Using Augmented Reality Toward Improving Social Skills: Scoping Review.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2023-09-20 DOI:10.2196/42117
Gloria Mittmann, Vanessa Zehetner, Stefanie Hoehl, Beate Schrank, Adam Barnard, Kate Woodcock
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引用次数: 2

Abstract

Background: Augmented reality (AR) has emerged as a promising technology in educational settings owing to its engaging nature. However, apart from applications aimed at the autism spectrum disorder population, the potential of AR in social-emotional learning has received less attention.

Objective: This scoping review aims to map the range of AR applications that improve social skills and map the characteristics of such applications.

Methods: In total, 2 independent researchers screened 2748 records derived from 3 databases in December 2021-PubMed, IEEE Xplore, and ACM Guide to Computing Literature. In addition, the reference lists of all the included records and existing reviews were screened. Records that had developed a prototype with the main outcome of improving social skills were included in the scoping review. Included records were narratively described for their content regarding AR and social skills, their target populations, and their outcomes. Evaluation studies were assessed for methodological quality.

Results: A total of 17 records met the inclusion criteria for this study. Overall, 10 records describe applications for children with autism, primarily teaching about reading emotions in facial expressions; 7 records describe applications for a general population, targeting both children and adults, with a diverse range of outcome goals. The methodological quality of evaluation studies was found to be weak.

Conclusions: Most applications are designed to be used alone, although AR is well suited to facilitating real-world interactions during a digital experience, including interactions with other people. Therefore, future AR applications could endorse social skills in a general population in more complex group settings.

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使用增强现实来提高社交技能:范围界定综述。
背景:增强现实(AR)由于其引人入胜的特性,已成为教育环境中一项很有前途的技术。然而,除了针对自闭症谱系障碍人群的应用外,AR在社会情感学习中的潜力受到的关注较少。目标:本范围审查旨在绘制提高社交技能的AR应用范围图,并绘制此类应用的特征图。方法:总共有2名独立研究人员在2021年12月的PubMed、IEEE Xplore和ACM计算文献指南中筛选了来自3个数据库的2748条记录。此外,还筛选了所有纳入记录和现有审查的参考名单。已开发出以提高社会技能为主要成果的原型的记录被纳入范围界定审查。纳入的记录对其关于AR和社交技能的内容、目标人群及其结果进行了叙述性描述。评估研究的方法质量。结果:共有17份记录符合本研究的纳入标准。总的来说,有10项记录描述了自闭症儿童的应用,主要是教授面部表情中的阅读情绪;7份记录描述了针对儿童和成人的普通人群的申请,其结果目标多种多样。评价研究的方法质量薄弱。结论:大多数应用程序都是单独使用的,尽管AR非常适合在数字体验中促进现实世界的互动,包括与他人的互动。因此,未来的AR应用程序可以在更复杂的群体环境中认可普通人群的社交技能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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