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Design of a Virtual Reality Based Adaptive Response Technology for Children With Autism
Open accessAbstract
Children with autism spectrum disorder (ASD) demonstrate potent impairments in social communication skills including atypical viewing patterns during social interactions. Recently, several assistive technologies, particularly virtual reality (VR), have been investigated to address specific social deficits in this population. Some studies have coupled eye-gaze monitoring mechanisms to design intervention strategies. However, presently available systems are designed to primarily chain learning via aspects of one's performance only which affords restricted range of individualization. The presented work seeks to bridge this gap by developing a novel VR-based interactive system with Gaze-sensitive adaptive response technology that can seamlessly integrate VR-based tasks with eye-tracking techniques to intelligently facilitate engagement in tasks relevant to advancing social communication skills. Specifically, such a system is capable of objectively identifying and quantifying one's engagement level by measuring real-time viewing patterns, subtle changes in eye physiological responses, as well as performance metrics in order to adaptively respond in an individualized manner to foster improved social communication skills among the participants. The developed system was tested through a usability study with eight adolescents with ASD. The results indicate the potential of the system to promote improved social task performance along with socially-appropriate mechanisms during VR-based social conversation tasks.
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“Numerous studies have been conducted to assess different aspects of using chatbots for mental health, such as effectiveness [15, 16], acceptability [14, 17], usability [18, 19], and adoption [20, 21].”
From An overview of the features of chatbots in mental health: A scoping review (2019) · cites this paper as [18]
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Metadata
- Authors
- Lahiri, U., Bekele, E., Dohrmann, E., Warren, Z., & Sarkar, N.
- Affiliations
- Indian Institute of Technology Gandhinagar (IN)
- Vanderbilt University (US)
- University of Tennessee Health Science Center (US)
- Venue
- IEEE Transactions on Neural Systems and Rehabilitation Engineering
- Published
- 2013-01
- Volume
- 21
- Issue
- 1
- Pages
- 55-64
- ISSN
- 1534-4320 (ISSN-L)
- 1558-0210
- PMC
- PMC3867261
- OpenAlex
- W2000191594
- Cited by
- 162
- References
- 26
- Citations by year
- 2026: 9 · 2025: 8 · 2024: 19 · 2023: 14 · 2022: 13 · 2021: 9 · 2020: 21 · 2019: 11 · 2018: 12 · 2017: 12 · 2016: 8 · 2015: 14 · 2014: 9 · 2013: 2
- FWCI
- 4.25
- Type
- journal article
- Language
- en
- Open access
- green
- europepmc.org
- Locations
- IEEE Transactions on Neural Systems and Rehabilitation Engineering (publishedVersion)
- PubMed (publishedVersion)
- Europe PMC (PubMed Central) (acceptedVersion)
- PubMed Central (acceptedVersion)
- Funders
- National Institute of Mental Health (R01MH091102)
- Topics
- Life Sciences › Neuroscience › Cognitive Neuroscience › Autism Spectrum Disorder Research
- Physical Sciences › Computer Science › Human-Computer Interaction › Gaze Tracking and Assistive Technology
- Social Sciences › Psychology › Social Psychology › Social Robot Interaction and HRI
- Keywords
- autism spectrum disorder, virtual reality, eye tracking, social communication skills, assistive technology, engagement measurement, personalized interventions, autistic adolescents
- MeSH terms
- Adolescent, Autistic Disorder, Biofeedback, Psychology, Equipment Design, Eye Movements, Female, Fixation, Ocular, Humans, Interpersonal Relations, Male, Therapy, Computer-Assisted, User-Computer Interface, Treatment Outcome, Imaging, Three-Dimensional
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