Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder
Augmented reality (AR) uses the real-world setting but enables a person to interact with virtual objects. In this study, we aimed to explore the use of alphabet letter and number in an AR task and its influence in reaction time in a population with autism spectrum disorders (ASD) compared with the p...
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creator | Antão, Jennifer Yohanna Ferreira de Lima Abreu, Luiz Carlos de Barbosa, Renata Thaís de Almeida Crocetta, Tânia Brusque Guarnieri, Regiani Massetti, Thaís Antunes, Thaiany Pedrozo Campos Tonks, James Monteiro, Carlos Bandeira de Mello |
description | Augmented reality (AR) uses the real-world setting but enables a person to interact with virtual objects. In this study, we aimed to explore the use of alphabet letter and number in an AR task and its influence in reaction time in a population with autism spectrum disorders (ASD) compared with the performance of typical developing (TD) controls. We evaluated reaction time before and after AR tasks that consisted of identifying correct numbers and alphabet letters in 48 people with ASD and 48 with TD controls. Results indicate that total points for TD group were higher (
= 86.4 and
= 79.0) when compared with the ASD group (
= 54.5 and
= 51.5) for alphabet letters and numbers, respectively. Moreover, in analysis of reaction time results, only the ASD group showed an improvement in performance after the practice of an AR task. The control group was faster before (
= 553.7) and after (
= 560.5) when compared with the ASD group (
= 2616.0 and
= 2374.6, respectively). Despite the need for further studies, our results support that there is potential for clinical use of an AR task-based intervention for people with ASD. |
doi_str_mv | 10.1089/cyber.2019.0103 |
format | Article |
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= 86.4 and
= 79.0) when compared with the ASD group (
= 54.5 and
= 51.5) for alphabet letters and numbers, respectively. Moreover, in analysis of reaction time results, only the ASD group showed an improvement in performance after the practice of an AR task. The control group was faster before (
= 553.7) and after (
= 560.5) when compared with the ASD group (
= 2616.0 and
= 2374.6, respectively). Despite the need for further studies, our results support that there is potential for clinical use of an AR task-based intervention for people with ASD.</description><identifier>ISSN: 2152-2715</identifier><identifier>EISSN: 2152-2723</identifier><identifier>DOI: 10.1089/cyber.2019.0103</identifier><identifier>PMID: 31976770</identifier><language>eng</language><publisher>United States</publisher><subject>Adolescent ; Adult ; Augmented Reality ; Autism Spectrum Disorder - therapy ; Child ; Female ; Humans ; Language ; Male ; Reaction Time - physiology ; Video Games ; Virtual Reality Exposure Therapy ; Young Adult</subject><ispartof>Cyberpsychology, behavior and social networking, 2020-01, Vol.23 (1), p.16-22</ispartof><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c297t-494a41693889831fc8253cfe33a8aa841d708dc74c94bfa84706955df45a1bf63</citedby><cites>FETCH-LOGICAL-c297t-494a41693889831fc8253cfe33a8aa841d708dc74c94bfa84706955df45a1bf63</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,27903,27904</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/31976770$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Antão, Jennifer Yohanna Ferreira de Lima</creatorcontrib><creatorcontrib>Abreu, Luiz Carlos de</creatorcontrib><creatorcontrib>Barbosa, Renata Thaís de Almeida</creatorcontrib><creatorcontrib>Crocetta, Tânia Brusque</creatorcontrib><creatorcontrib>Guarnieri, Regiani</creatorcontrib><creatorcontrib>Massetti, Thaís</creatorcontrib><creatorcontrib>Antunes, Thaiany Pedrozo Campos</creatorcontrib><creatorcontrib>Tonks, James</creatorcontrib><creatorcontrib>Monteiro, Carlos Bandeira de Mello</creatorcontrib><title>Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder</title><title>Cyberpsychology, behavior and social networking</title><addtitle>Cyberpsychol Behav Soc Netw</addtitle><description>Augmented reality (AR) uses the real-world setting but enables a person to interact with virtual objects. In this study, we aimed to explore the use of alphabet letter and number in an AR task and its influence in reaction time in a population with autism spectrum disorders (ASD) compared with the performance of typical developing (TD) controls. We evaluated reaction time before and after AR tasks that consisted of identifying correct numbers and alphabet letters in 48 people with ASD and 48 with TD controls. Results indicate that total points for TD group were higher (
