2021
DOI: 10.1108/jet-09-2020-0037
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Piloting an adaptive skills virtual reality intervention for adults with autism: findings from user-centered formative design and evaluation

Abstract: Purpose The purpose of this paper is to present evaluation findings from a proof-of-concept virtual reality adaptive skills intervention called Virtuoso, designed for adults with autism spectrum disorders. Design/methodology/approach A user-centric usage test was conducted to investigate the acceptability, feasibility, ease-of-use and relevance of Virtuoso to the unique needs of participants, as well as the nature of participants’ user experiences. Findings are presented from the perspectives of expert teste… Show more

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Cited by 11 publications
(6 citation statements)
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“…Although the aforementioned studies provide evidence in support of the effectiveness of various VR technology-based interventions for autistic people, the majority of research in this area is largely technocentric; that is, researchers tend to refer all questions and solutions to the technology itself, and not to the action possibilities that the technology affords (Schmidt & Glaser, 2021a , b ). Virtual reality interventions can be experienced through a variety of low- to high-tech devices, which present different levels of immersion (i.e., low, moderate, and high) and degrees of realism, meaning that the ecological validity of a VR intervention and the generalizability of a learned skill can be influenced by which type of VR device is used.…”
Section: Literature Reviewmentioning
confidence: 99%
See 3 more Smart Citations
“…Although the aforementioned studies provide evidence in support of the effectiveness of various VR technology-based interventions for autistic people, the majority of research in this area is largely technocentric; that is, researchers tend to refer all questions and solutions to the technology itself, and not to the action possibilities that the technology affords (Schmidt & Glaser, 2021a , b ). Virtual reality interventions can be experienced through a variety of low- to high-tech devices, which present different levels of immersion (i.e., low, moderate, and high) and degrees of realism, meaning that the ecological validity of a VR intervention and the generalizability of a learned skill can be influenced by which type of VR device is used.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Further, in the realm of VR for autistic users, understanding is lacking regarding “which technologies work for whom, in which contexts, with what kinds of support, and for what kinds of tasks or objectives?” (Parsons, 2016 , p. 153). This is seen as particularly problematic given the well-known complexity of VR design in general, which is exacerbated when designing for a remarkably heterogenous population—an issue that has been referred to as a “wicked problem” (Schmidt & Glaser, 2021 ; Parsons, 2016 ; Schmidt et al, 2019 ).…”
Section: Literature Reviewmentioning
confidence: 99%
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“…For abilities other than cognitive development and social communication, although VR technology can produce dynamic interaction, skill levels and the development obtained in specific training contexts must be further tested and trained in actual social situations (32)(33)(34). The timeframe of this study was short, with only 3 months of intervention.…”
Section: Curative E Ectsmentioning
confidence: 99%