Augmented Reality, Serious Games and Picture Exchange Communication System for People with ASD: Systematic Literature Review and Future Directions
Abstract
:1. Introduction
1.1. Related Surveys
1.2. Main Contribution of the Presented Work
- (1)
- Conducted a systematic and accurate survey of studies applying the PECS approach. Our goal is to understand the way of using PECS with ASD children.
- (2)
- In contrast to existing surveys that focused on the number of targeted skills, as all previous surveys have demonstrated in related studies, and which primarily addressed social and communication skills, the current survey focused on improving and developing existing solutions. So we will try to review existing solutions using AR, SG and PECS with ASD children.
- (3)
- Aimed to find common factors in the field of AR environments, serious games and PECS’s applications, and to illustrate how combining these fields can contribute to the existing body of research.
- (4)
- Aimed to establish technical solutions for addressing different personality traits by defining specific criteria for people with ASD, as existing surveys did not consider solutions in terms of these differences and instead combined individuals with ASD with other groups (e.g., those with intellectual disabilities).
Augmented Reality with ASD | ||||||||
---|---|---|---|---|---|---|---|---|
Title | Author | Journals | Year | Citation | Timeline | Literature Type | Num Selected Studies | Limitation |
Technology-Assisted Intervention for Children with Autism Spectrum Disorder using Augmented Reality [11] | Suparjoh, Suriawati Shahbodin, Faaizah Ku, Che Che, Nuraini Mohd, Ku | International Journal of Recent Technology and Engineering | 2020 | 0 | 2012 to 2018 | systematic literature review | 13 | This SLR represents a presentation of previous studies without the opinions or criticism of researchers for these studies |
Exploring the Impact of Augmented Reality in Children and Adolescents with Autism Spectrum Disorder: A Systematic Review [12] | Berenguer, Carmen Baixauli, Inmaculada Gómez, Soledad Andrés, María de El Puig De Stasio, Simona | International Journal of Environmental Research and Public Health | 2020 | 0 | 2010 to 2020 | systematic literature review | 20 |
|
Augmented reality for learning of children and adolescents with autism spectrum disorder (ASD): A systematic review [13] | Khowaja, Kamran Banire, Bilikis Al-Thani, Dena Sqalli, Mohammed Tahri Aqle, Aboubakr Shah, Asadullah Salim, Siti Salwah | IEEE Access | 2020 | 4 | 2005 to 2018 | systematic literature review | 30 | ------------------------------ |
The use of augmented reality in the diagnosis and treatment of autistic children: a review and a new system [14] | Wedyan, Mohammad AL-Jumaily, Adel Dorgham, Osama | Multimedia Tools and Applications | 2020 | 1 | n.d. | literature review | 24 | ------------------------------- |
Use of augmented reality for social communication skills in children and adolescents with autism spectrum disorder (ASD): A systematic review [15] | Khowaja, Kamran Al-Thani, Dena Banire, Bilikis Salim, Siti Salwah Shah, Asadullah | ICETAS 2019–2019 6th IEEE International Conference on Engineering, Technologies and Applied Sciences | 2019 | 1 | 2005 to 2018 | systematic literature review | 14 | 1-The need for a longitudinal study. Also, researchers need to determine the number and duration of sessions. |
Using Augmented Reality in Patients with Autism: A Systematic Review [16] | Marto, Anabela Almeida, Henrique A. Gonçalves, Alexandrino | Lecture Notes in Computational Vision and Biomechanics | 2019 | 5 | n.d. | systematic literature review | 16 | 1-The effect of individual differences in the study.2-Small sample sizes from 1 participant, up to 12. |
New Technologies and Autism: Can Augmented Reality (Ar) Increase the Motivation in Children With Autism [17] | Rega, Angelo Mennitto, Andrea Vita, Salvatore Iovino, Luigi | INTED2018 Proceedings | 2018 | 9 | n.d. | systematic literature review | 14 | ------------------------------ |
Systematic review on augmented reality application for autism children [18] | Adnan, Nur Hidayah Ahmad, Ibrahim Abdullasim, Nazreen | Journal of Advanced Research in Dynamical and Control Systems | 2018 | 0 | 2012 to 2018 | systematic literature review | 5 | 1-The effect of generalising potential for improvement remains to be examined using systematic intervention methods over a longer period.2-Engaging autism to explore the mechanism of augmented reality. |
The Application of Augmented Reality for Intervention to People with Autism Spectrum Disorders [19] | Karamanoli, MSc Persefoni | IOSR Journal of Mobile Computing & Application | 2017 | 1 | 2012 to 2016 | Literature Review | 10 | The methodology followed is imprecise and not enough clear |
Augmented Reality and the Use of Alternative Communication for Children with Autism Spectrum Disorder: A Literature Review [24] | Marcelo Marcio Soares(&) and Aline da Silva Oliveira Neves | springer | 2020 | 0 | 2013 and 2018 | systematic literature review | 5 | few studies are studied and analysed |
Serious Games with ASD | ||||||||
Title | Author | Journals | Year | citation | Timeline | Literature type | Num selected studies | Limitation |
A systematic review and meta-analysis of social emotional computer based interventions for autistic individuals using the serious game framework [21] | Tang, Julia S.Y. Chen, Nigel T.M. Falkmer, Marita Bölte, Sven Girdler, Sonya | Research in Autism Spectrum Disorders | 2019 | 4 | 1990 to 2018 | systematic review and meta-analysis | 17 | ---------------------------- |
Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review [22] | Tsikinas, Stavros Xinogalos, Stelios | Journal of Computer Assisted Learning | 2019 | 22 | 2005 to 2018 | systematic literature review | 58 | ------------------------------- |
Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD) [23] | Grossard, Charline Grynspan, Ouriel Serret, Sylvie Jouen, Anne Lise Bailly, Kevin Cohen, David | Computers and Education | 2017 | 64 | 2001 to 2014 | systematic literature review | 31 | ------------------------------- |
2. Background
2.1. Autism Spectrum Disorder (ASD)
Type of Autism | Describe |
---|---|
Autistic disorder | Abnormal or impaired development of social interaction and a limited repertoire of activities and interests, usually noticed during the first years of life |
Asperger’s syndrome | Severe and persistent impairment of social interaction and development of patterns of behavior, interests, and restricted and repetitive activities. No clinically significant delays in language acquisition |
Rett’s disorder | A very specific and distinct pattern of stunted growth after a period of normal functioning during the first five months after birth. Diagnosed only in females |
Childhood disintegrative | Decline in multiple areas of function after a period of at least two years of apparent normal development |
Pervasive developmental disorder not otherwise | Severe and pervasive impairment in the development of social reciprocal interaction, but criteria for a specific pervasive developmental disorder are not met. |
2.2. The Picture Exchange Communication System
Stage Name | Description | Outcome |
---|---|---|
| Children learn to exchange pictures of objects or activities they desire. | Training to take the picture from the table and put the image in the hands of the communication partner. |
| Children learn to generalize this new skill if they continue to use individual images in different places and with different individuals. They are also taught to be more persistent and persistent in communication. | He goes to the profile, grabs the photo, goes to the communication partner, gets attention, and leaves the picture in hand. |
| Children learn to choose between two or more pictures to order the things they want. | To ask for the things he wants by moving to the communication book and choosing the appropriate image from among several images |
| Children learn to attach a simple sentence to tape using the picture “I want” followed by a picture of the required thing. | To request existing and non-existent things using multi-word phrases by navigating to the communication file and taking a picture (I want) + (picture of the desired thing) and placing it on the sentence bar and taking the sentence bar from the communication file and directing it to the communication partner and giving it to him |
| Children learn to use PECS to answer the question, “What do you want?” | To automatically ask for many things and to answer the question (What do you want?) |
| Children are now learning how to comment in response to questions such as: “What do you see?”, “What do you hear?” And “What is this?” They also learn how to construct sentences starting with “I see”, “hear”, “feel”, “it”, and so on. | To answer (What do you want?) (What do you see?) (What do you hear?) (What is this?) And automatically ask and comment on events he sees. |
2.3. Serious Games
2.4. Augmented Reality
- Location-based AR, which depends on devices or mobile phones that have a Global Positioning System (GPS) to display digital media as discussed in [60];
3. Review Methodology
3.1. Planning the Review
3.1.1. The Need for a Systematic Review
3.1.2. Defining the Research Questions
- (1)
- MRQ1: What are the effects of applying developed AR in the communication and social skills of people with ASD?
- (2)
- MRQ2: What is the effect of applying the standards of serious games developed for people with ASD?
- (3)
- MRQ3: How effective are the developed PECS applications for people with ASD?
- (4)
- MRQ4: Can the application of the PECS be developed using AR technology? Additionally, the following sub-research questions are proposed.
- SRQ1: Can developing AR serious games attract people with ASD?
- SRQ2: Can all the phases of PECS be implemented in a mobile application?
- SRQ3: How long can people with ASD continue being attracted to the application of PECS?
- SRQ4: How much can we benefit from previously reviewed papers that target people with ASD?
