Application of Virtual Reality Autistic Spectrum

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DOI 10.

1007/s11062-018-9741-3
Neurophysiology, Vol. 50, No. 3, June, 2018

REVIEWS

Application of Virtual Reality and Augmented Reality


in Psychiatry and Neuropsychology, in Particular
in the Case of Autistic Spectrum Disorder (ASD)
A. Fridhi,1 F. Benzarti,1 A. Frihida, and H. Amiri1
Received February 24, 2017

This paper is a combination of a review of the papers related to applications of virtual reality and
augmented reality in various aspects of psychiatry and neurophysiology, with special attention to using
the respective approaches in the case of autistic spectrum disorders (ASDs) and of a description of the
studies of the authors dealing with the corresponding problem. The major emphasis is put on the elements
that contribute to the amelioration of communicative and emotional skills in such children, mainly
related to modeled applications, computers, and an output interface (projection). This study, therefore,
focuses on the understanding of the elements simplifying the development of these new information and
communication technologies. In order to answer our queries, we used exploratory interviews and specific
reviews, such as virtual or augmented reality and virtual (preferably geo-localized) environments used
to provide children with ASD a database containing varied and multimodal information for various
purposes: (i) a display of the 3D environment and its constituent objects, (ii) understanding of the
task, (iii) an increase in the salience of certain objects, (iv) issuance of instructions associated with
interaction with the environment in order to increase the capacity of an individual to process and use
received information to allow a better performance of the activities of daily living (ADL), (v) simulation
of everyday activities, repeating them as necessary things, and graduating them in order to be able to
control a given situation, and (vi) introducing many innovative techniques that are not well-known in
the treatment of ASD.

Key words: ICT, virtual reality, augmented reality, autism, autistic spectrum disorder (ASD),
3D, virtual environment (VE), collaborative virtual environment (CVE), activities of daily living
(ADL).

VIRTUAL AND AUGMENTED REALITY real or imaginary environment” [2]. People who
use these environments can interact through “an
It is a “scientific and technical domain using avatar”; so, users can get direct responses based
computing and behavioral interfaces to simulate in on their behavior in a virtual environment [3]. In a
a virtual environment the behavior of 3D entities collaborative virtual environment (CVE), multiple
that interact in real time between them and with one users can communicate with each other through
or more users” [1]. their avatars. If we have a single user, we are talking
Perhaps, it is necessary to explain the terms about a simple virtual environment [4].
“virtual reality” and “augmented reality.” The Virtual or augmented reality has several
virtual environment is defined as a “computer- exploitable advantages for working with children
generated three-dimensional simulation of a who suffer from autistic spectrum disorder, ASD.
Indeed, it facilitates the control of the environment,
as well as social interactions of the personality.
1
LR-SITI- ENIT Laboratory. National School of Engineers of Tunis This can contribute to increasing the self-esteem
(ENIT), Tunisia.
Correspondence should be addressed to A. Fridhi
of patients who encounter difficulties in the real
(e-mail: adel.fridhi2013@gmail.com), environment in controlling social situations [5].
F. Benzarti (e-mail: benzartif@yahoo.fr), The CVE offers high flexibility in the sense that
A. Frihida (e-mail: ali.frihida@enit.rnu.tn),
or H. Amiri (e-mail: hamidlamiri@gmail.com).
social norms can be developed between users

222
0090-2977/18/5003-00222 © 2018 Springer Science+Business Media LLC
Virtual and Augmented Reality in Psychiatry and Neuropsychology 223

