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A Computational View of AutismDesign of Virtual Reality-Based Applications in Autism Intervention

A Computational View of Autism: Design of Virtual Reality-Based Applications in Autism Intervention [In the previous chapter, I have presented different types of computer-based applications, particularly considering the umbrella term Virtual Reality (VR) ranging from 2D VR presented on a 2D computer monitor, Augmented (Virtual) Reality, Immersive (Virtual) Reality, and Mixed (Virtual) Reality. Also, by now, you know the use of the VR-based solutions in addressing skill deficits of children with autism. Additionally, you are aware of the numerous advantages of using VR particularly for individuals with autism. The VR can serve as an excellent tool in the hands of the interventionists for offering different training scenarios to the users, controllable levels of challenge based on an individual’s specific abilities, adaptive skill learning environment, etc. Researchers around the globe have been using VR for individuals with autism while offering them tasks that can contribute to improvement in social communication, emotion recognition, joint attention, etc. Offering skill training in at least some of these core deficit areas is important since the children with autism are often characterized by deficit in making socially appropriate reciprocation while carrying out back-and-forth communication with social partners, understanding facial emotional expressions, following the gaze of a social partner to triangulate to an object of interest through shared attention, etc. In this chapter, I will present detailed information on the building of the various components, such as Graphical User Interface, virtual characters, individualized and adaptive feedback of 2D VR-based applications.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

A Computational View of AutismDesign of Virtual Reality-Based Applications in Autism Intervention

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Publisher
Springer International Publishing
Copyright
© Springer Nature Switzerland AG 2020
ISBN
978-3-030-40236-5
Pages
131 –163
DOI
10.1007/978-3-030-40237-2_5
Publisher site
See Chapter on Publisher Site

Abstract

[In the previous chapter, I have presented different types of computer-based applications, particularly considering the umbrella term Virtual Reality (VR) ranging from 2D VR presented on a 2D computer monitor, Augmented (Virtual) Reality, Immersive (Virtual) Reality, and Mixed (Virtual) Reality. Also, by now, you know the use of the VR-based solutions in addressing skill deficits of children with autism. Additionally, you are aware of the numerous advantages of using VR particularly for individuals with autism. The VR can serve as an excellent tool in the hands of the interventionists for offering different training scenarios to the users, controllable levels of challenge based on an individual’s specific abilities, adaptive skill learning environment, etc. Researchers around the globe have been using VR for individuals with autism while offering them tasks that can contribute to improvement in social communication, emotion recognition, joint attention, etc. Offering skill training in at least some of these core deficit areas is important since the children with autism are often characterized by deficit in making socially appropriate reciprocation while carrying out back-and-forth communication with social partners, understanding facial emotional expressions, following the gaze of a social partner to triangulate to an object of interest through shared attention, etc. In this chapter, I will present detailed information on the building of the various components, such as Graphical User Interface, virtual characters, individualized and adaptive feedback of 2D VR-based applications.]

Published: Jul 28, 2020

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