3.1.3. Review Protocol Development
3.2. Conducting the Review
- Science Direct (www.sciencedirect.com, accessed on 13 December 2021)
- Springer Link (www.linkspringer.com, accessed on 13 December 2021)
- Semantic Scholar (www.semanticscholar.org, accessed on 13 December 2021)
- IEEEXplorer (www.ieee.org, accessed on 13 December 2021)
- Google Scholar (www.scholar.google.com, accessed on 13 December 2021)
- (1)
- Alternate spellings, synonyms and abbreviations for each keyword were defined.
- (2)
- The keywords used in the relevant searches were defined.
- (3)
- Similar keywords were defined and divided into four categories for each of the relevant proposed domains so that the common category for all domains was ‘autism spectrum disorder’.
- (4)
- Used the OR logical operator to combine keywords in each category.
- (5)
- Using the AND logic operator by combining keywords across categories.
- (6)
- Each of the search rules differed in terms of filtering searches; Table 5 shows the specifically applied filtering and the particular query formed from the keywords.
3.3. Criteria for Including and Excluding Articles
Inclusion Criteria | Exclusion Criteria |
---|---|
Studies are written in English only | Studies for which the full text is not available |
Studies have been published from 2015 to 2020 | Duplicate studies |
Studies type is Journal articles and conference papers. | Studies that do not directly aim to help people with autism spectrum disorder only (without other disabilities). |
All methodology except (Review, Survey) | Studies involving VR and MR in studies related to augmented reality with ASD. |
Studies that provide answers to the main research question or the sub-research questions | Studies that include all types of game-based learning and do not specialize in serious game. |
Studies not related to the applications of PECS |
- (1)
- QA1: Are the research goals/objectives clearly defined?
- (2)
- QA2: Is the solution based on AR/serious games/PECS clearly defined?
- (3)
- QA3: Is the research methodology specified in the article?
- (4)
- QA4: Are the search results reported?
Augmented Reality | ||||||
---|---|---|---|---|---|---|
Paper #ID | Article_ID | QA1 | QA2 | QA3 | QA4 | Score |
[78] | A_1 | 2 | 2 | 2 | 2 | 8 |
[79] | A_2 | 2 | 2 | 2 | 2 | 8 |
[80] | A_3 | 2 | 2 | 2 | 2 | 8 |
[81] | A_4 | 2 | 2 | 1 | 0 | 5 |
[82] | A_5 | 2 | 2 | 2 | 2 | 8 |
[83] | A_6 | 1 | 1 | 1 | 1 | 4 |
[84] | A_7 | 2 | 2 | 2 | 2 | 8 |
[85] | A_8 | 2 | 2 | 2 | 2 | 8 |
[86] | A_9 | 2 | 2 | 2 | 2 | 8 |
[87] | A_10 | 2 | 2 | 0 | 1 | 5 |
[88] | A_11 | 2 | 2 | 0 | 2 | 6 |
[89] | A_12 | 2 | 1 | 1 | 1 | 5 |
[90] | A_13 | 2 | 2 | 2 | 1 | 7 |
[91] | A_14 | 2 | 1 | 2 | 2 | 7 |
[92] | A_15 | 2 | 1 | 1 | 2 | 6 |
[93] | A_16 | 2 | 1 | 1 | 2 | 6 |
[94] | A_17 | 2 | 2 | 2 | 2 | 8 |
[95] | A_18 | 2 | 2 | 1 | 2 | 7 |
[96] | A_19 | 2 | 2 | 1 | 0 | 5 |
[97] | A_20 | 2 | 1 | 2 | 2 | 7 |
[98] | A_21 | 2 | 1 | 2 | 2 | 7 |
[99] | A_22 | 2 | 2 | 2 | 2 | 8 |
Serious games | ||||||
Paper #ID | S_ID | QA1 | QA2 | QA3 | QA4 | Score |
[100] | S_1 | 2 | 1 | 1 | 2 | 6 |
[101] | S_2 | 2 | 2 | 1 | 0 | 5 |
[102] | S_3 | 2 | 2 | 2 | 1 | 7 |
[103] | S_4 | 2 | 1 | 2 | 2 | 7 |
[104] | S_5 | 2 | 1 | 2 | 2 | 7 |
[105] | S_6 | 2 | 1 | 1 | 2 | 6 |
[106] | S_7 | 2 | 0 | 2 | 2 | 6 |
[107] | S_8 | 2 | 2 | 1 | 2 | 7 |
[108] | S_9 | 2 | 2 | 2 | 1 | 7 |
[109] | S_10 | 2 | 2 | 2 | 2 | 8 |
[110] | S_11 | 2 | 1 | 2 | 2 | 7 |
[111] | S_12 | 2 | 2 | 2 | 2 | 2 |
PECS | ||||||
Paper #ID | P_ID | QA1 | QA2 | QA3 | QA4 | Score |
[112] | P_1 | 2 | 1 | 2 | 2 | 7 |
[113] | P_2 | 2 | 1 | 2 | 2 | 7 |
[114] | P_3 | 2 | 1 | 1 | 1 | 5 |
[115] | P_4 | 2 | 2 | 2 | 2 | 8 |
[116] | P_5 | 2 | 1 | 1 | 1 | 5 |
[117] | P_6 | 2 | 1 | 2 | 2 | 7 |
[118] | P_7 | 2 | 2 | 2 | 2 | 8 |
[119] | P_8 | 2 | 2 | 2 | 2 | 8 |
[120] | P_9 | 2 | 0 | 2 | 2 | 6 |
4. Relevant Research
4.1. Combining an Augmented Reality Environment with Autism Spectrum Syndrome
- Figure 13 shows the number of included studies per country. The bulk of these works were from Taiwan (six published studies), followed by Malaysia, Brazil, Qatar, Portugal and the United States (one study per country); 11 studies did not clarify their country of publication. This indicates that researchers in Taiwan are interested in integrating AR in the rehabilitation of people with ASD and may also be attributed to the increased prevalence of autism. Based on a World Health Organization (https://www.who.int/news-room/fact-sheets/detail/autism-spectrum-disorders, accessed on 13 December 2021) report, the prevalence of autism worldwide is between 1 and 6. This prevalence is rated between 2.8% and 4.1% in Taiwan [122].
A_ID | Year | Country | Evaluation Time | Intervention | Research Strategy | Methodology | Device Type | Skills Targeted | Limitations |
---|---|---|---|---|---|---|---|---|---|
A_1 [78] | 2016 | Taiwan | 4 weeks | Video-modeling storybook | Experiment | Qualitative | Tablets | Facial expressions | A bias in choosing participants in the experiment. |
A_2 [79] | 2018 | n.d. | n.d. | n.d. | Experiment | Qualitative | Mobile devices | Social communication skills and cognitive skills | They received all 4 applications and their interactions with AR applications were during one day. There are no sound effects. |
A_3 [80] | 2020 | n.d. | 8 weeks | Social story and sequence learning approach | Experiment | Qualitative | Tablets | Social communication skills | To use the system requires physical community storybooks and script cards |
A_4 [81] | 2020 | Taiwan | 5 weeks | Visual framework of the concept map (cm) | Experiment | Qualitative | Computers | Social communication skills | There are several physical setup for the training system |
A_5 [81] | 2020 | Qatar | n.d. | n.d. | Experiment | Qualitative | Mobile devices | cognitive skills | You need a caregiver’s intervention in determining the level of a game based on the individual’s need and level. |
A_6 [83] | 2020 | n.d. | 7 days | Kinect sensor | Experiment | Qualitative | Computers | n.d. | |
A_7 [84] | 2015 | Portugal | n.d. | Alternative communication (pecs concept in some stages) and applied behaviour analysis strategies | Experiment | Qualitative | Computers | Social communication skills | The system needs the correct cards to work |
A_8 [85] | 2019 | n.d. | n.d. | Optical see-through (ost) | Case study | Qualitative | Head-mounted devices | Facial expressions | Occluding real-world objects is not one of the strengths of ost ar displays. The design works better in indoor settings without strong light coming through the headset. Users with different pupil distances might experience differences in the depths of the rendering in 3d space. |
A_9 [86] | 2015 | Taiwan | 1 month and 2 weeks | A self-facial modeling learning system | Experiment | Qualitative | Computers | Facial expressions | It’s a complicated process while creating 3d characters. The number of participants is small |
A_10 [87] | 2019 | Taiwan | n.d. | Key partial video with action Auto organizational menu (aom) | Experiment | Qualitative | Smartphones | Social communication skills | The number of participants is small. The results are unclear The complexity of scanning shapes to represent them with ar |
A_11 [88] | 2018 | n.d. | n.d. | Books | Case study | Qualitative | n.d. | cognitive skills | The ambiguity of the research methodology It did not clarify what is new in it |
A_12 [89] | 2020 | n.d. | n.d. | Deep convolutional neural networks | Experiment | Qualitative | Smartphones | Facial expressions | It is impractical in the communication process as users will need to place their phone cameras and point them towards whomever they are talking to. Participant details and duration of the experiment were not shown. |
A_13 [90] | 2019 | n.d. | n.d. | Discrete trial teaching (dtt) approach | Case study | Qualitative | Smartglasses | Daily living skills | The system has not yet been evaluated to verify the extent to which autistic children acquire certain skills after using the system. |
A_14 [91] | 2020 | Taiwan | 18-week | n.d. | Experiment | Qualitative | Smartphone | Facial expression | They do not support independence and require a physical therapist for interaction and encouragement processes |
A_15 [92] | 2018 | n.d. | n.d. | n.d. | Case study | Qualitative | Mobile devices | cognitive skills | There are many technical glitches that make the use of the application restricted with some restrictions |
A_16 [93] | 2018 | Usa | 3-week | Face2face module | Case study | Qualitative | Smartglasses | Social communication skills | The face2face unit is not a precisely described unit that contains a series of levels and difficulty settings |
A_17 [94] | 2018 | Taiwan | Four months and two weeks | Concept map (cm) strategy | Experiment | Qualitative | Tablets | Social communication skills | Gestures and facial expressions are not designed for avatar |
A_18 [95] | 2018 | n.d. | n.d. | StorybookLeap motion controller | Experiment | Qualitative | Computers | Social communication skills | Using computers that require many other devices to read the marker story |
A_19 [96] | 2020 | Brazil | 3 years | Pecs concept | Experiment | Qualitative | Mobile devices | cognitive skills | No numbers are showing the results of the trial during the intervention phase. |
A_20 [97] | 2019 | Malaysia | n.d. | Phonetic reading system | Experiment | Qualitative | Mobile devices | cognitive skills | Difficulty scanning the ar marker card due to the vibration of the mobile device or the light |
A_21 [98] | 2020 | n.d. | n.d. | Kinect skeletal tracking (kst) system | Experiment | Qualitative | Computers | Social communication skills | Animations are animated by coaches in 3d contextual backgrounds on the screen. |
A_22 [99] | 2020 | n.d. | n.d. | n.d. | Experiment | Qualitative | Mobile devices | cognitive skills | The system was built without the involvement of the autism specialist or caregivers |
- The devices used in AR systems for the rehabilitation of ASD patients were limited. Two studies used smart glasses; six studies used computers (the most common device used) in rehabilitation centres and 12 studies used mobile devices (smartphones, tablets and laptops). Three studies that used smartphones were obtained and another three used a tablet device. We found only one study that used a head-mounted device; one study did not mention the type of device used.