to facilitate communication. Researchers in this To the question of how children with autism
field confirm that virtual objects, or “avatars,” interpret the virtual environment, probably the first
can facilitate social encounters, as well as the researchers who used virtual reality in the field of
processes of communication between people. This autism were Strickland et al. [9], who employed a
communication can be simpler than face-to-face complete immersion system to learn the steps to
in the reality [4]. Indeed, users can play major cross a boulevard (Fig. 2). In this memory, a more
roles in a virtual environment created by virtual extensive study was carried out to observe that these
reality or in an environment created by augmented experiments could be transferred to a real situation.
reality to imitate certain specific social situations Various analyses have also been carried out to check
[6]. Interaction in virtual reality does not require a whether the technology of virtual environments
strong direct relational engagement of the autistic with a computer, a large projection screen, and an
individual with another person [5]; the same is true application of augmented reality could be applied.
for augmented reality. As a result, interactions are In our case, Nichols [10], who was able to work
realized slower, and ASD children have more time with children with ASD, attested that the virtual
to think about different ways of reacting to one environment with these systems is more accessible,
situation or another. especially for this type of population. The research
This system can be useful for increasing subsequently disclosed was carried out with the
emotions and recognition of emotional expressions latter system [11]; it was demonstrated that new
[7]. In addition, using educational potentials of technologies, such as virtual reality, are effective,
this technology, we can have the autistic person comfortable, facilitative, and offer a supportive
interact with an avatar that is a street, a building, emotional context. The researchers continued their
or an animal (Fig. 1). It is also interesting to create assertions by adding that virtual and/or augmented
situations, such as to cross a boulevard or a fire reality shares its advantages but increases the
to put out, in order to anticipate events in the real potential of its effects. More precisely, it increases
world [8]. The researchers add that the CVE allows its benefits in terms of the generalization skill,
patients to practice real conversation in a virtual thanks to the great ability to engage and control the
world [2]. Indeed, if it is the researcher who chooses attention, control, and commitment of the emotional
the real activities and the modeled ones, he/she can participation that virtual environments can offer.
choose models of real buildings and real situations This device is practical and very useful for
around the real environment of the autistic. This working with the problem of autism because it can
point takes up the consideration made previously provide a large amount of exploitable resources
related to the importance of the customization of to create a project appropriate to the needs of an
the models. autistic child.

F i g. 1. Virtual environment modeled in 3D. F i g. 2. Virtual environment modeled in 3D by adding a vehicle


on the street.
224 A. Fridhi et al.

VIRTUAL REALITY AND AUGMENTED (iii) The physician’s place (What will his role
REALITY (VR/AR) IN PSYCHIATRY AND be? Will it be in the same place as the patient?).
NEUROPSYCHOLOGY (iv) Management of the increase in the session
(Will it be entrusted to the doctor or the patient?
The methods of virtual or augmented reality allow How will the patient’s development be estimated?).
ones, on the one hand, to expose children with ASD, (v) The need to save variables and performance
under the respective control, to complex, dynamic, (What provisions will be required to measure
interactive, and three-dimensional simultaneous achievement of the goal?).
stimuli. On the other hand, cognitive, behavioral, These reflections, once conducted, one can take a
and functional results of such application allow look at the Virtual Behavioral Primitives (VBP) to
one to introduce the child to actions that can be be developed:
close to those of the “real” reality and, in such a (i) Navigation in the VE (What freedom of
mode, to improve evaluation of the symptoms navigation is to be proposed to the patient?)
and the treatment. Virtual and augmented reality (ii) Actions of the autistic to do the tasks.
technologies, therefore, offer the possibility of (iii) Observation of VE (Which scale is used for
developing environments for diagnostic, therapeutic, VE?).
and supportive purposes. Phobias, autism, and Then the behavioral interfaces are selected or
rehabilitation are examples of areas where the use developed with the objective of a job as natural as
of VR or AR has so far been most often considered possible, with a minimal moment of adaptation.
[12]. We will consider the use of VR or RA in two Their technical specifications (resolution, visual
disciplines, psychiatry and neuropsychology. field) are determined according to the children with
Designing and Creating an Application. In a targeted ASD.
psychiatry and neuropsychology, applications Finally, the step of modeling the VE of the
modeled by VR/AR aim to understand the cognitive various necessary elements can begin.
and behavioral functioning of the child with ASD The design of a VE must be approved at different
to support him/her in his/her handicaps and to stages by designers. Once performed, the virtual
take care of him/her in his/her problems. The reality-based application is tested on a patient
respective applications are centered on autism to verify its functionality and achievement of
and are developed for the purpose of performing a objectives. Based on the results of these reviews,
specific activity or an exposure to specific stimuli. changes may be made before moving to use the
The approach exposing applications realized by application for the initial purpose.
virtual or augmented reality, whose objective is
to offer cognitive and sensorimotor activities to
patients, is generally in line with the expectations VIRTUAL REALITY AND AUGMENTED
of the sectors of psychiatry and neuropsychology. REALITY: OUR APPLICATIONS
The realization of an VE is simplified by the use, at
least partially, of the hierarchical model developed We will describe the application based on
recently. In neuropsychology, cognitive immersion virtual or augmented reality-addressing therapy
and operational immersion are often preferred. This and assessment. This application is conducted in
implementation phase needs a close interdisciplinary psychiatry and neuropsychology and focuses on the
partnership, understanding the clinical needs of evaluation of action planning for children with ASD.
some and the specific possibilities of others. The design and creation of the various VEs or the
The design of a VE or virtual application will virtual object (avatar), the choice of the interfaces,
be developed to achieve goals. It is, therefore, is based on the principles described above.
necessary to ask questions such as: Exploitation of VR and AR in Psychiatry.
(i) The activities of the child with ASD in Studies that use VR or AR within a
the VE (Will it be a good and simple exposure psychotherapeutic objective essentially affect ASD
to stimuli? Or will it be active? Will it perform for which several theories attempt to explain and
actions?). substantiate the treatment processes. These studies
(ii) The sensory aspects to be applied (Is it a based on VR or AR relied heavily on the theoretical
possibility to be solicited in an VE?). and methodological postulates of cognitive and
behavioral therapies [13].
Virtual and Augmented Reality in Psychiatry and Neuropsychology 225

