Case overview
Reference: (https://www.researchgate.net/publication/326714881)
A case study on delivering virtual reality learning for children with autism spectrum disorder using virtual reality headsets
Abstract
Previous research studies have shown that Virtual Reality (VR) learning is effective for various topics of learning (e.g., social adaptation and skills, job interview, empathy, etc.) on the Autism Spectrum Disorder (ASD) population. VR learning is always delivered using VR devices or installations. Compared to VR installations such as Cave Automatic Virtual Environment (CAVE), with the careful design of VR software, VR headsets are able to achieve a similar degree of immersion and interactivity at a fraction of the cost, while keeping minimum requirements on the venue and the whole setup highly portable. However, there is a lack of research on delivering VR learning for the ASD population using VR headsets. In this paper, we report a case study involving four children with ASD, who were recruited to experience the prototype software for VR learning in our laboratory environment. Our observation reveals that the design allows children with ASD comprehend the three-dimensional world and smoothly interact with virtual objects and avatars while using the VR headsets.
INTRODUCTION
Virtual reality (VR) is becoming more and more popular in addressing the learning needs of the autism spectrum disorder (ASD) population. The relevant technologies allow educators to create highly interactive and immersive learning contents. Many previous research studies have shown that by simulating real-life environments and/or occasions, the VR learning contents can be effective, safe, and embarrassment-free for people with ASD to learn and practice various skills, including emotional
skills (e.g., emotion recognition and regulation [1] [2]), social adaptation skills (e.g., social interaction and communication [3][4]), vocational skills (e.g., interview skills [5]), etc. Since VR devices and installations are increasingly accessible, recent studies prefer to deliver the VR learning content via special VR devices and/or installations rather than monitor-based desktop VR [6][7]. Specifically, these devices and installations usually provide certain levels of motion tracking to enable user
interactions and stereoscopic display technologies to enable depth perception, both of which aim to achieve better experience and much more immersive multisensory stimulations.
Among the VR devices and installation, the latest generation of VR headsets, such as Oculus Rift™ and HTC VIVE™, seem to be the most balanced solution for delivering VR learning contents in various settings. These headsets are typically connected to rendering computers and are coupled with hand-held controllers, which hand motions and gestures tracking, enabling very natural user-VR interactions. When being compared with VR installations such as Cave Automatic Virtual Environment
(CAVE) [8] used in Ip et al. in [4], VR headsets are much more portable, require less space to set up, and are able to provide similar levels of immersion and interactivity, while the costs for first-time procurement and subsequent maintenance are much lower, making them a more feasible choice in most VR applications. Studies on using VR headset as a tool for delivering learning contents to the ASD population can be traced back to the 1990s when Strickland et al. conducted a pilot study on a
7.5-year-old girl and 9-year-old boy with ASD [9]. Results show that the children can “accept a VR helmet (headset)”, are able to “identify familiar objects and qualities of these objects” and are able to “locate and move toward objects” in VR. Because the research study was conducted in the early 1990s when the headsets are usually heavy and bulky, and the graphic rendering capability of the computers is very limited, the latest VR headsets should be able to provide better user experience if
they are used on the ASD population. In 2016, Newbutt et al. conducted a pilot study on the use of a VR headset in ASD population [10]. 29 participants with ASD were asked to experience 5 “off-the-shelf” VR contents using Oculus Rift developers’ version. The interactions were achieved via Xbox gamepad. Results show that participants reported very minimal negative effects wearing the headset and the headset was well accepted by the participants. However, there are a few things yet to be explored if we wish to deliver VR learning to the Autism population using VR headsets. First, in the above study, the participants interacted with the VR contents only via the Xbox gamepad. For first-time users, the gamepad is not very intuitive to use. This could greatly limit the ways of interactions between the participants and the VR contents, which may partially contribute to the second limitation; that is most of the “off-the-shelf” VR contents are lack of a set of well-defined tasks to be carried out by the participants. The participants therefore mainly experienced the contents passively. Whether and how they are able to complete a set of learning tasks in the VR environment is yet to be explored. In this paper, we report a case study on delivering VR learning for children with ASD using VR headset. The study aims to further explore the feasibility of headset-enabled VR learning for children on the spectrum with various comorbidities and requiring different levels of assistance. The methodology, including the environment and setting where the experiment was conducted, the VR learning contents being delivered using the Oculus Rift headset, and demographics of the participants, is addressed in section 2. The results are reported as cases in section 3. We conclude the study in section 4.