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Improving Virtual Reality ASD Intervention Games with 3DUI and 3D Virtual Humans

Improving Virtual Reality ASD Intervention Games with 3DUI and 3D Virtual Humans PDF Author: Chao Mei
Publisher:
ISBN: 9781369059366
Category : Autism spectrum disorders
Languages : en
Pages : 96

Book Description
The primary goal of this research is to improve the current Autism Spectrum Disorder (ASD) intervention training games using Virtual Humans (VHs). To interact with virtual humans, technologies such as Virtual Reality (VR), 3D user interfaces (3DUI), and computer games are often used. Virtual humans have many potential benefits for ASD interventions, such as improving the abilities of performing daily living activities (e.g., emotion recognition training). The existing games have been largely successful. However, these games seldom include the huge variety of the ASD population in their design guidelines. The main research question is can the effectiveness of the intervention games be improved by addressing the variety of this population with a Customizable Virtual Human (CVH), which may increase their motivation to engage in the games. To investigate this, I first built VEs to study the usability of 3DUI with users with ASD, since the usability of it has never been formally evaluated with this population. Then I developed a novel Customizable Virtual Human (CVH) approach and several ASD intervention games with CVH, and conducted several user studies with these systems/games to address the research questions. The results of the studies give suggest the effectiveness of applying CVH in ASD intervention training games and give the insight into the usability of 3DUI for users with ASD. Results inform new guidelines for the design of future ASD intervention games, which will use VR and 3DUI more effectively. I expect the contributions of this work will benefit to the future research of VR, computer gaming, human-computer interaction and their applications to special education. The ultimate goal is to leverage the interactive and immersive benefits of CVH, VR and 3DUI based games to improve ASD intervention training, and may help to improve the quality of life for persons with ASD.

Improving Virtual Reality ASD Intervention Games with 3DUI and 3D Virtual Humans

Improving Virtual Reality ASD Intervention Games with 3DUI and 3D Virtual Humans PDF Author: Chao Mei
Publisher:
ISBN: 9781369059366
Category : Autism spectrum disorders
Languages : en
Pages : 96

Book Description
The primary goal of this research is to improve the current Autism Spectrum Disorder (ASD) intervention training games using Virtual Humans (VHs). To interact with virtual humans, technologies such as Virtual Reality (VR), 3D user interfaces (3DUI), and computer games are often used. Virtual humans have many potential benefits for ASD interventions, such as improving the abilities of performing daily living activities (e.g., emotion recognition training). The existing games have been largely successful. However, these games seldom include the huge variety of the ASD population in their design guidelines. The main research question is can the effectiveness of the intervention games be improved by addressing the variety of this population with a Customizable Virtual Human (CVH), which may increase their motivation to engage in the games. To investigate this, I first built VEs to study the usability of 3DUI with users with ASD, since the usability of it has never been formally evaluated with this population. Then I developed a novel Customizable Virtual Human (CVH) approach and several ASD intervention games with CVH, and conducted several user studies with these systems/games to address the research questions. The results of the studies give suggest the effectiveness of applying CVH in ASD intervention training games and give the insight into the usability of 3DUI for users with ASD. Results inform new guidelines for the design of future ASD intervention games, which will use VR and 3DUI more effectively. I expect the contributions of this work will benefit to the future research of VR, computer gaming, human-computer interaction and their applications to special education. The ultimate goal is to leverage the interactive and immersive benefits of CVH, VR and 3DUI based games to improve ASD intervention training, and may help to improve the quality of life for persons with ASD.

When VR Serious Games Meet Special Needs Education

When VR Serious Games Meet Special Needs Education PDF Author: Yiyu Cai
Publisher: Springer Nature
ISBN: 9813369426
Category : Technology & Engineering
Languages : en
Pages : 217

Book Description
This book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years’ research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD.

Virtual and Augmented Reality in Mental Health Treatment

Virtual and Augmented Reality in Mental Health Treatment PDF Author: Guazzaroni, Giuliana
Publisher: IGI Global
ISBN: 1522571698
Category : Medical
Languages : en
Pages : 353

Book Description
Medical and technological organizations have recently developed therapy and assistance solutions that venture beyond what is considered conventional for individuals with various mental health conditions and behavioral disorders such as autism, Down syndrome, Alzheimer’s disease, anxiety disorders, phobias, and learning difficulties. Through the use of virtual and augmented reality, researchers are working to provide alternative therapy methods to treat these conditions, while studying the long-term effects the treatment has on patients. Virtual and Augmented Reality in Mental Health Treatment provides innovative insights into the use and durability of virtual reality as a treatment for various behavioral and emotional disorders and health problems. The content within this publication represents the work of e-learning, digital psychology, and quality of care. It is designed for psychologists, psychiatrists, professionals, medical staff, educators, and researchers, and covers topics centered on medical and therapeutic applications of artificial intelligence and simulated environment.

Virtual and Augmented Reality, Simulation and Serious Games for Education

Virtual and Augmented Reality, Simulation and Serious Games for Education PDF Author: Yiyu Cai
Publisher: Springer Nature
ISBN: 9811613613
Category : Technology & Engineering
Languages : en
Pages : 188

Book Description
This book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education.