Theories Regarding the Treatment of ASD. The Finally, the hypothesis of Bandura’s perception
theory of the emotional treatment of Foa and Kozak of personal effectiveness [16] allows one to use
[14] suggests that fear memories, particularly in the feeling of powerlessness learned against
autistic children, can be considered structures that phobogeneous situations a central function in
integrate information about stimuli, responses, and psychopathology. The increase in the ability to
meaning. Emotional integration, therefore, requires deal with situations will take place to the extent
activation of the structure of fear and habituation by that the subject considers himself/herself capable
prolonged and repeated presentation of the stimuli. of behaving and believes that this behavior will
On our part, the example of putting an avatar like succeed. This hypothesis is capable of being
a dinosaur or an elephant with a very high sound considered as a cognitive interpretation of the
to see how the child with an ASD reacts leads us principles of learning that we will discover below
to the activation of the structure of fear (Figs. 3 in the context of cognitive and behavioral care
and 4). The cognitive theory of Beck’s information methods.
processing [15] is based on the idea of cognitive
schemes. Finally, the aim of cognitive care methods
is to promote controlled (conscious, slow) cognitive OPERATION OF VR/AR IN
mechanisms in the process of automatic processing NEUROPSYCHOLOGY
of information by disturbed patterns.
Neuropsychology proceeds by dissociating
complicated behaviors into different cognitive areas,
which are:
(i) attention,
(ii) memory,
(iii) other cognitive activities, such as inductive
and deductive reasoning, and
(iv) the ability to abstract.
In the early 1980s, neuropsychology was closely
associated with the presentation of ASD compared
to theoretical concepts. Then, in the 1990s, the goal
was also to appreciate the practical repercussions
of these disorders in everyday life, a point truly
essential for the clinician.
F i g. 3. Activation of a dinosaur image for initiation of the The use of virtual reality in neuropsychological
reaction of an ASD child. applications is based on three fundamental
objectives:
(i) scientific studies of cognitive processes
(memory, attention, planning, and abilities),
(ii) neuropsychological assessment, and
(iii) cognitive rehabilitation.
Cognitive assessment and cognitive rehabi­
litation affect patients with ASD (learning and
developmental problems, attention deficit,
and mental retardation). Brain damage creates
degradation in the cognitive domain and in the
emotional and social domains [17]. After studying
the neuro­p sychological assessment, we will present
applications of VR in neuropsychology as a part of
F i g. 4. Activation of an elephant image for initiation of the the activities of daily living and cognitive rehabi­
reaction of an ASD child.
litation. It is to be said that examinations in a
category like memory have the possibility also of
being in others like the occupations of everyday
living.
226 A. Fridhi et al.

