Video Enhanced VR for Teaching Restaurant - PowerPoint PPT Presentation

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Video Enhanced VR for Teaching Restaurant

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Vary scene/avatar actions to teach variations ... Avatar program tracks and verbally responds to different actions of the player ... – PowerPoint PPT presentation

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Title: Video Enhanced VR for Teaching Restaurant


1
  • Video Enhanced VR for Teaching Restaurant
  • Skills to
  • Children with Autism

2
Abstract While Virtual
reality has been used for various training
applications, few studies have measured its
effectiveness in teaching social interactions.
This research used web delivered gaming
technology to create virtual worlds where
children with Autism Spectrum Disorder (ASD)
interacted with avatars to practice restaurant
social skills. Videos of similar real world
situations within the virtual sequences
reinforced the lessons and aided in
generalization, a known problem for individuals
with ASD. Before training, two unknown restaurant
social skills were identified for each of five
children with ASD, aged 7 to 16. All children who
completed VR training correctly performed two new
social skills in a virtual restaurant. In
post-training real world restaurants, these
children exhibited at least one new appropriate
social interaction and 75 demonstrated 2 new
social skills.
3
Learning Steps for Autism
  • Define a common social skill deficit-eating in a
    restaurant
  • Divide social skill into discreet steps(1) Wait
    to be seated, (2) Answer hostess questions, (3)
    Follow hostess to table, (4) Wait for server and
    read menu, (4) Order food, (5) Table conversation
  • Define measurable actions in each stepEx Step 1
    includes determining if there is a hostess or you
    seat yourself, waiting in the appropriate place,
    recognizing the hostess, and waiting for others
    already in line
  • Identify meaning behind each step - Theory of
    Mind
  • Show a range of appropriate responses for each
    step
  • Use non-threatening practice of steps with
    avatars in VR
  • Display video of real people in same step within
    VR lesson
  • Reward or correct at each step based on childs
    actions
  • Vary scene/avatar actions to teach variations
  • Allow user control of steps for different
    learning abilities
  • Vary avatar responses to avoid patterns and teach
    concepts

4
Program Design
  • Text with video explanation of each stepWhat to
    do (Question/How to Respond) Explain the social
    action or exchangeWhy? -Explain the meaning
    behind the actionsSee it! -See a video of real
    people doing the stepOops What to do if
    something goes wrongShow possible variations of
    What to do
  • Virtual world practice in pizza restaurantThree
    windows on screen Interactive VR world with
    avatars Question/answer and video/correction
    window Displays responses child can pick
    If child picks correct response, shows video
    If child picks wrong response,
    corrects/repeats step What to do/Why? Guidance
  • Multi-player practice with other people over web

5
Program Details
  • Player moves in virtual worlds with mouse or
    keyboard directional keys
  • Avatar program tracks and verbally responds to
    different actions of the player
  • Avatars in virtual world include player, a friend
    the player is eating with, a hostess, a waitress,
    and other patrons at different tables
  • Visual cues. Example Colors visually separate
    window functions Error/reward statements in red,
    questions with choices in blue, inactive window
    in black
  • Videos at each step are repeatable with button
    control
  • Avatar spoken words have both text displayed at
    window bottom and audio
  • Print out of step information available for
    guidance if child prefers hard copy
  • Text with video explanation program was developed
    with Flash
  • VR practice world was created and delivered over
    web with Wild Tangent Platform
  • Multi-player VR practice was created and
    delivered over web with Adobe Atmosphere
  • VR actions are controlled with JAVA programs
  • Graphics used Wild Tangent world creation
    toolkit, Atmosphere world creation toolkit, 3d
    StudioMax, Poser, and Photoshop
  • Video production was done in a real a restaurant
    during lunch hour. Waitress, hostess, and friend
    were scripted actors. The regular restaurant
    clientele was part of the filming background.
    Fourteen action and seventeen avatar phrase
    variations were used
  • Video processing was done with Premier

6
Study Design
  • Six children ages 7 to 16 with ASD chosenAll in
    special education programs and recommended by
    therapists. Child 01(Age 11, Male, Asian)-Child
    02(Age 7, Male, White)-Child 03(Age 9, Female,
    White)-Child 04(Age 16, Male, Black)-Child 05(Age
    9, Male, White)-Child 06(12, Female, Black).
  • Pre-training testing in real restaurants on six
    skill steps Individual testing was done in
    multiple lunch or dinner visits. Restaurants
    varied and depended on parent recommendation.
    Interactions were not scripted. Actions and
    latency were recorded by 2 observers. Correct
    response required that 90 of all parts of a step
    be done correctly. Child had to display
    inappropriate behavior at more than chance level
    for 2 or more steps to be included in study.
  • Five children practiced correct social actions on
    computerTraining was approximately one hour, two
    to three times over a 2 week period. Training
    first involved a treasure hunt game to practice
    navigation in virtual space. All children
    mastered control in no more than two plays. Each
    child then completed the Text, VR Pizza world,
    and web training programs. After training, each
    child assessed his knowledge with a written
    questionnaire. All children came back
    approximately one week later and repeated the
    three training programs and questionnaire.
  • Post-training testing in real restaurants on six
    skillsPre-training testing was repeated in the
    same restaurants and data collected as before.
    Appropriate skill responses varied between visits
    because hostess, waitress, patrons, and other
    details varied, creating different required
    social interactions. Two restaurant visits were
    done per child with an average of 3-day
    separation between visits.

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10
Conclusions
  • 4 children completed studyChild 03 knew all
    skills in pre-tests. Child 06 was removed because
    of family conflicts
  • All learned 2 new skills in virtual worlds at
    100 accuracyFour subjects mastered all 6 skill
    steps to 100 accuracy on all computer training
  • All did 1 new skill in real world with 90
    accuracy75 did 2 new skills in real world with
    90 accuracySkill retention was strongest when
    the restaurant visit was close in time frame to
    computer practice. Child 05 did a third computer
    training between restaurant visits after missing
    Step 1 in first post-training and subsequently
    did all skills correctly
  • Mixed results for one child who generalized only
    1 skillChild 04 was severely autistic (CARS 34)
    and missed all skills in pre-training. In first
    post-training, he demonstrated 100 accuracy in 5
    of 6 steps. In second restaurant visit, music and
    the unexpected presence of teacher at next table
    distracted child. Computer refresher and retest
    could not be completed before child moved to
    another state
  • ProblemsReal world actions did not always match
    discreet step divisions. Example child might
    order correctly but stare at ceiling rather than
    waitress (was given 50 accuracy). Observers
    required that each action be completely
    acceptable by normal social standards
  • Graphs of results and details of pilot study
    available from do2learn_at_do2learn.com

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