Case overview
Design and application of an immersive virtual reality system to enhance emotional skills for children with autism spectrum disorders
- Gonzalo Lorenzo: Department of General and Specific Didactics, University of Alicante, Carretera San Vicente del Raspeig s/n, 03690, San Vicente del Raspeig, Alicante, Spain.
- Asunción Lledó: Department of Development Psychology and Teaching, University of Alicante, Alicante, Spain.
- Jorge Pomares: Department of Physics, Systems Engineering and Sign Theory, University of Alicante, Spain.
- Rosabel Roig: Department of General and Specific Didactics, University of Alicante, Alicante, Spain.
Abstract
This paper proposes the design and application of an immersive virtual reality system to improve and train the emotional skills of students with autism spectrum disorders. It has been designed for primary school students between the ages of 7–12 and all participants have a confirmed diagnosis of autism spectrum disorder. The immersive environment allows the student to train and develop different social situations in a structured, visual and continuous manner. The use of a computer vision system to automatically determine the child’s emotional state is proposed. This system has been created with two goals in mind, the first to update the social situations, with the student’s emotional mood taken into account, and the second to confirm, automatically, if the child’s behavior is appropriate in the represented social situation. The results described in this paper show a significant improvement in the children’s emotional competences, in comparison with the results obtained until now using earlier virtual reality systems.
Introduction
The use of Virtual Reality (VR) as an educational tool for students with Autism Spectrum Disorder (ASD) is being addressed in different recognized studies with an aim to provide a support tool for the implementation of a series of activities that will help improve the difficulties that the students with ASD have with their social and emotional skills (Cheng et al., 2010, DiGennaro et al., 2011, Josman et al., 2008, Kaland et al., 2011, Parsons et al., 2006, Wainer and Ingersoll, 2011, Wallace et al., 2010). The ASD students that participate in this study have a visual and extremely specific way of thinking, a logical but somewhat abstract reasoning and, even though these students are known to be both intelligent and have an excellent memory, they often experience great difficulties when planning executive functions and with their social skills, most noticeably in their emotional incapacity to maintain empathic relationships and to identify such emotions. (Campatelli et al., 2013, Ehrich and Miller, 2009, Volkmar et al., 2009). All of these deficits lead to a lower comprehension of the rules of communication and to an anticipation of what others feel, do or say, and makes them display an attitude of indifference.
Most current VR environments are visual experiences displayed on a computer screen. However, in Immersive Virtual Reality Systems (IVRS), the user is completely immersed in a computer-generated world, giving them the impression that they have “stepped inside” a synthetic world. These systems offer a controlled and safe three-dimensional representation of real environments that can be used repeatedly. Our aim in this paper consists of designing and applying an IVRS to stimulate the notably visual cognitive processing that characterizes students with ASD for the purpose of improving the students’ emotional skills. A large number of strategies used in educational intervention for students with ASD are based on transferring information using visual aids and materials. There is research to support that these students have a tendency towards visual and structured thinking (Albrecht et al., 2014, Gray, 1998, Lissner, 1992, Savner and Smith Myles, 2000). Later works of Grandin (2009) state that visual supports can have an indirect as well as a direct impact on social skills.
A number of authors (see e.g. Blascovich et al., 2002, Wallace et al., 2008) indicated that IVRS can allow an improvement in the stimulation of students with ASD in comparison to the VR-based systems. As indicated in the related works section, several IVRS have been proposed to enhance the social skills of ASD children. In contrast with previous approaches, the proposed IVRS has been designed and tested specifically for the development of these students’ emotional responses. Furthermore, a robot with a camera at the end-effector has been incorporated in the above-mentioned IVRS to determine the child’s facial expressions at every moment when carrying out the tasks in the virtual environment. The information obtained from the camera at the end of the robot will be used both to evaluate if the child’s behavior is appropriate as well as to update the IVRS, as we will explain throughout the paper.
The importance of emotions in social relations is a key element in establishing effective communication between people. Children learn from a young age to develop the capacity to express emotions that allow them to regulate and control their social environment. Through the human face and its emotional expressions, we are able to see and interpret the emotional state of another person while we also obtain a great amount of information (Balconi, 2008, Balconi and Carrera, 2008). As mentioned earlier, the goal of this study is to improve the emotional competencies of students with ASD. Based on our earlier studies (Lorenzo, Pomares, & Lledó, 2013), the IVRS offer the possibility to represent structured and clear visual information, characteristics that adjust well to the cognitive style of students with ASD. Although these earlier studies have not addressed emotional skills, the immersive system allows students to train and develop new situations and tasks. In the work presented in this paper, the previous IVRS has been improved with an additional sensory system as well as the integration of new properties to train and improve the emotional competencies of students with ASD.
This paper will be arranged in the following way: In Section 2 there is a description of previous related works as well as of the specific characteristics that are meant to be stimulated and improved in the students with ASD. In Section 3 we will introduce the main features of the IVRS and the sensory system used. The method and the protocol of tasks will be described in Section 4. Finally, the results and the conclusions will be described in Sections 5 Results, 6 Conclusions respectively.
Section snippets
The emotional competencies in ASD students
This first subsection describes a review about the emotional skills of the ASD students participants in this research. Children with ASD show an emotional development that diverges from other children and this is interpreted as a lack of empathy to react emotionally to other people’s states of mind. The difficulties in children with ASD to establish appropriate emphatic and communicative social relations have been explained with different theories: a) deficits in planning and anticipating tasks
Immersive virtual reality system
In this section, the different components of the proposed IVRS are described. This system is used to provide the children with visual and interactive learning with the aim to help them acquire the social competences already mentioned. This section shows a description of the components of the IVRS (equipment, virtual environments and other developed software) that recreates different social situations or stories with the objective to train appropriate emotional responses to improve the student’s
Method
As mentioned before, the aim of this study is to use the IVRS to train, develop, and improve the deficits in emotional skills shown in students with ASD. The strategic framework proposed for the collection of information about students and their progress employs a mixed methodology (due to the intervention of two disciplinary fields, robotics and technology and psychopedagogy).
The Results & Conclusions
Results
This section presents the results obtained during the application of the method described in the previous section. In this section, the term “study group” is employed when referring to the children that have used the IVRS and the term “control group” when referring to the children that have used the VR software application. The statistical significance is evaluated with a t-test (p-value), considering as statistically significant the estimates of the parameters with p-value < 0.05.
Conclusions
The results of this study show a significant presence of more appropriate emotional behaviors in the immersive environments in comparison with the use of desktop VR applications. The immersive environments offer a high degree of interactivity with the user and consequently the possibility of further developing the imagination and learning through various roles that occur in the represented social situations. Another interesting aspect is the fact that the emotional behaviors in the real school.
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