Department of Education and Childhood, The University of the West of England, Bristol, United Kingdom.
Cyberpsychol Behav Soc Netw. 2020 Jan;23(1):23-33. doi: 10.1089/cyber.2019.0206. Epub 2019 Sep 6.
This article seeks to place children on the autism spectrum at the center of a study examining the potential of virtual reality (VR) head-mounted displays (HMDs) used in classrooms. In doing so, we provide data that address 3 important and often overlooked research questions in the field of autism and technology, working in school-based settings with 31 autistic children from 6 to 16 years of age. First, what type of VR HMD device (and experiences therein) are preferred by children on the autism spectrum using HMDs (given possible sensory concerns). Second, how do children on the autism spectrum report the physical experience, enjoyment, and potential of VR HMDs in their classrooms? Finally, we were interested in exploring what children on the autism spectrum would like to use VR in schools for? Through a mixed methods approach, we found that costly and technologically advanced HMDs were preferred (namely: HTC Vive). In addition, HMDs were reported as being enjoyable, physically and visually comfortable, easy to use, and exciting, and children wanted to use them again. They identified several potential usages for HMDs, including relaxing/feeling calm, being able to explore somewhere virtually before visiting in the real world, and to develop learning opportunities in school. We discuss these findings in the context of VR in classrooms, in addition to considering limitations and implication of our findings.
本文旨在将自闭症谱系儿童置于研究的中心,该研究旨在考察虚拟现实 (VR) 头戴式显示器 (HMD) 在课堂中的应用潜力。为此,我们提供了数据,回答了自闭症和技术领域中三个重要且经常被忽视的研究问题,研究对象是来自 6 至 16 岁的 31 名自闭症儿童,研究地点在学校。首先,使用 HMD 的自闭症谱系儿童(考虑到可能的感官问题)更喜欢哪种类型的 VR HMD 设备(和其中的体验)。其次,自闭症谱系儿童如何报告他们在课堂上使用 VR HMD 的身体体验、享受程度和潜力?最后,我们还想探讨自闭症谱系儿童希望在学校使用 VR 来做什么?通过混合方法,我们发现昂贵且技术先进的 HMD 更受青睐(即 HTC Vive)。此外,HMD 被报告为令人愉快、身体和视觉上舒适、易于使用且令人兴奋,儿童们还想再次使用它们。他们确定了 HMD 的几种潜在用途,包括放松/感到平静、能够在现实世界中访问之前在虚拟世界中探索某个地方,以及在学校中开发学习机会。我们将这些发现置于课堂中的 VR 背景下进行讨论,同时还考虑了我们研究结果的局限性和影响。