High-Functioning Autism and Virtual Reality Applications: A Scoping Review
Abstract
:1. Introduction
1.1. Immersive VR: Technology Overview and Potential
1.2. Aim of the Scoping Review
- (a)
- For which purposes is VR adopted in HFA?
- (b)
- Are the aims and tasks proposed to the participants age-dependent?
- (c)
- Are there neglected or unexplored areas that are worth investigating?
2. Materials and Methods
2.1. Identifying Relevant Studies
- Focus on the use of VR and people with ASD;
- Pre-experimental, quasi-experimental, and true experimental designs;
- Journal or conference papers;
- Focus on immersive and semi-immersive VR;
- Focus on HFA individuals;
- Written in English language.
- Unavailability of abstract and/or full text;
- Reviews;
- Lack of pertinence to the topic of VR;
- Use of non-immersive VR systems;
- Only participants with IQ scores < 70 in the study sample;
- Theoretical or methodological work not including participants with ASD.
2.2. Study Selection
- “Virtual reality”, “3D environment”, or “virtual environment” (without distinction between types of VR);
- “ASD”; “autism spectrum disorders” (without further specification of the clinical diagnosis or age range distinction).
2.3. Charting the Data
2.4. Collecting, Summarizing, and Reporting the Results
- Social skills;
- Motor learning;
- Eye gaze and joint attention;
- Job training;
- Other.
3. Results
3.1. Features of the Included Studies
3.2. Investigated Dimensions
3.2.1. Social Skills
3.2.2. Eye Gaze and Joint Attention
3.2.3. Motor Learning
3.2.4. Job Training
3.2.5. Other
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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First Author, Year, and Reference | Country | Study Type | Type of VR | Total Sample (N), Sex (m, f), and Age (Range) | IQ and Test (If Available) | Aims | Task |
---|---|---|---|---|---|---|---|
McCleery 2020 [44] | USA | QE | HMD | 60 ASD, 12–38 y | 75–132, WASI-II | To examine and assess safety, usability, and feasibility of immersive VR training for ASD individuals interacting with police officers. | Answering different questions asked by virtual law enforcement officers. |
Fitzgerald 2018 [45] | Australia | TE | HMD | 2 male ASD; 25 y and 31 y | 1 IQ not specified; 1 IQ = 87; WISC-III | To compare the effectiveness of video modeling and virtual reality for teaching adults with ASD. | Paper-folding activities. |
Ip 2018 [46] | China | TE | CAVE | 94 ASD; m = 86, f = 8; 6–12 y | 95 (Raven’s test mean); 19.1 (CAST mean) | To enhance emotional and social adaptation skills of ASD children. | Interaction with and observation of a virtual environment and observation of how their peers interacted with the scenario. |
Parish-Morris 2018 [47] | USA | QE | HMD | 28 ASD; 12–37 y | 76–120, WASI-II | To describe safety and feasibility of an immersive virtual reality application designed to teach essential skills to ASD adolescents and adults. | Answering different questions asked by virtual law enforcement officers. |
Amaral 2017 [48] | Portugal | QE | HMD | 13 TD; m = 7, f = 6; 21–26 y 4 male ASD; 15–22 y | IQ > 70, FSIQ | To ascertain the usability and feasibility of a novel system with a paradigm that uses social joint attention cues. | Joint attention cueing. |
Greffou 2012 [49] | Canada | TE | CAVE | 16 ASD and 34 TD; 12–33 y | IQ mean range, 98.75–101.13 | To assess postural behavior in ASD in response to immersive visual environments. | Fixating a red dot located at the horizon and maintaining balance. |
Herrero 2020 [50] | Spain | QE | HMD | 7 ASD; m = 6, f = 1; 8–15 y and 7 TD | NA | To design and validate a learning intervention to improve social and emotional competencies of HFA students using VR. | Social interaction with several avatars. |
Yeh 2020 [51] | Taiwan | PE | HMD | 10 ASD; students from grades 1 to 8 | IQ from 70 to 105 | To develop and test the efficacy of VR scenarios for social skill learning in ASD students. | Social interaction with avatars representing classmates. |
Tarantino 2019 [52] | Italy | QE | HMD | 6 ASD; m = 6, f = 0; 21–23 y | IQ from 73 to 98 | To evaluate two state-of-the-art HMDs in terms of acceptability, usability, and engagement capability. | Interactive photorealistic and non-photorealistic scenarios; exploration of historic sites and items. |
Mul 2019 [53] | United Kingdom | QE | HMD | 22 ASD; m = 14, m = 8; 29 TD; m = 16, f = 13; overall age range 18–53 | IQ mean = 110.1, WASI II | To test VR as a tool to assess whether bodily self-consciousness in ASD is altered as a result of multisensory processing differences. | Audiotactile integration task for peripersonal space. |
Biffi 2018 [54] | Italy | QE | SI-VR | 15 ASD; m = 14, f = 1; mean age 9.8 y 16 TD; m = 15, f = 1; mean age 10.0 y | IQ >80, WISC-IV | To describe gait pattern and motor performance during discrete perturbation of children with ASD compared with TD peers. | Walking task with perturbations. |
