Virtual reality & therapeutic applications in autism

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Dr David Simmons

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therapeutic applications of VR in autisim

  • phobia

  • social skills

    • (autism controversial)

  • anxiety

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specific phobia

  • extreme or irrational fear of an object or situation 

  • common in autism 

    • 30-64% of autistic children

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VR for specific phobia rationale

  • graded exposure combined w/CBT known to effective 

  • usually progress from imaginal exposure to real-life

  • but some people struggle w/imaginal exposure & real life exposure is hard to control 

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why use VR for specific phobia

  • allows simulations of RW to be created

  • newly learned coping skills can be rehearsed & reinforced in safe & controlled way

  • facilitates a more gradual exposure

  • a good alternative 

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Maskey et al (2019) - blue room

  • Looking into specific phobias 

  • single blind randomised controlled trial

    • VR treatment vs usual care

  • built on previous proof of concept

  • outcome measures of comparision of

    • initial vigette

    • produced by blind assessor

    • rated by expert panel

      • to see how p responds

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Maskey et al (2019): Methods

  • Careful Onboarding procedures

    • bringing P into enviroment 

  • Home visit with video of procedure

  • Relaxation before exposure

  • CAVE VR (No headset) 

    • 4 m3

    • Therapist sits next to child to deliver CBT

  • Broad range of measures

  • Children seemed to enjoy the procedure

  • Low dropout rates

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Maskey et al (2019): results 

  • gradation allowed P to experience levels of mastery in managing their anxiety and to repeatedly practice 

  • most children’s rating of their confidence at tackling their goal situation increased

  • an increase reflected in parent ratings

  • Data completeness for the main outcome measure of target behaviour rating was excellent

  • a success rate of 38% with definite positive change on blinded, independent rating, with a large effect size, is at least comparable with other interventions for anxiety

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evaluation of Maskey et al (2019)

  • Innovative use of VR in a very specific context

  • Cost of individual adaptation

  • Potential bias from non-blinded parents

  • Unclear why works well for some but not others

  • Comparison vs. “treatment as usual” but not “VR vs. non-VR”

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Autism

  • common form of ND which directly effect 1-2% of pop

  • characterised as having difficulties w/social interactions

    • recasted as differences rather than deficits

  • social skills training used to be seen as useful but now seen as highly controversial

  • tend to have bias towards local processing due to weak central coherence

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Autism & social skills rationale

  • If role-playing social situations is thought to be a good thing, alternatives are:

    • Reading and imagining

    • Watching videos

    • Live role play w/actors

  • VR offers another alternative which is

    • Safe

    • Reproducible

    • Customisable

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Parsons et al (2004)

  • 36 participants

  • 12 Autistic, 12 controls matched on Verbal IQ, 12 on Non-verbal (”Performance”) IQ

  • “Desktop” VR (Cheap, Accessible

    • Less problems of “cybersickness”

  • PoV display, controlled by a joystick

    • “Training Environment”

    • “Virtual Café

<ul><li><p>36 participants</p></li><li><p>12 Autistic, 12 controls matched on Verbal IQ, 12 on Non-verbal (”Performance”) IQ</p></li><li><p>“Desktop” VR (Cheap, Accessible</p><ul><li><p>Less problems of “cybersickness”</p></li></ul></li><li><p>PoV display, controlled by a joystick</p><ul><li><p>“Training Environment”</p></li><li><p>“Virtual Café</p></li></ul></li></ul><p></p>
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Parsons et al (2004) results 

  • learned to use the equipment quickly 

  • showed significant improvements in perfomance

  •  VR technologies are potentially trasnformative for education

  • tendency to walk into objects/people could not be explained by executive dysfunction or a general motor difficulty → might be a sign that understanding personal space is impaired in autism

  • structuring of tasks within the environments provides extra support for people with weaker executive abilities

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Parson et al (2004) evaluation

  • 20 year old

    • outdated langauge to describe autism

    • outdated attitudes towards social skill training

  • early influential study

  • intresting that there wasnt a issue as it wasnt similar to the experience 

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anxiety 

  • A mental state characterized by apprehension, avoidance, and cautiousness regarding potential threats, dangers and negative events

  • Psychobiologically distinct from fear

    • Response to imminent danger

  • Can be useful

    • Assisting w/uncertain threats

    • Mitigation/avoidance of future events

  • Can be maladaptive

    • Negative impact on mental well-being

    • Particular problem for autistic people (27-50%)

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manipulating anxiety rationale  

  • evidence that sensory features of autism vary w/anxitey

  • evidence is largely from questionnaires & self-reports

  • useful to manipulate anxiety in controlled, reproducible & safe environment

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Millington (2023)

  • 48 participants

  • Completed autism trait and anxiety questionnaires

  • State Anxiety manipulated using custom designed VEs

  • Performance in sensory task measured after each manipulation

  • HMD (HP Reverb Omni) with associated pupil & heart rate measures

  • performed at Glasgow ARC/XR lab and Engineering laboratories

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Millington (2023) findings

  • state anxiety varied significantly between virtual environments

  • task did not reveal any significant effects of anxiety or autistic traits

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Millington (2023) evaluation

  • Effects on perceptual task almost significant

  • Not many diagnosed autistic participants

  • Some technical issues

  • Face Makeup smudging sensors

  • Consistency in auditory stimuli

  • Pupil size varies with display brightness

  • Some participants found the forest environment scary!

  • Anxiety maybe increased with unfamiliar tech

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Parson (2016) Authenticity in VR for assessment & learning

  • VR is a promising tool for learning & assessment, especially for individuals with autism.

  • Authenticity = key to ecological validity (VR behaviour reflects real life).

  • Designers must prioritise essential authenticity dimensions (visual, functional, contextual).

  • Functional fidelity often matters more than visual realism; test VR tasks against real-world performance.

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authenticity (Parsons, 2016)

  • how closely the VR scenario maps into real-world tasks/contexts

  • more authentic a VR system the stronger its validity for assessment 

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issues of authenticity (Parsons, 2016)

  • more authentic --> more it costs, technical complexity & usability constraints

  • over-realistic can overwhelm users or reduce usabilityOver-realistic