Development of Immersive Virtual and Augmented Reality-Based Joint Attention Training Platform for Children with Autism
Ashirbad Samantaray, Taranjit Kaur, Sapna S Mishra, Kritika Lohia, Chayan Majumder, Sheffali Gulati, Tapan Kumar Gandhi
TL;DR
The study develops a dual immersive JA training platform for children with ASD using VR and AR with integrated eye tracking and an avatar mediator. It conducts a feasibility comparison between ASD and NT groups across VR and AR, finding NT participants respond faster in both settings while ASD participants achieve high accuracy, with AR showing a stronger link between autism severity and response latency. The results support the platform's feasibility and potential, particularly AR, for early JA intervention, while signaling the need for larger, longitudinal studies and real-world validation. Overall, the work establishes a foundation for gaze-driven, avatar-mediated JA training across immersive modalities.
Abstract
Joint Attention (JA), a crucial social skill for developing shared focus, is often impaired in children with Autism Spectrum Disorder (ASD), affecting social communication and highlighting the need for early intervention. Addressing gaps in prior research, such as limited use of immersive technology and reliance on distracting peripherals, we developed a novel JA training platform using Augmented Reality (AR) and Virtual Reality (VR) devices. The platform integrates eye gaze-based interactions to ensure participants undivided attention. To validate the platform, we conducted experiments on ASD (N=19) and Neurotypical (NT) (N=13) participants under a trained pediatric neurologist's supervision. For quantitative analysis, we employed key measures such as the number of correct responses, the duration of establishing eye contact (s), and the duration of registering a response (s), along with correlations to CARS scores and age. Results from AR-based experiments showed NT participants registered responses significantly faster (<0.00001) than ASD participants. A correlation (Spearman coefficient=0.57, p=0.03) was found between ASD participants response time and CARS scores. A similar trend was observed in VR-based experiments. When comparing response accuracy in ASD participants across platforms, AR yielded a higher correctness rate (92.30%) than VR (69.49%), indicating AR's greater effectiveness. These findings suggest that immersive technology can aid JA training in ASD. Future studies should explore long-term benefits and real-world applicability.