- Figure 14 shows the various skills targeted in the related studies; these can be classified as follows. The largest number of studies (eight) targeted social communication skills, e.g., the effectiveness of asking for help and expressing abilities. Five studies involved facial expression skills and focused on six expressions (anger, fear, disgust, happiness, sadness and surprise). Six studies included cognitive skills, e.g., academic skills (arithmetic, geography, biology, numbers and letters), as well as attention skills, mental representations, focus skills and the recognition of objects. Daily living skills were represented in only one study. One study did not reveal specifically addressed skills.
4.2. Serious Games with Autism Spectrum Disorder
A_ID | Year | Country | Evaluation Time | Research Strategy | Methodology | Device Type | Targeted Skills | Activity | Modality | Interaction Style | Environment | Limitations |
---|---|---|---|---|---|---|---|---|---|---|---|---|
S_1 [100] | 2020 | n.d. | n.d. | case study | Quantity | n.d. | cognitive Skills | Mental | Visual, Auditory | Tangible interfaces | 2D | Interpreting and describing all possible reactions in a child ASD is difficult |
S_2 [101] | 2017 | Canada | 2 days | Experiment | Qualitative | computer | Social and communication skills | Mental | Visual, Auditory, Haptic | Tangible interfaces | 2D | The complexity of the proposed system building tools and needs news to operate. The experiment was only performed on males |
S_3 [102] | 2018 | UK | n.d. | Experiment | Qualitative | laptop | cognitive Skills | Physical exertion, Mental | Visual, Auditory | Kinect and mouse | 2D, multi-player games | Cessation and absence of some participants from the experiment. |
S_4 [103] | 2015 | Germany | n.d. | Experiment | Qualitative | Mobile devices | Facial expressions Skills | Mental | Visual, Auditory | Tangible interfaces | 2D | There are no motivational phrases when he finishes the stages to encourage the child |
S_5 [105] | 2020 | Egypt | n.d. | Experiment | Qualitative | computer | cognitive Skills | Mental | Visual, Auditory | Keyboarded | 2D/3D | The difficulty is configurable to make it more suitable for every child. |
S_6 [123] | 2016 | n.d. | n.d. | Experiment | Qualitative | mobile device | Facial expressions Skills | Mental | Visual, Auditory | Tangible interfaces | 2D | It depends on the presence of an official dealing with the program |
S_7 [106] | 2016 | Philippines | n.d. | Experiment | Qualitative | mobile device | cognitive Skills | Mental | Visual, Auditory | Tangible interfaces | n.d. | Lacks the side of interaction and attraction and does not benefit from the standards of serious games |
S_8 [107] | 2019 | n.d. | n.d. | Experiment | Qualitative | Tablets | Social and communication skills | Mental | Visual, Auditory | Tangible interfaces | 2D | Limiting the time in the fourth, fifth, and sixth stages may cause the child to become distracted. |
S_9 [108] | 2017 | n.d. | n.d. | Experiment | Qualitative | computer | cognitive Skills | Mental | Visual, Auditory | keyboard and a mouse | 3D | Control of the keyboard is difficult for children because there are many commands (such as space to jump, mouse to move the camera, etc.) |
S_10 [109] | 2016 | Serbia | 2 weeks | Experiment | Qualitative | computer | Motor and cognitive Skills | Physical exertion, Mental | Visual, Auditory | Kinect | 2D | There are no specific periods in the game that the child loses focus |
S_11 [110] | 2018 | n.d. | n.d. | Experiment | Qualitative | computer | cognitive Skills | Mental | Visual, Auditory | n.d. | 2D | The serious game concept has not been used in an interestingly and attractively way to the target age group |
S_12 [111] | 2015 | n.d. | n.d. | case study | Qualitative | mobile device | Emotional Skills | Mental | Visual, Auditory | Tangible interfaces | AR | The number of attempts to reach the correct answer is open and may affect the results of the child’s evaluation |
4.3. Applying the Picture Exchange Communication System with Autism Spectrum Disorder
A_ID | Year | Type | Country | Participants | Num_Phases | Evaluation Time | Device Type | Intervention | Research Strategy | Methodology | Limitations |
---|---|---|---|---|---|---|---|---|---|---|---|
P_1 [112] | 2015 | Journal | Taiwan | 11 | 3 | four-week | Tablets | Child-computer interaction | Experiment | Qualitative | The study was based on the concept of PECS, not the application of stages |
P_2 [113] | 2016 | Journal | n.d. | n.d. | 3 | n.d. | Mobile devices | Augmented reality | quasi-experimental | Qualitative | Conducted on children between the ages of 6 and 11 years. Is long-term use of mobile phones leads to further isolate the child? The evaluation time is short. |
P_3 [114] | 2018 | Journal | n.d. | 4 | 6 | n.d. | Mobile devices | Augmented reality | Case study | Qualitative | Using virtual reality instead of augmented reality as the interfaces illustrate this. |
P_4 [115] | 2018 | Journal | Indonesia | 12 | 4 | n.d. | smart phones | Augmented reality | experimental | qualitative | Use the traditional PIECE image. The time for an experiment is not clear. |
P_5 [116] | 2018 | Journal | Indonesia | n.d. | 4 | n.d. | n.d. | n.d. | quasi-experimental | Quantitative | Lacks expressions of encouragement and attraction to the child |
P_6 [117] | 2019 | Conference | South America | 9 | 3 | n.d. | Mobile devices | TEACCH Methodology And Autisdata software | experimental | qualitative | I lack attraction and encouragement in the app |
P_7 [118] | 2018 | Journal | n.d. | n.d. | 4 | n.d. | Mobile devices | n.d. | experimental | Qualitative | The pull-out process can be complicated for a child The images used are not interactive |
P_8 [119] | 2019 | Conference | n.d. | 4 | 4 | n.d. | Mobile devices | Goal-Directed Design (GDD) method | experimental | Qualitative | The time is long in long sentences, which causes boredom for children |
P_9 [120] | 2017 | Conference | n.d. | n.d. | n.d. | n.d. | Mobile devices | Aided Learning (CAL), and Human-Computer Interaction (HCI), Mobile Instant Messaging (MIM) | experimental | Qualitative | Only the PECS concept was used and not all stages were implemented |
5. Discussion
- MRQ1: What are the effects of applying developed AR to developing the communication and social skills of ASD children?
- MRQ2: What is the effect of applying the standards of the serious game developed for children of ASD?
- MRQ3: How effective are the developed PECS applications for ASD children?
- MRQ4: Can the application of PECS be developed with AR technology?
- (1)
- SRQ1: Can developing AR serious games attract ASD children?
- (2)
- SRQ2: Can all phases of PECS be applied in an AR application
- (3)
- SRQ3: How long can ASD children continue to be attracted to PECS’s applications?
- (4)
- SRQ4: How much can we benefit from previously reviewed papers that target ASD children?
