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DEVELOPMENTAL NEUROREHABILITATION
https://doi.org/10.1080/17518423.2018.1432713

Comparing the effectiveness of virtual reality and video modeling as an


intervention strategy for individuals with Autism Spectrum Disorder: Brief report
Emily Fitzgerald a , Hui Kee Yapa , Charlotte Ashtona , Dennis W Moorea, Brett Furlongera , Angelika Andersona ,
Richard Kickbushb, James Donaldb, Margherita Busaccaa, and Derek L Englisha
the Faculty of Education, Monash University, Clayton, Australia;b Educational Psychology and Inclusive Education, MindSight VR, Melbourne, Australia

ABSTRACT ARTICLE HISTORY


The increasing numbers of individuals diagnosed with Autism Spectrum Disorder (ASD) has foresha Received 18 August 2017
dowed a greater need for effective intervention procedures to aid learning. Revised 19 January 2018
Purpose: This study compared the effectiveness of video modeling (VM) and virtual reality (VR) for Accepted 22 January 2018
teaching adults with ASD. KEYWORDS
Methods: Using an alternating treatments design without baseline two participants completed paper Adults; autism spectrum
folding projects of varying difficulty following exposure to either VM or VR task modeling. The rate of disorder; interventions;
learning (ROL) determined treatment effectiveness. video modeling; virtual
Results: One participant reached mastery criterion for the intermediate project on the 5th trial with both reality
VR and VM (ie equal ROL). The other achieved mastery by the 6th trial of VM, but did not attain mastery
in VR. Both participants enjoying reported both procedures.
Conclusions: The results suggest that VM was more effective than VR in facilitating learning.
Implications for future research are discussed.

Attempting to address the disabling impairments that persist Virtual reality (VR) is a 3D simulation of real or imagined
across the lifespan for those with Autism Spectrum Disorder environments 15 allowing users to explore the virtual space
15 The
(ASD), researchers have focused on interventions for children and interact with objects and people in real time.
1.2
and young people typically with ASD. Indeed, of 150 therapeutic application of VR has already been extensively
16
recently examined ASD intervention studies, less than 2% were explored with non-autistic populations. For example, as a
3 This
conducted with individuals older than 20 years. mode for exposure therapy for specific phobias 17, to assist in
narrow focus has left a sizeable gap in the knowledge base the safe mastery of wheelchair use for people with cerebral
4.5 With the
concerning effective interventions for this group. palsy 18, and to assist in the restoration of motor skills in
19
continuing rapid increase in the number of children diagnosed children recovering from trauma. Although pilot studies
with ASD, the number of adults with this condition can only rise. exploring the use of VR with ASD populations have reported
3,4,6
This prospect has foreshadowed a greater encouraging results, the evidence base for VR as an
need for effective interventions and services for adults with 6.7 20 A small number of
intervention to assist people with ASD is
ASD. limited. studies have provided preliminary evidence that VR
Video modeling (VM) has been shown to be an effective and interventions successfully facilitate learning in children and adolescents
21–
8 intervention for children and adolescents with ASD , pro 24 cents. However, methodological weaknesses (eg poorly
mising for adults. 9.10 VM involves the participant viewing operationalized independent and dependent variables,
videotaped demonstrations of a model performing a target inadequate statistical analyses, insufficient sample sizes, and
8
behavior and subsequent imitations. VM offers a range of with parison conditions) have diminished the strength of this
presentation formats wherein the type of model is the main body of research, justifying further experimentation.
variable. 11 VM models can be peers, adults, siblings, or even Researchers have argued that VR is well matched to the
12 the learner themselves (video self-modeling). VM can also learning needs of those with ASD and potentially provides
15
be presented from the vantage point of the individual unique advantages as an intervention for adults with ASD.
demonstrating the behavior, this being referred to as point-of- What sets VR apart from 2D VM is the degree to which users
13
Working to reduce extraneous stimuli, this
view (POV) video modeling. feel present within the virtual environment (VE) 18, increasing
format directs the attention of the viewer to the relevant stimuli 25 their attention to relevant stimuli. Another unique feature
15
11 and may be particularly suited to fine motor tasks. VM is of VR is the ability to interact with the VE. VR can provide
thought to be effective with this population because it capitalizes less hazardous and more forgiving environments for developing
on their relative strengths in visual processing, minimizes human daily living skills, which might otherwise be considered unsafe.
14 16
interaction, and, for many, is inherently reinforcing. Hence VR has the potential to be more conducive to
learning than VM. However, the technology does not come