Bozgeyikli 2017 [55] | USA | QE | HMD | 9 ASD; mean age 25.4 y 9 TD; mean age 29.0 y | IQ >70 | To explore the effectiveness of a virtual reality system in training individuals with ASD on six vocational transferrable job skills. | Vocational training on transferrable job skills. |
Ip 2016 [56] | Japan | PE | SI-VR | Pilot study: 20 ASD; 6–9 y Experimental study: 33 ASD; 6–11 y | IQ > 70 | VR-enabled system to facilitate social adaptation training for school-aged children with clinical or suspected diagnosis of ASD. | Six VR training scenarios. |
Cheng 2014 [57] | Taiwan | PE | HMD | 3 ASD; m = 3, f = 0; 9–11 y | IQ >70, WASI | To investigate the performance of data gloves and stereoscopic projection in mitigating the impairment of social etiquettes in children with ASD. | Interaction with virtual objects and characteristics immersed in a virtual environment. |
Cheng 2015 [58] | Taiwan | PE | HMD | 3 ASD; m = 3, f = 0; 12–13 y | IQ = 84, 82, 80 (FISQ) | To determine the effectiveness of a 3D system in promoting the comprehension of social protocols in individuals with ASD. | Twenty-four problem-based social questions developed for use with a VR system. |
Jarrold 2013 [59] | USA | QE | HMD | 37 ASD; 8–16 y 54 TD; 8–16 y | IQ >71 (WASI) | To simulate public speaking tasks in VR to study social attention and its association with classroom learning in students with HFA. | VR public speaking paradigm with cued and non-cued conditions. |
Trepagnier 2002 [60] | USA | QE | HMD | 5 ASD; m = 4, f = 1; mean age 18.4 y 6 TD; m = 4, f = 2; mean age 19.5 y | NA | To clarify the character of face gaze in ASD. | Series of images of faces and objects presented stereoscopically in VR. |
Cook 2014 [61] | United Kingdom | QE | CAVE | 10 ASD; m = 8, f = 2; mean age 14.74 12 TD; m = 10, f = 2; mean age 15.79 | Mean IQ = 116.6 (WASI) | To investigate the biological specificity of interference effects for action observation in ASD using VR. | Interaction with a virtual reality agent in either human or robot form. |
Amaral 2018 [62] | Canada | QE | HMD | 15 ASD; m = 15, f = 0; 16–38 y | Mean IQ = 102.53 (FSIQ) | To test usability and feasibility of 3 EEG setups combined with a VR headset as part of a novel system. | Joint attention assessment task with avatars gazing or pointing cues. |
Newbutt 2016 [63] | USA | QE | HMD | Phase 1: 40 ASD; m = 32, f = 8; 17–53 y | Mean IQ range = 83.58–86.63 (WASI) | To investigate willingness to use and acceptability of VR-HMDs among people with ASD. | Series of 3D immersive experiences in VR. |
Bozgeyikli 2018 [64] | USA | QE | SI-VR | 15 ASD; m = 11, f = 4; mean age = 22.73 y 15 TD; m = 10, f = 5; mean age = 25.80 y | NA | To examine the effects of various attributes of user interfaces designed for VR. | Tasks involving sorting, fetching, and aligning boxes on two workstations, moving boxes on two conveyor belts, and a vocational task of finding boxes. |
Lorenzo 2013 [65] | Spain | QE | SI-VR | 20 ASD; m = 16, f = 4; 8–15 y | NA | To determine the possible inclusion of immersive virtual reality as a support tool and learning strategy in ASD. | Executive functions in school learning and social competence. |
Lorenzo 2016 [66] | Spain | TE | SI-VR | 20 ASD; m = 14, f = 6; 7–12 y 20 TD; m = 15, f = 5; 7–12 y | NA | To evaluate immersive VR to improve and train the emotional skills of students with ASD. | Immersive environments allowing students to train and develop social skills in a structured, visual, and continuous manner. |
Type of Research | N | % |
---|---|---|
Quasi-experimental | 15 | 65.2 |
True experimental | 4 | 17.4 |
Pre-experimental | 4 | 17.4 |
Type of Immersive Technology | N | % |
---|---|---|
HMD | 15 | 65.2 |
Cave | 3 | 13.1 |
Semi-immersive VR | 5 | 21.7 |
Category | HMD | Cave | SI VR |
---|---|---|---|
Social skills | 7 | 1 | 3 |
Eye gaze and Joint attention | 3 | / | / |
Motor learning | / | 2 | 1 |
Job training | 1 | / | 1 |
Other | 4 | / | / |
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Chiappini, M.; Dei, C.; Micheletti, E.; Biffi, E.; Storm, F.A. High-Functioning Autism and Virtual Reality Applications: A Scoping Review. Appl. Sci. 2024, 14, 3132. https://doi.org/10.3390/app14073132
Chiappini M, Dei C, Micheletti E, Biffi E, Storm FA. High-Functioning Autism and Virtual Reality Applications: A Scoping Review. Applied Sciences. 2024; 14(7):3132. https://doi.org/10.3390/app14073132
Chicago/Turabian StyleChiappini, Mattia, Carla Dei, Ettore Micheletti, Emilia Biffi, and Fabio Alexander Storm. 2024. "High-Functioning Autism and Virtual Reality Applications: A Scoping Review" Applied Sciences 14, no. 7: 3132. https://doi.org/10.3390/app14073132