Vr & Participatory Autism Research weird one may need to go over

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Dr Tom Arthur

Last updated 10:21 PM on 1/16/26
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14 Terms

1
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Autism & sensorimotor difficulties

  • 79% of autistic people experience sensorimotor difficulties (green et al, 09)

  • can limit independence & quality of life

  • unclear how it can be managed effectively

2
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Autism & driving

  • research shown that autistic p face significant challenges & barriers relating to driving

    • e.g struggle with managing changing enviroments

  • low level of autisitc drivers

    • limits their indepndence and employment prospects

  • use extended reality for them to get used to it 

3
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Extended reality as a research tool

  • collection of technologies that allow p to interact w/3D using their natural senses & skills

  • have many different measuring opporunties

    • eye tracking, movement tracking 

4
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Extended reality as a support tool

  • Working with sport to allow for better training

  • allows for control of enviroment

  • can allow for metrics of expertise

    • better feedback 

  • e.g stable focus on ball before putting, allows them to develop expertise in golf without needing a trainer

  • in a systematic review (Arthur, 2025) showed stimulation training is most well research driving support method lack of high quality research & transfer test 

  • want to ensure accessibility

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Extended reality transferring learning

  • practice in VR

  • first put of going out of VR = limits

  • Theoretically works but performing task in a different way

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Equity of intervnetions

  • MRI failures cost alot of money → exposure in VR

  • looked at availability, accessibility and acceptability

    • found there is a lot of risk for making it worse

      • cannot rely on someone getting a VR and using it well

    • different digital literature skills may limits it actual accessibility

    • always exclude certain individuals

    • discomfort, time and demand

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Double jeopardy, single impact model

  • availability, accessibility and acceptability

    • inequity is incremented & accelerated by the limitation

  • inequity can be amelorated if implemented successfully

    • if done right can go on to help

8
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Bayesian Inference and Predictive Coding

  • info signalling research

  • shaping studies on human perception, action, learning, and even consciousness

  • see brain as a computer creating models to process information = schema

    • having a predctive model allows us to focus on certain thing (ball) against everything else (visual)

    • skipping gaze to where ball will lend (Gaze)

    • activation of muscles (motor)

9
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Neuro-Computational Approach to examining sensorimotor differences in racquet ball task

  • previous research suggest autistic individuals struggle with predictive models

  • Autistic participants showed significantly lower overall scores for task performance

  • But effects were specific to volatile trial conditions (and were highly variable between individuals)

  • Autistic participants used an anticipatory strategy

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Arthur et al (2021)

  • controlled ball ‘bounce’ (stable/unpredictable)

  • autistic p showed significantly lower overall scores for task performance

  • able to see mechanisms in VR = able to see where their gaze which shows prior beliefs

  • normal ball were more successfully predicted

  • bouncy ball provides lag & pronounced pupil dilation 

  • autisitc people where using same prediction as effectively as neuortypical

    • did tend to update more regularly

    • but do sturggle with it changing multiple times

11
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Neurocomputational approach to augment learning enviroments

  • using eye tracking we can index

    • prior expectations & beleifs

    • susprisal response and predcition erriors

    • learning rate overtime

  • The predictive processing of sensory cues differs in autistic people

  • Sensorimotor difficulties emerge in unpredictable/volatile conditions

  • XR can be used to control these condition

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can use VR to modify predictive processing

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Participatory Methods

  • XRAD Steering Group

    • CO-desing

  • Used interactive concept demonstrations to stimulate discussions/ideas

  • Creative activities in small subgroups (based on driver status and activity)

  • multiple levels in which autistic idnivdual should be involved e.g what they build → what skills foucsed → how its worded

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key takeaway of Vr & Participatory Autism Research

  • VR can be used to examine interdisciplinary research questions

  • It can also be used to provide targeted support and adaptive learning experiences, in alignment with core psychology principles and theories

  • There are various opportunities that could be realised through participatory co-design practices

  • LOTS more work still needs to be done in this space

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