CONTACT Emily Fitzgerald esfitz24@gmail.com Monash University, 19 Ancora Imparo Way, Clayton, VIC Australia 3800
© 2018 Taylor & Francis
Machine Translated by Google
two
E. FITZGERALD ET AL.

without cost as the production of the 3D imagery remains 17 steps respectively. Project 3 involved making a crane (bird)
technically demanding and time consuming. and Project 4 was a jumping frog. These were rated inter
No study to date has compared the relative effects of these mediate, involving 27 and 24 steps, respectively.
two interventions. Considering the demand for and importance
of effective interventions for adults with ASD, examining the
Virtual reality/video modeling filming and equipment All
differential effects of VM and VR may yield important information
regarding effective practices for researchers, families, and videos were filmed using two GoPro 4 HERO Black with custom
health-care practitioners. Therefore, the aim in this proof-of- 194-degree fisheye lenses, and then edited using Kolar and
concept-study was to assess and compare the relative Adobe software. The VM video was produced from images
effectiveness of VM and VR as instructional proce dures for captured from a single GoPro lens. An ambisonic binaural in-
adults with ASD. Further to this, a leisure activity was selected ear microphone array was used to record the voice narration
as the intervention task to demonstrate the utility of these two and ambient sounds. An Oculus RiftTM Consumer Version 1
interventions because of the benefits it confers. (CV1) head mounted display (HMD) was used to view the VR
Leisure skills and activities are of high priority for individuals clips. An Apple 13-inch MacbookPro using QuickTime Media
26
with developmental disabilities as they promote the opment of Player was used to show the VM clips.
social and communication skills as well as improve the overall
27
quality of life for individuals with ASD.
Task-analysis scoring sheets

Methods Four scoring sheets were created (one per project), each based
on our task analyses.
Participants and setting

Two maladies, both diagnosed with ASD, participated. Jackson social validity
(pseudonym) was a 31-year-old male. He was diagnosed with
ASD at approximately age of 27 years by an independent On completion of the intervention, social validity interviews were
clinician. He spoke English, had completed tertiary level conducted with participants regarding the appropriate ness and
education and was employed as a laboratory technician at the overall experience of both interventions.
time of the study. His interests included horror novels and video
games. Jackson had no previous experience with VM or VR Independent variable and dependent measures
and very limited experience with paper folding.
Luke (pseudonym) was an unemployed 25-year-old male The independent variable was the two different interventions:
who used spoken English as his primary form of communication. VM and VR. The dependent variable was percentage of correctly
He was diagnosed with ASD at age 11 by a psychologist who completed steps per trial, using event recording for correctly
administered the High Functioning Autism Spectrum the WISC- completed steps within each trial. The mastery criterion was set
Questionnaire, Childhood
28 29
III, and the Screening to 100% correct for two consecutive trials. To achieve this,
30 At the time of participants had to complete all steps in the correct sequence.
Autism Rating Scale (CARS).
diagnosis, his full-scale IQ was 87, falling within the low average Both participants were given the easy projects at the first trial.
range. Luke's interests include gardening, watching Anime, and If participants completed these with 100% mastery after the first
origami. Luke had previous experience with VM having or second trial, they were presented with the intermediate
participated in an earlier university study. However, he had no projects.
experience with VR technology.
Neither participant was color blind or had any major vision or experimental design
hearing impairments. All experiments were conducted at a
University office. An alternating treatments design without baseline was used.
Intervention presentation order was randomized (coin toss),
except that each condition could not occur more than twice in
Materials succession.
intervention tasks

We selected purposeful paper folding as a task as it has an procedure


emphasis on problem-solving, creativity, and developing robust
31–33 Ethics and pre-intervention data collection
knowledge and technical skills. Paper folding
offers a practical, purposeful activity assisting in the under Approval was obtained from the institutional review board.
standing of symmetry and fractions and leads naturally onto Informed consent and demographic information was obtained
mathematical reasoning. 34.35 It involves the integration of from both participants.
visual information with purposeful hand movements. Both
participants were willing to learn about paper folding.
VR/VM production
Consequently, four Projects were selected to assess rates of
learning. Project 1 and 2 involved making a sailing boat, and a Four full-sequence point-of-view videos depicting the
pig's face. Both were categorized as easy, comprising 15 and construction of the paper folding projects were created in both
Machine Translated by Google
DEVELOPMENTAL NEUROREHABILITATION 3

