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Dr Tom Arthur
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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
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
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
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
Extended reality transferring learning
practice in VR
first put of going out of VR = limits
Theoretically works but performing task in a different way
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
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
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)
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
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
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
can use VR to modify predictive processing
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
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