- Participants: Based on the inclusion criteria for the current survey, all studies involving individuals with ASD that present with one specific symptom (mild, moderate, or severe) and no movement or cognitive impairments, special needs, or visual and auditory sensitivity were reviewed. Participants in the studies related to this survey included children and adolescents with ASD. This a group of ASD did not show symptoms of autism in strangers; but, the situation becomes embarrassing in dealing with them despite their high ability to learn, so they are not treated equally with other groups in which the symptoms of autism are a phenomenon. The different personality traits of people with ASD called for different techniques and interventions to be implemented in their rehabilitation, as most techniques that rely on sound or visual effects may negatively affect people with ASD who have auditory/visual sensitivity. Two included studies addressed the difference in personality traits of people with ASD during the development of the proposed learning systems ([P_3] and [S_4]). By allowing the systems to have flexible configurations to suit the needs of all those with ASD, such as choosing the gender, application color, and volume of sounds in the application etc. In terms of the number of participants, this ranged in most studies from one-to-four participants. These small samples may have been due to the difficulty of dealing with large numbers of individuals with ASD, based on the emotions they may experience during an intervention. Furthermore, each patient needs to be treated independently by a person they are familiar with.
- Device type: Different opinions were observed in the studies regarding the type of device used in the rehabilitation of people with ASD. In 11 of the related studies ([A_4], [A_6], [A_7], [A_9], [A_18], [A_21], [S_2], [S_5], [S_9], [S_10] and [S_11]) the use of traditional devices (computers) was beneficial in terms of the variety of devices that could be linked to it, e.g., adding a motion sensor or large display screens; however, it was restricted in that they could only be used in rehabilitation centres. Additionally, many of these devices were expensive and it may also be confusing for people with ASD to interact with more than one device at the same time. Furthermore, advanced technology devices require an expert to operate and manage them. The use of smart glasses presented potential benefits in two studies ([A_13] and [A_16]). The use of smart glasses was found to be less distracting and less demanding in terms of cognitive workload. This was because smart glasses do not require the use of hands, which is beneficial in terms of not distracting the user and allowing them to only focus their visual attention during the learning process. However, the side- effects of using smart glasses for a long time for people with ASD remain unknown. Moreover, smart glasses are not able to address the visual problems of ASD individuals.
- Culture: East Asian culture featured predominantly in the reviewed studies. Interestingly, no established studies were found in an Arabic culture setting. One study derived from Qatar ([A_5]) and another from Egypt ([S_5]); however, these studies depended on having knowledge of the English language or translating it only into Arabic.
- Interventions: By combining the advantages of AR studies, serious games studies and PECS application studies, regardless of the characteristics of the participants, a diversified series of research can be collected that addresses current research problems in correlated studies.
- Independence: A relationship was observed between the type of devices used in studies and support for autonomy in working on the system without the presence of the device operator for the duration of the treatment session. In studies that relied on using a computer, an expert or care provider was required to operate them or to assist in using peripheral devices. Therefore, mobile devices support independence via their ease of use. Despite this, few studies were directly concerned with independence ([A_6], [A_9], [A_22], [S_1], [S_3], [S_4], [S_8], [S_11], [P_3] and [P_6]).
- Monitoring progress: Enabling the independence of people with ASD and monitoring their progress presents some obstacles. People with ASD cannot be left unattended until the provided treatment has been used and recorded; concurrently, stimulating the independence of those with ASD should also be a focus. Monitoring progress should be an independent process that ensures that treatment is not directly interfered with. A group of studies suggested independent systems that help caregivers and parents monitor progress, either through websites ([S_7] and [S_10]) or by including them in the application ([A_22] and [P_5]). One study was entirely based on assessing the comprehension score of a child with ASD to provide accurate educational assistance ([S_1]). This approach will help caregivers to accurately identify concepts that the child did not fully understand. Conversely, all studies manually implemented progress monitoring, which can be considered inaccurate compared with automatic progress monitoring.
- Cooperation: Selected studies ([A_15], [S_3] and [S_8]) indicated that games that specifically reinforce cooperative behaviours can help to develop the social behaviours of ASD individuals because they enhance an understanding of others, use simple interactive dialogue (such as asking for help) and make use of eye contact. However, these studies explained that some ASD individuals may more frequently engage in collaborative activities only to affect blame and to complain. In some instances, reactions made by ASD individuals may be unexpected in the event of mistakes on behalf of one of the parties involved.
6. Ongoing Issues and Future Research Directions
6.1. Ongoing Issues
6.1.1. General Ongoing Issues
- Several participants
- Duration of the experiment
- Completing the experiment
- Duration of use of mobile devices
- Culture
6.1.2. Private Ongoing Issues
- Augmented Reality
- Serious Games
- Picture Exchange Communication System (PECS)
6.2. Future Research Directions
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
- Gambrill, E. The Diagnostic and Statistical Manual of Mental Disorders as a Major Form of Dehumanization in the Modern World. Res. Soc. Work Pract. 2014, 24, 13–36. [Google Scholar] [CrossRef]
- Vahia, V. Diagnostic and statistical manual of mental disorders 5: A quick glance. Indian J. Psychiatry 2013, 55, 220. [Google Scholar] [CrossRef] [PubMed]
- Munson, J.; Pasqual, P. Using Technology in Autism Research: The Promise and the Perils. Computer 2012, 45, 89–91. [Google Scholar] [CrossRef]
- Knapp, M.; Romeo, R.; Beecham, J. The Economic Consequences of Autism in the UK; Foundation for People with Learning Disabilities: London, UK, 2007; pp. 1–29. [Google Scholar]
- Meadan, H.; Ostrosky, M.M.; Triplett, B.; Michna, A.; Fettig, A. Using Visual Supports with Young Children with Autism Spectrum Disorder. Teach. Except. Child. 2011, 43, 28–35. [Google Scholar] [CrossRef] [Green Version]
- Howorth, S.K.; Rooks-Ellis, D.; Flanagan, S.; Ok, M.W. Augmented Reality Supporting Reading Skills of Students with Autism Spectrum Disorder. Interv. Sch. Clin. 2019, 55, 71–77. [Google Scholar] [CrossRef]
- Martin, S.; Diaz, G.; Sancristobal, E.; Gil, R.; Castro, M.; Peire, J. New technology trends in education: Seven years of forecasts and convergence. Comput. Educ. 2011, 57, 1893–1906. [Google Scholar] [CrossRef]
- Dror, I.; Schmidt, P.; O’connor, L. A cognitive perspective on technology enhanced learning in medical training: Great opportunities, pitfalls and challenges. Med. Teach. 2011, 33, 291–296. [Google Scholar] [CrossRef] [PubMed]
