Chengyan Yu;Shihuan Wang;Dong Zhang;Yingying Zhang;Chaoqun Cen;Zhixiang You;Xiaobing Zou;Hongzhu Deng;Ming Li
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引用次数: 0
Abstract
Numerous children diagnosed with autism spectrum disorder (ASD) exhibit abnormal eye gaze pattern in communication and social interaction. In this study, we aim to investigate the effectiveness of the hide-and-seek virtual reality system (HSVRS) in improving gaze fixation abilities in children with ASD. Our hypothesis is that engaging in a hide-and-seek game within a virtual environment, particularly with a customized avatar resembling a familiar figure, would significantly enhance gaze fixation skills compared to traditional interventions without supplementary virtual reality (VR) intervention. In total, 36 children with ASD were involved in this pilot study in three groups: the avatar customized group, the avatar uncustomized group, and the control group. The control group only received human intervention, while the avatar group received additional VR-assisted interventions. The effect of HSVRS was measured by a six-point Likert subjective questionnaire and demonstrated significant improvements in gaze fixation abilities in the VR-assisted intervention groups compared to the control group (
$P$
= 0.006, 0.001). Moreover, the avatar customized group, which interacted with a familiar-looking avatar, obtained noticeable increments in gaze fixation metrics (
$P$
= 0.036, 0.005, 0.001). Experimental results show the effectiveness of utilizing VR technology to complement regular interventions in terms of improving gaze fixation abilities for young children with ASD.
期刊介绍:
The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.