Virtual Reality for Psychological and Neurocognitive Interventions

Virtual Reality for Psychological and Neurocognitive Interventions PDF Author: Albert "Skip" Rizzo
Publisher: Springer Nature
ISBN: 1493994824
Category : Medical
Languages : en
Pages : 420

Book Description
This exciting collection tours virtual reality in both its current therapeutic forms and its potential to transform a wide range of medical and mental health-related fields. Extensive findings track the contributions of VR devices, systems, and methods to accurate assessment, evidence-based and client-centered treatment methods, and—as described in a stimulating discussion of virtual patient technologies—innovative clinical training. Immersive digital technologies are shown enhancing opportunities for patients to react to situations, therapists to process patients’ physiological responses, and scientists to have greater control over test conditions and access to results. Expert coverage details leading-edge applications of VR across a broad spectrum of psychological and neurocognitive conditions, including: Treating anxiety disorders and PTSD. Treating developmental and learning disorders, including Autism Spectrum Disorder, Assessment of and rehabilitation from stroke and traumatic brain injuries. Assessment and treatment of substance abuse. Assessment of deviant sexual interests. Treating obsessive-compulsive and related disorders. Augmenting learning skills for blind persons. Readable and relevant, Virtual Reality for Psychological and Neurocognitive Interventions is an essential idea book for neuropsychologists, rehabilitation specialists (including physical, speech, vocational, and occupational therapists), and neurologists. Researchers across the behavioral and social sciences will find it a roadmap toward new and emerging areas of study.

A Computational View of Autism

A Computational View of Autism PDF Author: Uttama Lahiri
Publisher: Springer Nature
ISBN: 3030402371
Category : Computers
Languages : en
Pages : 180

Book Description
This book first explains autism, its prevalence, and some conventional intervention techniques, and it then describes how virtual reality technology can support autism intervention and skills training. The approaches and technologies covered include immersive virtual reality, augmented reality and mixed reality. The tasks covered include emotion recognition, affective computing, teaching communication skills, imparting literacy skills, training for imitation skills, and joint attention skills. Most of the chapters assume no prerequisite knowledge of autism or virtual reality, and they are supported throughout with detailed references for further investigation. While the author is an engineer by profession, with specialist knowledge in robotics and computer-based platforms, in this book she adopts a user perspective and cites many real-life examples from her own experience. The book is suitable for students of cognitive science, and researchers and practitioners engaged with designing and offering technological assistance for special needs training.

Virtual Reality Technology-enabled Educational Approaches for Those with Autism Spectrum Disorders

Virtual Reality Technology-enabled Educational Approaches for Those with Autism Spectrum Disorders PDF Author:
Publisher:
ISBN:
Category : Autism spectrum disorders
Languages : en
Pages : 108

Book Description
"This literature review examines research studies that evaluated the effectiveness of virtual reality (VR) simulated interventions in people with autism spectrum disorder (ASD) including their enjoyment of the process and their ability to transfer VR learning to real-life situations. VR provides a safe and controllable environment that implements realistic computer-based simulated interactions that allow for repeated skill practice and gives participants the ability to progress at their own pace. Most of the research reviewed focused on improving specific deficit areas for those with ASD. Virtual reality interventions were used to increase social and emotional skills involving areas such as: social understanding, positive social competence, social functioning, verbal and nonverbal communication skills, increased social interaction, self-regulation, self-advocacy, and reducing anxiety. Using VR in motor vehicle driving instruction can help assess the abilities of potential drivers and provide an arena for safe driving practice that can be adapted to meet individual needs. Job interviewing and personal interaction skills can be learned and practiced by using simulated VR job interview scenarios. The research findings revealed that VR interventions show positive results for persons with ASD and that further study is necessary."--Leaf 3.

VR, Simulations and Serious Games for Education

VR, Simulations and Serious Games for Education PDF Author: Yiyu Cai
Publisher: Springer
ISBN: 9811328447
Category : Technology & Engineering
Languages : en
Pages : 130

Book Description
This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Virtual Reality Games for Rehabilitation

Virtual Reality Games for Rehabilitation PDF Author: Eva Brooks
Publisher: Springer Nature
ISBN: 1071633716
Category : Medical
Languages : en
Pages : 279

Book Description
This volume focuses on games to manage and facilitate rehabilitation. It emphasizes user practice, attitudes, and experience, and their changing place within developing rehabilitation frameworks. It looks at how users have adopted, integrated, and innovated with games to facilitate rehabilitation. Topics include game technology, game design and accessibility, web-based technologies vs pervasive and mobile technologies, social and collaborative aspects, and rehabilitative outcome. Games for rehabilitation are gaining interest from different communities such as medicine, psychology, and rehabilitation. A distinction can be made between games specifically made for rehabilitative purposes and games made for the general public but that are used in rehabilitation as well. Games have allowed the building of new/complementary forms for rehabilitation and offered new options to produce rehabilitative activities and experiences.

Immersive Analytics

Immersive Analytics PDF Author: Kim Marriott
Publisher: Springer
ISBN: 303001388X
Category : Computers
Languages : en
Pages : 357

Book Description
Immersive Analytics is a new research initiative that aims to remove barriers between people, their data and the tools they use for analysis and decision making. Here the aims of immersive analytics research are clarified, its opportunities and historical context, as well as providing a broad research agenda for the field. In addition, it is reviewed how the term immersion has been used to refer to both technological and psychological immersion, both of which are central to immersive analytics research.