- Richard, E.; Billaudeau, V.; Richard, P.; Gaudin, G. Augmented Reality for Rehabilitation of Cognitive Disabled Children: A Preliminary Study. In Proceedings of the 2007 Virtual Rehabilitation, Venice, Italy, 27–29 September 2007; IEEE: Piscataway, NJ, USA, 2007; pp. 102–108. [Google Scholar]
- Tissot, C.; Evans, R. Visual Teaching Strategies for Children with Autism. Early Child Dev. Care 2003, 173, 425–433. [Google Scholar] [CrossRef]
- Suparjoh, S.; Shahbodin, F.; Mohd, C.K.N.C.K. Technology-Assisted Intervention for Children with Autism Spectrum Disorder using Augmented Reality. Int. J. Recent Technol. Eng. 2020, 8, 2156–2162. [Google Scholar]
- Berenguer, C.; Baixauli, I.; Gómez, S.; Andrés, M.d.P.; de Stasio, S. Exploring the Impact of Augmented Reality in Children and Adolescents with Autism Spectrum Disorder: A Systematic Review. Int. J. Environ. Res. Public Health 2020, 17, 6143. [Google Scholar] [CrossRef] [PubMed]
- Khowaja, K.; Banire, B.; Al-Thani, D.; Sqalli, M.T.; Aqle, A.; Shah, A.; Salim, S.S. Augmented Reality for Learning of Children and Adolescents with Autism Spectrum Disorder (ASD): A Systematic Review. IEEE Access 2020, 8, 78779–78807. [Google Scholar] [CrossRef]
- Wedyan, M.; L-Jumaily, A.A.; Dorgham, O. The use of augmented reality in the diagnosis and treatment of autistic children: A review and a new system. Multimed. Tools Appl. 2020, 79, 18245–18291. [Google Scholar] [CrossRef]
- Khowaja, K.; Al-Thani, D.; Banire, B.; Salim, S.S.; Shah, A. Use of augmented reality for social communication skills in children and adolescents with autism spectrum disorder (ASD): A systematic review. In Proceedings of the 2019 IEEE 6th International Conference on Engineering Technologies and Applied Sciences (ICETAS), Kuala Lumpur, Malaysia, 20–21 December 2019; IEEE: Piscataway, NJ, USA, 2019; pp. 1–7. [Google Scholar]
- Marto, A.; Almeida, H.A.; Gonçalves, A. Using Augmented Reality in Patients with Autism: A Systematic Review. In Proceedings of the ECCOMAS Thematic Conference on Computational Vision and Medical Image Processing, Porto, Portugal, 16–18 October 2019; Springer: New York, NY, USA, 2019; pp. 454–463. [Google Scholar]
- Rega, A.; Mennitto, A.; Vita, S.; Iovino, L. New Technologies and Autism: Can Augmented Reality (Ar) Increase the Motivation in Children with Autism? In Proceedings of the 12th International Technology, Education and Development Conference, Valencia, Spain, 5–7 March 2018; pp. 4904–4910. [Google Scholar]
- Adnan, N.H.; Ahmad, I.; Abdullasim, N. Systematic review on augmented reality application for autism children. J. Adv. Res. Dyn. Control Syst. 2018, 10, 26–32. [Google Scholar]
- Karamanoli, P. The Application of Augmented Reality for Intervention to People with Autism Spectrum Disorders. IOSR J. Mob. Comput. Appl. 2017, 4, 42–51. [Google Scholar] [CrossRef]
- di Bucchianico, G.; Kercher, P.F. (Eds.) Advances in Design for Inclusion 587; Springer International Publishing: Cham, Switzerland, 2018. [Google Scholar]
- Tang, J.S.Y.; Chen, N.T.M.; Falkmer, M.; Bölte, S.; Girdler, S. A systematic review and meta-analysis of social emotional computer based interventions for autistic individuals using the serious game framework. Res. Autism Spectr. Disord. 2019, 66, 101412. [Google Scholar] [CrossRef]
- Tsikinas, S.; Xinogalos, S. Studying the effects of computer serious games on people with intellectual disabilities or autism spectrum disorder: A systematic literature review. J. Comput. Assist. Learn. 2019, 35, 61–73. [Google Scholar] [CrossRef] [Green Version]
- Grossard, C.; Grynspan, O.; Serret, S.; Jouen, A.-L.; Bailly, K.; Cohen, D. Serious games to teach social interactions and emotions to individuals with autism spectrum disorders (ASD). Comput. Educ. 2017, 113, 195–211. [Google Scholar] [CrossRef] [Green Version]
- Soares, M.M.; Neves, A.d.O. Augmented Reality and the Use of Alternative Communication for Children with Autism Spectrum Disorder: A Literature Review. In Proceedings of the International Conference on Applied Human Factors and Ergonomics, New York, NY, USA, 24–28 July 2020; Springer: Cham, Switzerland, 2020; pp. 324–330. [Google Scholar]
- Lord, C.; Elsabbagh, M.; Baird, G.; Veenstra-Vanderweele, J. Autism spectrum disorder. Lancet 2018, 392, 508–520. [Google Scholar] [CrossRef]
- Quesnel-Vallières, M.; Weatheritt, R.J.; Cordes, S.P.; Blencowe, B.J. Autism spectrum disorder: Insights into convergent mechanisms from transcriptomics. Nat. Rev. Genet. 2019, 20, 51–63. [Google Scholar] [CrossRef]
- Hernawan, A.D.; Diningrum, A.; Jati, S.N.; Nasip, M. Risk Factors of Autism Spectrum Disorder (ASD). Unnes J. Public Health 2018, 7, 104–112. [Google Scholar] [CrossRef]
- Geschwind, D.H.; Levitt, P. Autism spectrum disorders: Developmental disconnection syndromes. Curr. Opin. Neurobiol. 2007, 17, 103–111. [Google Scholar] [CrossRef] [PubMed]
- Hutsler, J.J.; Love, T.; Zhang, H. Histological and Magnetic Resonance Imaging Assessment of Cortical Layering and Thickness in Autism Spectrum Disorders. Biol. Psychiatry 2007, 61, 449–457. [Google Scholar] [CrossRef] [PubMed]
- Buxhoeveden, D.P.; Semendeferi, K.; Buckwalter, J.; Schenker, N.; Switzer, R.; Courchesne, E. Reduced minicolumns in the frontal cortex of patients with autism. Neuropathol. Appl. Neurobiol. 2006, 32, 483–491. [Google Scholar] [CrossRef] [PubMed]
- Casanova, M.F.; van Kooten, I.A.J.; Switala, A.E.; van Engeland, H.; Heinsen, H.; Steinbusch, H.W.M.; Hof, P.R.; Trippe, J.; Stone, J.; Schmitz, C. Minicolumnar abnormalities in autism. Acta Neuropathol. 2006, 112, 287–303. [Google Scholar] [CrossRef] [PubMed]
- Matson, J. Behavioral treatment of autistic persons: A review of research from 1980 to the present. Res. Dev. Disabil. 1996, 17, 433–465. [Google Scholar] [CrossRef]
- Wyver, S. Book Review: Autism Spectrum Disorders: Interventions and Treatments for Children and Youth. Autism 2006, 10, 118–119. [Google Scholar] [CrossRef]
- Bondy, A.S.; Frost, L.A. Mands across the Water: A Report on the Application of the Picture-Exchange Communication System in Peru. Behav. Anal. 1993, 16, 123–128. [Google Scholar] [CrossRef] [Green Version]
- Cummings, A.R.; Carr, J.E.; LeBlanc, L.A. Experimental evaluation of the training structure of the Picture Exchange Communication System (PECS). Res. Autism Spectr. Disord. 2012, 6, 32–45. [Google Scholar] [CrossRef]
- Lerna, A.; Esposito, D.; Conson, M.; Russo, L.; Massagli, A. Social-communicative effects of the Picture Exchange Communication System (PECS) in Autism Spectrum Disorders. Int. J. Lang. Commun. Disord. 2012, 47, 609–617. [Google Scholar] [CrossRef]
- Charlop-Christy, M.H.; Carpenter, M.; Le, L.; LeBlanc, L.A.; Kellet, K. Using the Picture Exchange Communication System (Pecs) with Children with Autism: Assessment of Pecs Acquisition, Speech, Social-Communicative Behavior, and Problem Behavior. J. Appl. Behav. Anal. 2002, 35, 213–231. [Google Scholar] [CrossRef] [Green Version]
- Alsayedhassan, B.; Banda, D.R.; Griffin-Shirley, N. A Review of Picture Exchange Communication Interventions Implemented by Parents and Practitioners. Child Fam. Behav. Ther. 2016, 38, 191–208. [Google Scholar] [CrossRef]
- Ganz, J.B.; Parker, R.; Benson, J. Impact of the Picture Exchange Communication System: Effects on Communication and Collateral Effects on Maladaptive Behaviors. Augment. Altern. Commun. 2009, 25, 250–261. [Google Scholar] [CrossRef] [PubMed]
- Rosenwasser, B.; Axelrod, S. The Contributions of Applied Behavior Analysis to the Education of People with Autism. Behav. Modif. 2001, 25, 671–677. [Google Scholar] [CrossRef]
- Battaglia, D.; McDonald, M.E. Effects of the Picture Exchange Communication System (PECS) on Maladaptive Behavior in Children with Autism Spectrum Disorders (ASD): A Review of the Literature. J. Am. Acad. Spec. Educ. Prof. 2015, 8, 20. [Google Scholar]
