Programming for generalization: Confronting known challenges in the design of virtual reality interventions for autistic users

Matthew Schmidt , Noah Glaser , Carla Schmidt , Rachel Kaplan , Heath Palmer , Sue Cobb
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引用次数: 4

Abstract

This study explored how to program for generalization using a fully immersive virtual reality (VR) intervention for teaching transportation skills to autistic adults related to using a university shuttle. Using multi-methods, this research sought to identify similarities and differences in behavior between the VR environment and the real-world, participants’ perceptions of telepresence in the VR environment, and how participants characterized similarities and differences between the VR environment and the real-world. Male adult participants (N ​= ​6) completed training and then engaged in two VR-based training sessions of increasing complexity, after which they enacted what was learned in the real-world. Fidelity of implementation was high across VR and real-world sessions and no significant differences were found in behaviors between the VR and real-world sessions, providing evidence for skills generalization from the contrived VR setting to the naturalistic real-world setting. Participants reported high perceptions of telepresence (e.g., being there) and social presence (e.g., being there with others), and qualitative evidence suggests they made connections between the virtual world and real-world. Implications and directions for future research are discussed.

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面向泛化的编程:面对自闭症用户虚拟现实干预设计中的已知挑战
本研究探讨了如何使用完全沉浸式虚拟现实(VR)干预来为自闭症成年人教授与使用大学班车相关的交通技能,从而进行泛化编程。本研究采用多种方法,试图确定虚拟现实环境和现实世界之间行为的异同,参与者对虚拟现实环境中远程呈现的感知,以及参与者如何表征虚拟现实环境与现实世界之间的异同。成年男性参与者(N​=​6) 完成了培训,然后参加了两次日益复杂的基于虚拟现实的培训课程,之后他们将在现实世界中学到的东西付诸实践。虚拟现实和真实世界会话的实现保真度很高,虚拟现实和现实世界会话之间的行为没有发现显著差异,这为从人为的虚拟现实环境到自然的真实世界环境的技能概括提供了证据。参与者报告说,他们对远程呈现(例如,在那里)和社交存在(例如,与他人在一起)有很高的感知,定性证据表明他们在虚拟世界和现实世界之间建立了联系。讨论了未来研究的意义和方向。
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