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1 – 10 of 19Nigel Newbutt and Ryan Bradley
The potential of head mounted displays based virtual reality (HMD-based VR) for autistic groups has been well documented. However, the deployment and application of this…
Abstract
Purpose
The potential of head mounted displays based virtual reality (HMD-based VR) for autistic groups has been well documented. However, the deployment and application of this technology, especially in schools, has been extremely limited. One of the main criticisms in this field has been the lack of involvement from practitioners in research on educational approaches for autistic populations and the gap between research and practice in real-life settings.
Design/methodology/approach
This conceptual article focuses on our research in a UK-based special needs school that sought to examine the effects and potential use of VR-HMDs, while seeking to establish best practices for safe and ethical application using this technology. This draws upon ethical and participatory research guidance, including British Educational Research Association and Autism Participatory Research.
Findings
The authors make recommendations on planning and implementing a participatory, safe and ethical approach to researching the use of VR-HMDs in special needs schools and engaging with the priorities of autistic children and young people and their teachers.
Originality/value
This conceptual article provides an initial first consideration of ways we can better include autistic people and their views in research that is with and about them. The value in this will mean we are able to better support autistic groups moving ahead using VR HMD-based technologies. Without this paradigm shift and including autistic people (and their stakeholders) the field might continue to build initiatives around medical-based models of disabilities rather that what the community need/want.
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Nigel Newbutt, Matthew M. Schmidt, Giuseppe Riva and Carla Schmidt
The purpose of this paper is to identify three key areas where autistic people may find themselves impacted through COVID-19, namely, education; employment; and anxiety.
Abstract
Purpose
The purpose of this paper is to identify three key areas where autistic people may find themselves impacted through COVID-19, namely, education; employment; and anxiety.
Design/methodology/approach
This paper provides some views based on the extensive experience of using immersive technologies for the utilisation and application with autistic groups during COVID-19.
Findings
This paper offers some examples of immersive technology application that might be helpful for practitioners, services and others to consider in overcoming possible challenges faced by people with autism.
Originality/value
This opinion piece offers expert insights to the role immersive technologies and virtual reality might play during COVID-19 in the lives of autistic groups.
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Ryan Bradley and Nigel Newbutt
The use of virtual reality (VR) technologies in the education of autistic children has been a focus of research for over two decades. It is argued that this form of technology can…
Abstract
Purpose
The use of virtual reality (VR) technologies in the education of autistic children has been a focus of research for over two decades. It is argued that this form of technology can provide authentic “real world” contexts that target social and life skills training in safe, controllable and repeatable virtual environments. The development of affordable VR head-mounted displays (HMD), such as Google cardboard and Oculus Rift, has seen a renewed interest in their use for a wide range of applications, including the education of autistic individuals. The paper aims to discuss these issues.
Design/methodology/approach
A systematic search of electronic databases focussing on empirical studies on the use of VR-HMD for children and adults on the autism spectrum was undertaken.
Findings
A review of the literature identified a limited number of studies in this field characterised by differences in the type of application, technology used and participant characteristics.
Research limitations/implications
Whilst there are some grounds for optimism, more research is needed on the use of this technology within educational settings to ensure robust recommendations can be made on the implementation, use and sustainability of this approach.
Originality/value
This paper is the first to consider the evidence base for the use of VR-HMD technology to support the needs of the autistic population.
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Nigel Newbutt, Noah Glaser and Heath Palmer
Previous research provides promising insights to the role of spherical video-based virtual reality (SVVR) applied with and for autistic users. Work already conducted in this area…
Abstract
Purpose
Previous research provides promising insights to the role of spherical video-based virtual reality (SVVR) applied with and for autistic users. Work already conducted in this area suggests that SVVR delivered via a range of head-mounted displays (HMDs) are useable, acceptable, can enable skill acquisition, can be relevant for delivering training, can help to reduce discomfort and promote skills generalization. However, to date very little research articulates methods or approaches to the design and development of SVVR. Here, the authors share the experiences of working in this space and designing SVVR content with and for autistic groups.
Design/methodology/approach
The authors draw upon two case studies/projects that were previous worked on with the intention to extrapolate key parts of the production process of SVVR development. The authors also outline key theoretical contexts as related to SVVR development in this field.
Findings
The goal of this primer on SVVR is to provide researchers and practitioners with an overview of using this technology. The authors provide a set of recommendations that should inform others in creating their own content and developing SVVR for/with/by autistic people.
Originality/value
This work combines and outlines theoretical, conceptual and practical considerations for practitioners and stakeholders seeking to build and deploy SVVR content; aspects not reported in previous research.
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Mark Brosnan, Sarah Parsons, Judith Good and Nicola Yuill
The purpose of this paper is to reflect upon on the opportunities and challenges of engaging with a wide variety of stakeholders during the design, development and evaluation of…
Abstract
Purpose
The purpose of this paper is to reflect upon on the opportunities and challenges of engaging with a wide variety of stakeholders during the design, development and evaluation of innovative technologies for people with autism. Autism is defined in part by difficulties in social communication and interaction, and is therefore particularly pertinent when considering the opportunities and challenges of participatory design (PD).
Design/methodology/approach
A series of presentations from key researchers and practitioners are reviewed, highlighting contemporary issues about how technologies have been designed to improve educational support using a range of methods and processes for stakeholder involvement.
Findings
Involvement per se does not constitute engagement as a design partner. The interdisciplinary nature of PD, combined with the viewpoints of communities beyond academia, need to be integrated in a manner that allows for different perspectives and voices, and for the “trace” of the contribution to be evidenced. The level of evidence required for demonstrating effective support needs to be considered in terms of both the outcomes of projects and the processes for involving stakeholders in PD.
Originality/value
This paper offers an up-to-date insight from lead researchers into key debates about the benefits and challenges of PD with autistic people and the broader autism community. Its value lies in raising questions about, and discussing evidence that challenges, some of the assumptions that underpin both PD processes and the needs of the autistic community.
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