- Kamath, H.S.; Rao, V.; Santhosh; Kamath, R. Simulation of long term evolution (LTE) based communication system with different protocols. In Proceedings of the 2017 IEEE 8th Annual Ubiquitous Computing, Electronics and Mobile Communication Conference (UEMCON), New York, NY, USA, 19–21 October 2017; IEEE: Piscataway, NJ, USA, 2017; pp. 488–491. [Google Scholar]
- Laamarti, F.; Eid, M.; el Saddik, A. An Overview of Serious Games. Int. J. Comput. Games Technol. 2014, 2014, 358152. [Google Scholar] [CrossRef]
- De Freitas, S.; Liarokapis, F. Serious Games: A New Paradigm for Education? In Serious Games and Edutainment Applications; Springer: London, UK, 2011; pp. 9–23. [Google Scholar]
- Mouaheb, H.; Fahli, A.; Moussetad, M.; Eljamali, S. The Serious Game: What Educational Benefits? Proc. Soc. Behav. Sci. 2012, 46, 5502–5508. [Google Scholar] [CrossRef] [Green Version]
- Buttussi, F.; Chittaro, L. Smarter Phones for Healthier Lifestyles: An Adaptive Fitness Game. IEEE Pervasive Comput. 2010, 9, 51–57. [Google Scholar] [CrossRef]
- Silva, J.M.; el Saddik, A. Exertion interfaces for computer videogames using smartphones as input controllers. Multimed. Syst. 2013, 19, 289–302. [Google Scholar] [CrossRef]
- Scarle, S.; Dunwell, I.; Bashford-Rogers, T.; Selmanovic, E.; Debattista, K.; Chalmers, A.; Powell, J.; Robertson, W. Complete Motion Control of a Serious Game against Obesity in Children. In Proceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications, Atheens, Greece, 4–6 May 2011; IEEE: Piscataway, NJ, USA, 2011; pp. 178–179. [Google Scholar]
- Cameirão, M.S.; Badia, S.B.; Oller, E.D.; Verschure, P.F. Neurorehabilitation using the virtual reality based Rehabilitation Gaming System: Methodology, design, psychometrics, usability and validation. J. Neuroeng. Rehabil. 2010, 7, 48. [Google Scholar] [CrossRef] [Green Version]
- McKanna, J.A.; Jimison, H.; Pavel, M. Divided attention in computer game play: Analysis utilizing unobtrusive health monitoring. In Proceedings of the 2009 Annual International Conference of the IEEE Engineering in Medicine and Biology Society, Minneapolis, MN, USA, 3–6 September 2009; IEEE: Piscataway, NJ, USA, 2009; pp. 6247–6250. [Google Scholar]
- Consolvo, S.; Klasnja, P.; McDonald, W.D.; Avrahami, D.; Froehlich, J.; LeGrand, L.; Libby, R.; Mosher, K.; Landay, J.A. Flowers or a robot army? Encouraging awareness & activity with personal, mobile display. In Proceedings of the 10th International Conference on Ubiquitous Computing—UbiComp’08, Seoul, Korea, 21–24 September 2008; Association for Computing Machinery: New York, NY, USA, 2008; p. 54. [Google Scholar]
- Shin, N.; Sutherland, L.M.; Norris, C.A.; Soloway, E. Effects of game technology on elementary student learning in mathematics. Br. J. Educ. Technol. 2012, 43, 540–560. [Google Scholar] [CrossRef] [Green Version]
- Chen, Y. Olfactory Display: Development and Application in Virtual Reality Therapy. In Proceedings of the 16th International Conference on Artificial Reality and Telexistence—Workshops (ICAT’06), Hangzhou, China, 29 November–1 December 2006; IEEE: Piscataway, NJ, USA, 2006; pp. 580–584. [Google Scholar]
- Arnab, S.; Petridis, P.; Dunwell, I.; de Freitas, S. Enhancing Learning in Distributed Virtual Worlds through Touch: A Browser-based Architecture for Haptic Interaction. In Serious Games and Edutainment Applications; Springer: London, UK, 2011; pp. 149–167. [Google Scholar]
- Whitehead, A.; Johnston, H.; Nixon, N.; Welch, J. Exergame Effectiveness: What the Numbers Can Tell Us. In Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games—Sandbox’10, Los Angeles, CA, USA, 28–29 July 2010; Association for Computing Machinery: New York, NY, USA, 2010; pp. 55–62. [Google Scholar]
- Djaouti, D.; Alvarez, J.; Jessel, J.-P.; Rampnoux, O. Origins of Serious Games. In Serious Games and Edutainment Applications; Springer: London, UK, 2011; pp. 25–43. [Google Scholar]
- Van Krevelen, D.W.F.; Poelman, R. A Survey of Augmented Reality Technologies, Applications and Limitations. Int. J. Virtual Real. 2010, 9, 1–20. [Google Scholar] [CrossRef] [Green Version]
- Yuen, S.C.-Y.; Yaoyuneyong, G.; Johnson, E. Augmented Reality: An Overview and Five Directions for AR in Education. J. Educ. Technol. Dev. Exch. 2011, 4, 11. [Google Scholar] [CrossRef]
- Milgram, P.; Fumio, K. A Taxonomy of Mixed Reality Visual Displays. IEICE Trans. Inf. Syst. 1994, 77, 1321–1329. [Google Scholar]
- McMahon, D.; Cihak, D.F.; Wright, R. Augmented Reality as a Navigation Tool to Employment Opportunities for Postsecondary Education Students with Intellectual Disabilities and Autism. J. Res. Technol. Educ. 2015, 47, 157–172. [Google Scholar] [CrossRef]
- Dunleavy, M.; Dede, C. Augmented Reality Teaching and Learning. In Handbook of Research on Educational Communications and Technology; Springer: New York, NY, USA, 2014; pp. 735–745. [Google Scholar]
- Herbst, I.; Braun, A.-K.; McCall, R.; Broll, W. TimeWarp. In Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services—MobileHCI’08, Amsterdam, The Netherlands, 2–5 September 2008; Association for Computing Machinery: New York, NY, USA, 2008; p. 235. [Google Scholar]
- Azuma, B.M.R.; Baillot, Y.; Behringer, R.; Feiner, S.; Julier, S. Recent Advances in Augmented Reality. IEEE Comput. Graph. Appl. 2001, 21, 34–47. [Google Scholar] [CrossRef] [Green Version]
- Phan, V.T.; Choo, S.Y. Interior Design in Augmented Reality Environment. Int. J. Comput. Appl. 2010, 5, 16–21. [Google Scholar] [CrossRef]
- Bhatt, S.K.; de Leon, N.I.; Al-Jumaily, A. Augmented Reality Game Therapy for Children with Autism Spectrum Disorder. Int. J. Smart Sens. Intell. Syst. 2014, 7, 519–536. [Google Scholar] [CrossRef] [Green Version]
- Raajan, N.R.; Suganya, S.; Priya, M.V.; Ramanan, S.V.; Janani, S.; Nandini, N.S.S.; Hemanand, R.; Gayathri, S. Augmented Reality Based Virtual Reality. Procedia Eng. 2012, 38, 1559–1565. [Google Scholar] [CrossRef] [Green Version]
- Gan, L.; Jiang, J.; Zhang, W.; Su, Y.; Shi, Y.; Huang, C.; Pan, J.; Lü, M.; Wu, Y. Synthesis of Pyrrolidine Ring-Fused Fullerene Multicarboxylates by Photoreaction. J. Org. Chem. 1998, 63, 4240–4247. [Google Scholar] [CrossRef]
- Orrell, A.; McKee, K.; Dahlberg, L.; Gilhooly, M.; Parker, S. Improving continence services for older people from the service-providers’ perspective: A qualitative interview study. BMJ Open 2013, 3, e002926. [Google Scholar] [CrossRef]
- Mekni, M.; Lemieux, A. Augmented Reality: Applications, Challenges and Future Trends. Appl. Comput. Sci. 2014, 20, 205–214. [Google Scholar]
- Bimber, O.; Raskar, R. Spatial Augmented Reality Merging Real and Virtual Worlds; A.K. Peters/CRC Press: Boca Raton, FL, USA, 2005. [Google Scholar]
- Snyder, H. Literature review as a research methodology: An overview and guidelines. J. Bus. Res. 2019, 104, 333–339. [Google Scholar] [CrossRef]
- Klumpner, C.; Wijekoon, T.; Wheeler, P. New Methods for the Active Compensation of Unbalanced Supply Voltages for Two-Stage Direct Power Converters. IEEJ Trans. Ind. Appl. 2006, 126, 589–598. [Google Scholar] [CrossRef] [Green Version]
- O’Connor, A.M.; Anderson, K.M.; Goodell, C.K.; Sargeant, J.M. Conducting Systematic Reviews of Intervention Questions I: Writing the Review Protocol, Formulating the Question and Searching the Literature. Zoonoses Public Health 2014, 61, 28–38. [Google Scholar] [CrossRef] [PubMed]
- Idris, R. How to Develop a Competitive Research Protocol; Geneva Foundation for Medical Education and Research: Geneva, Switzerland, 2018. [Google Scholar]
- Model Systems Knowledge Translation Center. A Guide for Developing a Protocol for Conducting Literature Reviews. Available online: https://msktc.org/guide-developing-protocol-conducting-literature-reviews (accessed on 13 December 2021).
