual Reality Utilized for Safety Skills Training for Autistic Individuals: A Review. Behavioral Sciences. 2024; 14(2):82. https://doi.org/10.3390/bs14020082
Chicago/Turabian StyleLiu, Lili, Xinyu Yao, Jingying Chen, Kun Zhang, Leyuan Liu, Guangshuai Wang, and Yutao Ling. 2024. "Virtual Reality Utilized for Safety Skills Training for Autistic Individuals: A Review" Behavioral Sciences 14, no. 2: 82. https://doi.org/10.3390/bs14020082
APA StyleLiu, L., Yao, X., Chen, J., Zhang, K., Liu, L., Wang, G., & Ling, Y. (2024). Virtual Reality Utilized for Safety Skills Training for Autistic Individuals: A Review. Behavioral Sciences, 14(2), 82. https://doi.org/10.3390/bs14020082