VM and VR formats. To maximize participant attention on task- To assess the reliability of observations, two observers inde
relevant stimuli, the VR clips were designed to have 180 degrees pendently observed 30% of all sessions. Percent agreement was
of visual stimuli with the remaining 180 degrees presented as blank calculated by dividing the number of agreements by the sum of
space. agreements plus disagreements and multiplying the product by
All videos were layered with audio narrations, which were 100. IOA for both participants was 100%.
recorded simultaneously. This narration took the form of self talk
about each step, coinciding with the visual depiction of each step.
Results and discussion
Jackson correctly completed 100% of steps in both Project 1 (VM)
task analyzes and Project 2 (VR) within two trials, creating a ceiling effect. He
was then presented with the intermediate projects.
Task analyzes were undertaken for each project and used to
In the VM condition, he correctly completed 21% of steps in Project
prepare the scoring sheets for each task. (Details available on request.)
4 in the first trial (see Figure 1). He achieved 100% correct by the
3rd VM trial and achieved mastery by Trial 5.
Assignment of projects to conditions Similarly, in the VR condition, he correctly completed 26% of steps
in the first trial, 100% by Trial 3, and mastery by Trial 5.
A different paper folding project was presented in each condition Visual analysis reveals a steep and equivalent increase in
for each participant. Projects were randomly assigned to conditions performance in both conditions.
using a coin toss. Luke's performance during the intervention is presented in
Figure 2, displaying the percentage of correctly completed steps
Intervention for the easy projects (Projects 1 and 2). In the VR condition, Luke
did not achieve mastery, only ever correctly completing 50% of
In the VM condition, participants were presented with a video steps having correctly completed 37.5% of steps on the first trial
depicting the construction of one paper folding project. and plateauing from Trial 7. In the VM condition, Luke achieved
Immediately after viewing this video, participants were instructed 100% correct by the 5th, and but tery by the 6th trial. A higher rate
to construct the corresponding project. The participants were given of learning (ROL) was evident in VM compared to VR. No prompts
5 or 10 min respectively to complete easy and intermediate were required, and no maintenance data was obtained.
projects. When the timer signaled the participant was stopped.
The VR condition followed the same procedure except that the Results from exit interviews indicated that both partici pants
Oculus RiftTM Consumer Version 1 (CV1) HMD was used to view enjoyed participating and were satisfied with their over all
the relevant construction video. No reinforcement or prompting experience. Jackson initially reported the VR presentation more
was provided. A prompt (ie a picture of the completed project) interesting/exciting than VM. Overall, Jackson appreciated the
was provided to participants only if they did not show any progress potential of VR for teaching more complex skills.
for 10 consecutive trials for a particular project. However, in this proof-of-concept study where the video content
Participants were given a 5-min break between trials. was simple with minimal background stimuli, he opined that the
format of the videos became irrelevant. Luke indicated that he had
no preference and that he enjoyed both formats equally. He
Treatment fidelity and inter-observer agreement (IOA)
reported that he initially felt disoriented due to the VR HMD and
Treatment fidelity was assessed via direct observation during 30% that it took him longer to adjust to this VE. To further strengthen
of trials using fidelity checklists for each task. One hundred percent social validity, a follow up study should use questionnaires based
fidelity was observed with both participants. on the Treatment

Figure 1. Jackson's percentage of correctly completed steps for projects 3 and 4.


Machine Translated by Google
4 E. FITZGERALD ET AL.

Figure 2. Luke's percentage of correctly completed steps for projects 1 and 2.

36
Acceptability Rating Form-Revised or the Intervention VE (eg social skills). Through this, researchers might better
37
Rating Profile in addition to exit interviews. exploit the defining features of VR, thereby optimizing the
Our data confirmed previous findings regarding the effec potential benefits for users.
9, 10, 38
spirit of VM in teaching adults with ASD. VM proved These findings support previous research demonstrating
an effective method for instruction, with both participants the efficacy of VM as an intervention strategy for adults on
clearly acquiring paper folding skills quickly. In contrast VR the spectrum. However, systematic replications, perhaps tar
proved effective with only one participant. For Luke VM was getting social skills, are needed to determine whether VR
more effective in teaching paper folding than was VR. In the merits the additional production expense, time, and effort
VR condition, his skill acquisition quickly plateaued, with no compared to effective procedures like VM.
further improvement for the remaining trials. On this index,
Luke's ROL was greater with VM, this differen tial
performance suggests VM is more effective than VR. Declaration of Interest
There are a number of possible explanations for the All authors report no conflict of interest.
observed difference in Luke's ROL under VM and VR.
Firstly, this study used the Oculus RiftTM HMD to create an
immersive VE. Immersive VEs contain multiple interacting ORCID
layers of audio-visual and textual information, surrounding
39 Emily Fitzgerald http://orcid.org/0000-0002-4353-5852
the user with realistic 3D images of the virtual world. While
the multi-modal information and advanced graphics can
provide impressive immersion, it may overwhelm observers,
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