- Webster, J.; Watson, R.T. Analyzing the Past to Prepare for the Future: Writing a Literature Review. MIS Q. 2002, 26, 7–18. [Google Scholar]
- Mullins, M.M.; DeLuca, J.B.; Crepaz, N.; Lyles, C.M. Reporting quality of search methods in systematic reviews of HIV behavioral interventions (2000–2010): Are the searches clearly explained, systematic and reproducible? Res. Synth. Methods 2014, 5, 116–130. [Google Scholar] [CrossRef] [Green Version]
- Chen, C.H.; Lee, I.J.; Lin, L.Y. Augmented reality-based video-modeling storybook of nonverbal facial cues for children with autism spectrum disorder to improve their perceptions and judgments of facial expressions and emotions. Comput. Hum. Behav. 2016, 55, 477–485. [Google Scholar] [CrossRef]
- Iftene, A.; Trandabǎt, D. Enhancing the Attractiveness of Learning through Augmented Reality. Procedia Comput. Sci. 2018, 126, 166–175. [Google Scholar] [CrossRef]
- Hsu, H.T.; Lee, I.J. Using augmented reality technology with serial learning framework to develop a serial social story situation board game system for children with autism to improve social situation understanding and social reciprocity skills. In Proceedings of the International Conference on Human-Computer Interaction, Copenhagen, Denmark, 19–24 July 2020; Springer International Publishing: Cham, Switzerland, 2020. [Google Scholar]
- Huang, Y.C.; Lee, I.J. Using augmented reality and concept mapping to improve ability to master social relationships and social reciprocity for children with autism spectrum disorder. 12189 LNCS. In Proceedings of the International Conference on Human-Computer Interaction, Copenhagen, Denmark, 19–24 July 2020; Springer International Publishing: Cham, Switzerland, 2020. [Google Scholar]
- Khowaja, K.; Al-Thani, D.; Hassan, A.O.; Shah, A.; Salim, S.S. Mobile augmented reality app for children with autism spectrum disorder (asd) to learn vocabulary (marvoc): From the requirement gathering to its initial evaluation. 12211 LNCS. In Proceedings of the International Conference on Human-Computer Interaction, Copenhagen, Denmark, 19–24 July 2020; Springer International Publishing: Cham, Switzerland, 2020. [Google Scholar]
- Hossein, N.A.S.M.; Mirinezhad, S.Y.; Ilanloo, A. Utilizing SURF Features and KLT Tracking Algorithm in Augmented Reality (AR), Using Kinect V. 2 with the Aim of Autism Therapy. In Proceedings of the 3rd National Conference on Computer, Information Technology and Applications of Artificial Intelligence, Ahvaz, Iran, 5 February 2020. [Google Scholar]
- Da Silva, C.A.; Fernandes, A.R.; Grohmann, A.P. Star: Speech therapy with augmented reality for children with autism spectrum disorders. Lect. Notes Bus. Inf. Process. 2015, 227, 379–396. [Google Scholar]
- Sun, R.; Haraldsson, H.; Zhao, Y.; Belongie, S. Anon-Emoji: An optical see-Through augmented reality system for children with autism spectrum disorders to promote understanding of facial expressions and emotions. In Proceedings of the 2019 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), Beijing, China, 10–18 October 2019; IEEE: Piscataway, NJ, USA, 2019; pp. 448–450. [Google Scholar]
- Chen, C.H.; Lee, I.J.; Lin, L.Y. Augmented reality-based self-facial modeling to promote the emotional expression and social skills of adolescents with autism spectrum disorders. Res. Dev. Disabil. 2015, 36, 396–403. [Google Scholar] [CrossRef]
- Wang, C.-P.; Tsai, C.-H. Requesting Help Module Interface Design on Speech-Generating Device and Augmented Reality for Children with Autism Spectrum Disorder. Educ. Innov. Appl. 2019, 395–398. [Google Scholar]
- Nazaruddin, M.A.; Efendi, M. The Book of Pop Up Augmented Reality to Increase Focus and Object Recognition Capabilities for Children with Autism. J. ICSAR 2018, 2, 9–14. [Google Scholar] [CrossRef]
- Lee, J.R.H.; Wong, A. AEGIS: A real-time multimodal augmented reality computer vision based system to assist facial expression recognition for individuals with autism spectrum disorder. arXiv 2020, arXiv:2010.11884. [Google Scholar]
- Machado, E.; Carrillo, I.; Saldana, D.; Chen, F.; Chen, L. An assistive augmented reality-based smartglasses solution for individuals with autism spectrum disorder. In Proceedings of the IEEE International Conference on Dependable, Autonomic and Secure Computing, Fukuoka, Japan, 5–8 August 2019; IEEE: Piscataway, NJ, USA, 2019; pp. 245–249. [Google Scholar]
- Lee, L.C.; Kao, K.C. Applying facial expression of augmented reality for teaching students with autism spectrum disorders. In Proceedings of the International Conference on Human-Computer Interaction, Copenhagen, Denmark, 19–24 July 2020; Springer International Publishing: Cham, Switzerland, 2020. [Google Scholar]
- Kotzageorgiou, M.; Kellidou, P.M.; Voulgari, I.; Nteropoulou-Nterou, E. Augmented reality and the symbolic play of pre-school children with autism. In Proceedings of the 17th European Conference on e-Learning, Athens, Greece, 1–2 November 2018; Curran Associates, Inc.: Red Hook, NY, USA, 2018; pp. 273–280. [Google Scholar]
- Sahin, N.T.; Abdus-Sabur, R.; Keshav, N.U.; Liu, R.; Salisbury, J.P.; Vahabzadeh, A. Case Study of a Digital Augmented Reality Intervention for Autism in School Classrooms: Associated with Improved Social Communication, Cognition, Motivation via Educator and Parent Assessment. Front. Educ. 2018, 3, 13–31. [Google Scholar] [CrossRef]
- Lee, I.J.; Chen, C.H.; Wang, C.P.; Chung, C.H. Augmented Reality Plus Concept Map Technique to Teach Children with ASD to Use Social Cues When Meeting and Greeting. Asia-Pac. Educ. Res. 2018, 27, 227–243. [Google Scholar] [CrossRef]
- Syahputra, M.F.; Arisandi, D.; Lumbanbatu, A.F.; Kemit, L.F.; Nababan, E.B.; Sheta, O. Augmented reality social story for autism spectrum disorder. J. Phys. Conf. Ser. 2018, 978, 012040. [Google Scholar] [CrossRef]
- Cirino, C.B.A.A.; Fernandes, A.C.A.F.; Silva, J.D.P.E.; Serra, H.P. ERA—Augmented Reality Teaching—Assistive Technology Developed for the Literacy Process of Children with ASD. 12202 LNCS. In Proceedings of the International Conference on Human-Computer Interaction, Copenhagen, Denmark, 19–24 July 2020; Springer International Publishing: Cham, Switzerland, 2020. [Google Scholar]
- Mahayuddin, Z.R.; Mamat, N. Implementing augmented reality (AR) on phonics-based literacy among children with autism. Int. J. Adv. Sci. Eng. Inf. Technol. 2019, 9, 2176–2181. [Google Scholar] [CrossRef] [Green Version]
- Lee, I.J. Kinect-for-windows with augmented reality in an interactive roleplay system for children with an autism spectrum disorder. Interact. Learn. Environ. 2020, 29, 688–704. [Google Scholar] [CrossRef]
- Wang, K.; Zhang, B.; Cho, Y. Using Mobile Augmented Reality to Improve Attention in Adults with Autism Spectrum Disorder. In Proceedings of the CHI EA’20: Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, Honolulu, HI, USA, 25–30 April 2020; Association for Computing Machinery: New York, NY, USA, 2020; pp. 1–9. [Google Scholar]
- Najoua, T.; Mohamed, E.A. A new evaluation technique through serious games for children with ASD. Int. J. Emerg. Technol. Learn. 2020, 15, 202–217. [Google Scholar]
- Barajas, A.O.; al Osman, H.; Shirmohammadi, S. A Serious Game for children with Autism Spectrum Disorder as a tool for play therapy. In Proceedings of the 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), Perth, WA, Australia, 2–4 April 2017; IEEE: Piscataway, NJ, USA, 2017. [Google Scholar]
- Tsikinas, S.; Xinogalos, S. Towards a serious games design framework for people with intellectual disability or autism spectrum disorder. Educ. Inf. Technol. 2020, 25, 3405–3423. [Google Scholar]
- Shoukry, L.; Caserman, P.; Göbel, S.; Steinmetz, R. Blitzmerker: Learning idioms with a mobile game. Lect. Notes Comput. Sci. 2015, 9090, 77–88. [Google Scholar]
- Vukićević, S.; Đorđević, M.; Glumbić, N.; Bogdanović, Z.; Jovičić, M.Đ. A Demonstration Project for the Utility of Kinect-Based Educational Games to Benefit Motor Skills of Children with ASD. Percept. Mot. Ski. 2019, 126, 1117–1144. [Google Scholar] [CrossRef] [PubMed]
- Elshahawy, M.; Aboelnaga, K.; Sharaf, N. CodaRoutine: A serious game for introducing sequential programming concepts to children with autism. In Proceedings of the 2020 IEEE Global Engineering Education Conference (EDUCON), Porto, Portugal, 27–30 April 2020; IEEE: Piscataway, NJ, USA, 2020; pp. 1862–1867. [Google Scholar]
- Eder, M.S.; Diaz, J.M.L.; Madela, J.R.S.; Mag-usara, M.U.; Sabellano, D.D.M. Fill me app: An interactive mobile game application for children with Autism. Int. J. Interact. Mob. Technol. 2016, 10, 59–63. [Google Scholar] [CrossRef]
- Nawahdah, M.; Ihmouda, W. Implementing a serious game to improve communication and social skills for children with autism. 11677 LNCS. In Proceedings of the International Conference on Collaboration Technologies and Social Computing, Kyoto, Japan, 4–6 September 2019; Springer International Publishing: Cham, Switzerland, 2019. [Google Scholar]
- Vallefuoco, E.; Bravaccio, C.; Pepino, A. Serious games in autism spectrum disorder: An example of personalised design. In Proceedings of the CSEDU 2017—9th International Conference on Computer Supported Education, Porto, Portugal, 21–23 April 2017; SciTePress: Setúbal, Portugal, 2017; pp. 567–572. [Google Scholar]
