Cited by 165Autism Spectrum Disorder ResearchGaze Tracking and Assistive TechnologySocial Robot Interaction and HRI

The DOI matches its Crossref record; 26 of the 26 references it cites were found in a registry or an index.

Design of a Virtual Reality Based Adaptive Response Technology for Children With Autism

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Lahiri, Uttama, Bekele, Esubalew, Dohrmann, Elizabeth, Warren, Zachary, Sarkar, Nilanjan·2013·IEEE Transactions on Neural Systems and Rehabilitation Engineering

Abstract

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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Research works printed but not linked: 10

  1. dunn, 1997, PPVT-III Peabody Picture Vocabulary Test
  2. javier, 2007, Weighted average score of customer needs as critical input for QFD, QFD Int J
  3. rutter, 0, Autism Diagnostic Interview Revised WPS Edition Manual
  4. tartaro, 2007, Towards Universal Usability Designing Computer Interfaces for Diverse User Populations
  5. strickland, 1997, Virtual Reality in Neuropsychophysiology, 81
  6. 2001, Educating Children With Autism
  7. jensen, 2009, Increased eye-blink rate in autism spectrum disorder may reflect dopaminergic abnormalities, Int Soc Autism Res
  8. 2000, Diagnostic and Statistical Manual of Mental Disorders DSM-IV-TR
  9. fisher, 2004, Advanced NPC implementation
  10. 0, Arrington Research Inc

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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
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
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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