EVALUATION IN NEUROPSYCHOLOGY is measured [19]. The recovered balances have more


clinical relevance and have direct consequences on
Evaluation based on VR/AR. Virtual reality the extension of cognitive rehabilitation systems.
(VR) techniques have the ability to address all Attentional Processes. Attentional difficulties
of the requirements formulated [18]. The above are usually encountered in subjects with ASD.
realities (VR/AR) provide means to simulate natural Attention is a prerequisite of all cognitive
environments, in which we can present adapted functionalities; evaluation and rehabilitation objects
stimuli in a more ecological way, in particular are mandatory in order to approach attentional skills
inserted with a demonstrative and familiar situation for many reasons in children with ASD:
(in a classroom or a store). Virtual reality (VR) (i) to anticipate possible concerns during
or augmented reality (AR) offers the possibility educational activities,
to manage the control of distracting components, (ii) for decision-making on the placement
complexity of the stimuli, and alteration of these in special education, for determination of the use
variables dynamically, in response to the actions and performance of some treatments, and for the
of autistic children. Other technical specifications performance measurement of the treatment and
of responses (accuracy, rhythm) can be collected outcomes, and
to allow one to use more accurate analysis. Virtual (iii) to address the use of rehabilitation on
or augmented reality (VR / AR) allows us to more sophisticated cognitive mechanisms, such
explore different cognitive sectors, e.g., memory as memory, spatial visual capabilities, executive
(Table 1). functionality, and problem solving.
This methodology can increase the reliability of The level of experimental control provided
traditional assessment by reducing the variability by the techniques of VR or AR correctly enables
due to physician differences, the virtual testing improvement of the action of evaluation and reha­
environment, and the effectiveness of stimuli. bilitation of attention closer to those encountered in
Finally, it can improve its validity by allowing more the real environment. Therefore, the validity of the
detailed and well-specialized surveys of behavior measurement and treatment means about attention
and by advancing the ecological character of what can be increased.

T a b l e 1 Assessment of Our Applications in Neuropsychology


Intervention Goal Conclusion
Evaluation of visual hemoglobin with The integration of monitoring is well suited
Evaluation
eye movement recording (follow-up) to the evaluation objectives
Interest in measurements of angles of rotation
Diagnosis of visual heminegligence
of the head. The VR or AR can better stimulate
rehabilitation perspectives
Rehabilitation the strategy of eye patching
Restoring the ability to cross streets in patients VR or AR increases caution in everyday
(computer screen + projection table) situations
Spatial information transfer from VE to real Experimentation in VE enhances knowledge
environment (RE) in disabled children (n = 10) of RE
Object location, learning and transfer
Repeating the task in the virtual supermarket
possibilities to the real world (supermarket)
Space skills improves performance in the actual supermarket
(projection screen + computer)
rehabilitation
Study of the transfer of learning from the VE
to the RE Repeated exploration of an VE improves spatial
Description of application to children with ASD memory in the corresponding RE
(projection screen + computer)
Description of the creation of a virtual city Possible learning in VE discussion on constraints
for the learning of ADL. and limitations
Evaluation activities
The VR or AR allows once to learn safe
of daily living (ADL) Evaluation of the training of children to cross
behaviors, but the transfer in the real world
streets in a virtual city
does not happen for all
Rehabilitation activities Training in a virtual supermarket for students Improved performance in the RE after repetitive
of daily living (ADL) with disabilities training in the VE
Virtual and Augmented Reality in Psychiatry and Neuropsychology 227

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