- Roglic, M.; Bobic, V.; Djuric-Jovicic, M.; Djordjevic, M.; Dragasevic, N.; Nikolic, B. Serious gaming based on Kinect technology for autistic children in Serbia. In Proceedings of the 2016 13th Symposium on Neural Networks and Applications (NEUREL), Belgrade, Serbia, 22–24 November 2016; IEEE: Piscataway, NJ, USA, 2016; Volume 360, pp. 24–27. [Google Scholar]
- Caria, S.; Paternò, F.; Santoro, C.; Semucci, V. The Design of Web Games for Helping Young High-Functioning Autistics in Learning How to Manage Money. Mob. Netw. Appl. 2018, 23, 1735–1748. [Google Scholar] [CrossRef]
- VCarvalho, H.; Brandão, J.; Cunha, P.; Vasconcelos, J.; Soares, F. Tobias in the Zoo—A Serious Game for Children with Autism Spectrum Disorders. Int. J. Adv. Corp. Learn. 2015, 8, 23. [Google Scholar] [CrossRef] [Green Version]
- Chien, M.E.; Jheng, C.M.; Lin, N.M.; Tang, H.H.; Taele, P.; Tseng, W.S.; Chen, M.Y. iCAN: A tablet-based pedagogical system for improving communication skills of children with autism. Int. J. Hum. Comput. Stud. 2015, 73, 79–90. [Google Scholar] [CrossRef]
- Hosseini, E.; Foutohi-Ghazvini, F. Play Therapy in Augmented Reality Children with Autism. Mod. Rehabil. 2016, 10, 110–115. [Google Scholar]
- Taryadi, T. Improved communication skills of children with Autism Spectrum Disorder using Augmented Reality based on PECS (Picture Exchange Communication System). Jaict 2018, 3, 1–8. [Google Scholar] [CrossRef]
- Kurniawan, I. The improvement of autism spectrum disorders on children communication ability with PECS method Multimedia Augmented Reality-Based. J. Phys. Conf. Ser. 2018, 947, 012009. [Google Scholar]
- Mirnawati, D.; Amka, D. Application of PECS (Picture Exchange Communication System) to Improve The Expressive Language Skills of Autism Children. In Proceedings of the 1st International Conference on Creativity, Innovation and Technology in Education (IC-CITE 2018), Banjarmasin, Indonesia, 23–24 November 2018; Volume 274, pp. 154–157. [Google Scholar]
- MOliveira, S.; Pereira, C.P.; de Santana, K.C.; Rossinholli, K.O.C. Autisdata: Software to help the development of people with ASD based on TEACCH and PECS methodologies. In Proceedings of the 11th International Conference on Computer Supported Education (CSEDU) 2019, Heraklion, Greece, 2–4 May 2019; pp. 331–338. [Google Scholar]
- Soomro, N.; Soomro, S. Autism children’s app using PECS. Ann. Emerg. Technol. Comput. 2018, 2, 7–16. [Google Scholar] [CrossRef]
- Susanti, F.; Junaedi, D.; Effendy, V. Communication learning user interface model for children with autism with the goal-directed design method. In Proceedings of the 2019 7th International Conference on Information and Communication Technology (ICoICT), Kuala Lumpur, Malaysia, 24–26 July 2019; IEEE: Piscataway, NJ, USA, 2019. [Google Scholar]
- Raja, P.; Saringat, M.Z.; Mustapha, A.; Zainal, A. Prospect: A Picture Exchange Communication System (PECS)-based Instant Messaging Application for Autism Spectrum Condition. IOP Conf. Ser. Mater. Sci. Eng. 2017, 226, 012088. [Google Scholar] [CrossRef] [Green Version]
- Elamin, M.B.; Flynn, D.N.; Bassler, D.; Briel, M.; Alonso-Coello, P.; Karanicolas, P.J.; Guyatt, G.H.; Malaga, G.; Furukawa, T.A.; Kunz, R.; et al. Choice of data extraction tools for systematic reviews depends on resources and review complexity. J. Clin. Epidemiol. 2009, 62, 506–510. [Google Scholar] [CrossRef] [PubMed]
- Li, H.-J.; Chen, C.Y.; Tsai, C.H.; Kuo, C.C.; Chen, K.H.; Chen, K.H.; Li, Y.C. Utilization and medical costs of outpatient rehabilitation among children with autism spectrum conditions in Taiwan. BMC Health Serv. Res. 2019, 19, 354. [Google Scholar] [CrossRef] [PubMed] [Green Version]
- Sturm, D.; Peppe, E.; Ploog, B. EMot-iCan: Design of an assessment game for emotion recognition in players with Autism. In Proceedings of the 2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH), Orlando, FL, USA, 11–13 May 2016; IEEE: Piscataway, NJ, USA, 2016. [Google Scholar]
Augmented Reality Environment | Virtual Reality Environment |
---|---|
Provides digital components in a real environment | A completely digital environment |
Most of the time, peripheral devices are not required. | Most of the time, many peripheral devices are required (such as controllers, physical devices, etc....) |
Requires technical tools to bring together the real and digital environments | Requires technical tools to show digital environmental |
It enhances feelings of experiencing in the real world | It enhances feelings of experience in a whole new and safer environment |
Database | Query | Filters Applied |
---|---|---|
Science Direct | (“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“Augmented reality App” OR “AR”) AND (“Skills”) AND (“educate” OR “learn”) |
|
(“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“Serious games” OR “SG” OR “Serious games App”) AND (“Skills”) AND (“educate” OR “learn”) | ||
(“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“PECS” OR “Picture Exchange Communication System” OR “PECS App”) AND (“educate” OR “learn”) | ||
Springer Link | (“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“Augmented reality” OR “Augmented Reality Therapy” OR “AR” OR “Rehabilitation with augmented reality” OR “ Augmented reality App*”) AND (“*Skills”) AND (“educat*” OR “learn*”) |
|
(“Autism” OR “Autism Spectrum Disorder” OR “ASD”) AND (“Serious games” OR “Applied game” OR “SG” OR “Serious games App*”) AND (“*Skills”) AND (“educat*” OR “learn*”) | ||
(“Autism” OR “Autism spectrum disorder” OR “ASD”)AND (“PECS” OR “Picture Exchange Communication System” OR “PECS APP*”) AND (“educat*” OR “learn*” OR “train*” OR “gam*”) | ||
Semantic Scholar | (“Autism*” OR “ASD”) AND (“Augmented reality” OR “Augmented reality App*”) AND (“*Skills”) AND (“educat*” OR “learn*” OR “gam*”) |
|
(“Autism*” OR “ASD) AND (“Serious games” OR “SG” OR “Serious games App*”) AND (“*Skills” ) AND (“educat*” OR “learn*” OR “train*”) | ||
(“Autism*” OR “ASD”) AND (“PECS” OR “Picture Exchange Communication System”) AND (“App*”) AND (“educat*” OR “learn*” OR “gam*”) | ||
IEEE Explorer | (“Autism” OR “Autism spectrum disorder” OR “ASD” OR “Asperger syndrome” OR “Rett syndrome” OR “Childhood disintegrative disorder” OR “Pervasive Developmental Disorder–Not Otherwise Specified”) AND (“Augmented reality” OR “Augmented reality therapy” OR “AR” OR “Rehabilitation with augmented reality” OR “Augmented reality App*”) AND (“Social skills” OR “communication skills” OR “*Skills”)AND (“educat*” OR “learn*” OR “train*” OR “gam*” OR “simulat*”) |
|
(“Autism” OR “Autism spectrum disorder” OR “ASD”OR “Asperger syndrome” OR “Rett syndrome” OR “Childhood disintegrative disorder” OR “Pervasive Developmental Disorder–Not Otherwise Specified”) AND (“Serious games” OR “Applied game” OR “SG” OR “serious games App*”) AND (“Social skills” OR “communication skills” OR “*Skills”)AND (“educat*” OR “learn*” OR “train*”OR “simulat*”) | ||
(“Autism” OR “Autism spectrum disorder” OR “ASD” OR “Asperger syndrome” OR “Rett syndrome” OR “Childhood disintegrative disorder” OR “Pervasive Developmental Disorder–Not Otherwise Specified”) AND (“PECS” OR “Picture Exchange Communication System” OR “PECS App*”) AND (“educat*” OR “learn*” OR “train*” OR “gam*”) | ||
Google Scholar | (“Autism*” OR “ASD”) AND (“Augmented reality” OR “Augmented reality App*”) AND (“*Skills”) AND (“educat*” OR “learn*” OR “gam*”) |
|
(“Autism” OR “Autism spectrum disorder” OR “ASD” OR “Rett syndrome” OR “Childhood disintegrative disorder” OR “Pervasive Developmental Disorder–Not Otherwise Specified”) AND (“Serious games” OR “Applied game” OR “SG” OR “Mobile serious games”) AND (“Social skills” OR “communication skills” OR “*Skills”)AND (“educat*” OR “learn*” OR “train*”OR “simulat*”) | ||
(“Autism*” OR “ASD”) AND (“PECS” OR “Picture Exchange Communication System”) AND (“App*”) AND (“educat*” OR “learn*”OR “gam*”) |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Almurashi, H.; Bouaziz, R.; Alharthi, W.; Al-Sarem, M.; Hadwan, M.; Kammoun, S. Augmented Reality, Serious Games and Picture Exchange Communication System for People with ASD: Systematic Literature Review and Future Directions. Sensors 2022, 22, 1250. https://doi.org/10.3390/s22031250
Almurashi H, Bouaziz R, Alharthi W, Al-Sarem M, Hadwan M, Kammoun S. Augmented Reality, Serious Games and Picture Exchange Communication System for People with ASD: Systematic Literature Review and Future Directions. Sensors. 2022; 22(3):1250. https://doi.org/10.3390/s22031250
Chicago/Turabian StyleAlmurashi, Haneen, Rahma Bouaziz, Wallaa Alharthi, Mohammed Al-Sarem, Mohammed Hadwan, and Slim Kammoun. 2022. "Augmented Reality, Serious Games and Picture Exchange Communication System for People with ASD: Systematic Literature Review and Future Directions" Sensors 22, no. 3: 1250. https://doi.org/10.3390/s22031250
APA StyleAlmurashi, H., Bouaziz, R., Alharthi, W., Al-Sarem, M., Hadwan, M., & Kammoun, S. (2022). Augmented Reality, Serious Games and Picture Exchange Communication System for People with ASD: Systematic Literature Review and Future Directions. Sensors, 22(3), 1250. https://doi.org/10.3390/s22031250