Trial lecture: Where individual needs meet society’s capacity. In a time of public spending cuts – how can a virtual reality intervention meet the challenges resulting from increasing autism diagnoses rates?
The ordinary opponents are:
- First opponent: Professor Sven Bölte, Karolinska Institutet, Sweden
- Second opponent: Professor Per Normann Andersen, Inland Norway University of Applied Sciences
- Leader of the evaluation committee: Associate Professor Monica Vandbakk, OsloMet
The leader of the public defence is Professor Svein Eikeseth.
The main supervisor is Professor Anders Nordahl-Hansen, Østfold University College.
The co-supervisors are:
- Associate Professor Torunn Lian, OsloMet
- Professor Stefan Sütterlin, Østfold University College
- Professor Roald A. Øien, UiT – The Arctic University of Norway
Thesis abstract
The integration of virtual reality (VR) represents an exciting frontier in autism research and intervention practices. There is a growing interest in exploring innovative and immersive techniques to enhance the quality of life of autistic individuals.
VR is a technology that simulates realistic environments and experiences that also can be tailored to meet specific needs. By providing a controlled and predictable setting, VR has the possibility to mimic real-life situations integrated in a safe and supportive space.
Moreover, VR can enhance engagement and motivation for autistic individuals, and offers customizable opportunities to develop and practice essential skills. The research and development in this field are continuously progressing.
However, considering the complexity represented by such research and that the evidence of the effectiveness of VR-interventions is still scarce, there is a need to carefully examine auxiliary assumptions that can affect the outcomes.
In this thesis, I present four studies aimed at enabling researchers and conducting process preparations for future scientific endeavors.
Objectives
The overall aim of this thesis is a process preparation to enable future research on autism and VR by investigating auxiliary assumptions imbedded in this complex field.
This thesis will
- provide knowledge about the overall acceptability towards VR by autistic individuals
- address research gaps on autism, VR, and social skills
- evaluate whether available software create valid emotion expressions in avatars
- investigate factors important for implementation of VR in schools
Methods
The four papers presented in this doctoral thesis utilized different methods.
The first study is a review of the available peer-reviewed literature on autism and VR. We qualitatively analyzed the reporting of acceptability from autistic participants.
We categorized the findings as positive, negative, or inconclusive. Inconclusive meaning variations within the sample in a study.
The second study is a systematic scoping review providing an extensive overview of the literature reporting on social skills interventions, involving autistic participants, in VR. We analyzed the studies and identified several research gaps.
The third study is a web-based pilot-survey where we quantitatively evaluate emotions expressed by avatars. We created avatars from real person photos using an available software which automatically expressed various basic and complex emotions.
Using structural equation modelling and Bayesian confirmatory factor analysis, we analyzed responses from the participants in terms of correctly perceived, difficulty level, and discrimination.
The fourth study is a qualitative investigation of factors that are perceived important when implementing VR in schools.
We used semi-structured interviews with eight individuals and a group of five individuals consisting of teachers, special educators, leaders, and student teachers. We used thematic analysis and identified factors that our informants deemed as important for a successful implementation.
Results
Study 1 revealed an increase of the number of studies on autism and VR, but that less than half of the included studies reported acceptability.
Of the studies providing acceptability information, 89 percent reports positive evaluations while 1 percent is negative.
More than 70 percent of the studies using head-mounted displays (HMD) provide acceptability information. Of these, approximately four out of five studies showed positive evaluations and that none were negative.
In Study 2, a total of 49 studies were included and analyzed. We identified seven prominent research gaps. The first gap shows that less than half of the studies reported acceptability data.
Further, there is a lack of diversity of methodology and demographics. Only 1 in 10 participants are female, there are few studies with participants having co-occurring diagnoses, few participants aged over 30, and few studies using HMDs.
Additionally, there is lack of diversity of methods, meaning; few randomized controlled trials (RCTs) or case-control studies, and few multiple single-case designs.
Furthermore, a theoretical grounding in the intervention studies is missing. Study 3 revealed that few emotions were correctly perceived, however, the difficulty level were around average on a standard threshold.
In Study 4, we identified five themes important for implementation:
- sufficient knowledge and training
- an internal and external network
- sufficient resources
- positive attitudes
- technological feature
All participants expressed enthusiasm towards applying VR in schools.
Conclusions
The process preparation from this thesis provides researchers with important knowledge for future endeavors.
First, VR is a preferable tool for many autistic individuals thus making it a technology worth developing. Second, there are research gaps that needs to be filled to justify future claims of effectiveness.
Researchers should be aware of the possible fallacies connected to auxiliary assumptions as demonstrated in Study 3.
Furthermore, to ensure proper implementation of VR in schools, and make probable treatment integrity from the start, valuable information about crucial factors is now available.
The process preparations rendered visible by this thesis is a step in enabling future research on autism and VR.