2022
DOI: 10.31234/osf.io/p3nh6
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Defining Virtual Reality (VR). Scoping Literature Review on VR Applications in Autism Research

Abstract: Virtual Reality (VR) systems are a sophisticated interplay of technology and human perception. VR systems share three main features: immersion, interaction, and a sense of presence. Many empirical studies have since recognized VR as an important therapeutic tool. Research in VR and psychology has increased exponentially over the last few decades and has been reviewed previously. In our review, we will examine VR use in autism research as an illustrative example to demonstrate a need for precise definitions. Th… Show more

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Cited by 10 publications
(9 citation statements)
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“…The virtual environments are safe enough and do not expose people with risky behaviors to unpredictable conditions. Stimuli are provided in a controllable way and tasks can be adapted according to the participant's strengths and weaknesses [68]. Stimulation can be either enhanced to increase motivation, engagement, and attention, or reduced as a means to prevent sensory overload and attentional distraction [27,69].…”
Section: The Benefits Of Vr and Gaming Technologies For Training Peop...mentioning
confidence: 99%
See 1 more Smart Citation
“…The virtual environments are safe enough and do not expose people with risky behaviors to unpredictable conditions. Stimuli are provided in a controllable way and tasks can be adapted according to the participant's strengths and weaknesses [68]. Stimulation can be either enhanced to increase motivation, engagement, and attention, or reduced as a means to prevent sensory overload and attentional distraction [27,69].…”
Section: The Benefits Of Vr and Gaming Technologies For Training Peop...mentioning
confidence: 99%
“…In addition, VR can stimulate multiple sensory channels (vision, audition, and haptics) and provide users with engaging environments that maximize training outcomes [28,70]. A significant advantage of VR is that the use of personalized scenarios can target specific skills [68]. Personalization of interventions is a requirement in special education training [27].…”
Section: The Benefits Of Vr and Gaming Technologies For Training Peop...mentioning
confidence: 99%
“…However, the two VR scenarios explored by participants were relatively short, 10 and 25 min respectively, and the study only investigated these experiences as part of a lab-based study rather than in everyday life. The scoping review by Savickaite et al. (2022a, b) on VR applications in autism research also points out to gaps concerning age, gender and geographical representation of autistic participants.…”
Section: Related Workmentioning
confidence: 99%
“…, 2017). More recently, the study by Savickaite et al. (2022a, b) has shown how autistic individuals and individuals with ADHD have significantly different visuospatial processes during complex VR drawing tasks.…”
Section: Related Workmentioning
confidence: 99%
“…VR technology is considered an advanced educational tool as it provides opportunities to visualize, explore, manipulate and interact with objects in a cyber-generated environment, supporting self-paced learning and enabling student-centred instruction (Siddhpura et al, 2020). The term virtual reality is defined as sophisticated human-technology interplay simulations that are usually computer-mediated, multisensory and three-dimensional (Savickaite et al, 2022), including desktop-based virtual reality (DVR) and immersive virtual reality (IVR). VR technology shares the features of immersion, interactivity and a sense of presence, which could affect students' motivation and engagement and in turn boost their learn-design of desktop-based virtual reality environments and related instructional activities.…”
Section: Introductionmentioning
confidence: 99%