Virtual Reality (VR) is considered a rather effective tool in manual-based interventions, especially if it concerns children with Autism Spectrum Disorder (ASD). The fact that VR involves the person in a contained virtual environment can appeal to many people with ASD who have an inherent interest in computer systems, improving motivation and investment in therapeutic activities. This Research will examine the effectiveness of the computerized medium, particularly a gaming platform in a VR environment, meant for proactively managing social relations for ASD-affected adults. These measures show how the platform fosters the enhancement of system generalization and therapeutic results in comparison to conventional strategies. Subsequently, a theoretical and functional layout for the final wi-fi VR walkthrough exposing children to ASD was created, combining the recommendations of health care professionals, children with ASD’s interests, and the main principles of video games. As for the qualitative data, the study aimed to evaluate the effectiveness of the VR platform in improving clients’ social skills and decreasing anxiety levels. Based on these studies, it is believed that the use of the VR platform will be more satisfying and motivating, hence will increase the level of engagement and investment into therapy among the ASD population. The combination of knowledge by the experts and design for the users has provided a wide range of yet beneficial tools for the specific target audience. The proposed VR walkthrough prototype fills the existing deficiencies of gamification software for ASD and presents a high-quality gaming experience that meets therapy objectives. More studies concerning the effects of teaching VR on the learner’s horizon, program, and future lexical development are warranted to determine its overall effects and implications for the pedagogy of teaching children with ASD.

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Enhancing Therapeutic Engagement for Autism Spectrum Disorder Through Virtual Reality Gaming

  • Sagar Prema Rajan,
  • Siti Azreena Mubin,
  • Mohammad Tahmidul Hasan,
  • Vinesh Thiruchelvam

摘要

Virtual Reality (VR) is considered a rather effective tool in manual-based interventions, especially if it concerns children with Autism Spectrum Disorder (ASD). The fact that VR involves the person in a contained virtual environment can appeal to many people with ASD who have an inherent interest in computer systems, improving motivation and investment in therapeutic activities. This Research will examine the effectiveness of the computerized medium, particularly a gaming platform in a VR environment, meant for proactively managing social relations for ASD-affected adults. These measures show how the platform fosters the enhancement of system generalization and therapeutic results in comparison to conventional strategies. Subsequently, a theoretical and functional layout for the final wi-fi VR walkthrough exposing children to ASD was created, combining the recommendations of health care professionals, children with ASD’s interests, and the main principles of video games. As for the qualitative data, the study aimed to evaluate the effectiveness of the VR platform in improving clients’ social skills and decreasing anxiety levels. Based on these studies, it is believed that the use of the VR platform will be more satisfying and motivating, hence will increase the level of engagement and investment into therapy among the ASD population. The combination of knowledge by the experts and design for the users has provided a wide range of yet beneficial tools for the specific target audience. The proposed VR walkthrough prototype fills the existing deficiencies of gamification software for ASD and presents a high-quality gaming experience that meets therapy objectives. More studies concerning the effects of teaching VR on the learner’s horizon, program, and future lexical development are warranted to determine its overall effects and implications for the pedagogy of teaching children with ASD.