= 86.4 and
= 79.0) when compared with the ASD group (
= 54.5 and
= 51.5) for alphabet letters and numbers, respectively. Moreover, in analysis of reaction time results, only the ASD group showed an improvement in performance after the practice of an AR task. The control group was faster before (
= 553.7) and after (
= 560.5) when compared with the ASD group (
= 2616.0 and
= 2374.6, respectively). Despite the need for further studies, our results support that there is potential for clinical use of an AR task-based intervention for people with ASD.</description><subject>Adolescent</subject><subject>Adult</subject><subject>Augmented Reality</subject><subject>Autism Spectrum Disorder - therapy</subject><subject>Child</subject><subject>Female</subject><subject>Humans</subject><subject>Language</subject><subject>Male</subject><subject>Reaction Time - physiology</subject><subject>Video Games</subject><subject>Virtual Reality Exposure Therapy</subject><subject>Young Adult</subject><issn>2152-2715</issn><issn>2152-2723</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNo9kU1P3DAQhq2qVUHAubfKx16y-COJ4-Nq2wLStlSFPUeOMwG3dpzaTtHyw_h9dViKLzMaPX5HowehD5SsKGnkud53EFaMULkilPA36JjRihVMMP72tafVETqL8RfJjzMhBX2PjjiVohaCHKOnXQTsB7ye7xyMCXr8E5Q1aY8fTLrHCn_zyfix2PgxBW9tBi6UA7xLxppHM97htZ3uVQcJbyElCBGrscffZ9ctffL4yk3B_wX8A8Lgg1Ojhmck79FLNL41Oe_mt7E24kxk0E8WDvvXczLR4ZsJdAqzw59N9KGHcIreDcpGOHupJ2j39cvt5rLYXl9cbdbbQjMpUlHKUpW0lrxpZMPpoBtWcT0A56pRqilpL0jTa1FqWXZDHghSy6rqh7JStBtqfoI-HXLzDX9miKl1JmqwVo3g59gyXpasFlTIjJ4fUB18jAGGdgrGqbBvKWkXX-2zr3bx1S6-8o-PL-Fz56B_5f_b4f8AOnKUQw</recordid><startdate>202001</startdate><enddate>202001</enddate><creator>Antão, Jennifer Yohanna Ferreira de Lima</creator><creator>Abreu, Luiz Carlos de</creator><creator>Barbosa, Renata Thaís de Almeida</creator><creator>Crocetta, Tânia Brusque</creator><creator>Guarnieri, Regiani</creator><creator>Massetti, Thaís</creator><creator>Antunes, Thaiany Pedrozo Campos</creator><creator>Tonks, James</creator><creator>Monteiro, Carlos Bandeira de Mello</creator><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope></search><sort><creationdate>202001</creationdate><title>Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder</title><author>Antão, Jennifer Yohanna Ferreira de Lima ; Abreu, Luiz Carlos de ; Barbosa, Renata Thaís de Almeida ; Crocetta, Tânia Brusque ; Guarnieri, Regiani ; Massetti, Thaís ; Antunes, Thaiany Pedrozo Campos ; Tonks, James ; Monteiro, Carlos Bandeira de Mello</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c297t-494a41693889831fc8253cfe33a8aa841d708dc74c94bfa84706955df45a1bf63</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Adolescent</topic><topic>Adult</topic><topic>Augmented Reality</topic><topic>Autism Spectrum Disorder - therapy</topic><topic>Child</topic><topic>Female</topic><topic>Humans</topic><topic>Language</topic><topic>Male</topic><topic>Reaction Time - physiology</topic><topic>Video Games</topic><topic>Virtual Reality Exposure Therapy</topic><topic>Young Adult</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Antão, Jennifer Yohanna Ferreira de Lima</creatorcontrib><creatorcontrib>Abreu, Luiz Carlos de</creatorcontrib><creatorcontrib>Barbosa, Renata Thaís de Almeida</creatorcontrib><creatorcontrib>Crocetta, Tânia Brusque</creatorcontrib><creatorcontrib>Guarnieri, Regiani</creatorcontrib><creatorcontrib>Massetti, Thaís</creatorcontrib><creatorcontrib>Antunes, Thaiany Pedrozo Campos</creatorcontrib><creatorcontrib>Tonks, James</creatorcontrib><creatorcontrib>Monteiro, Carlos Bandeira de Mello</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><jtitle>Cyberpsychology, behavior and social networking</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Antão, Jennifer Yohanna Ferreira de Lima</au><au>Abreu, Luiz Carlos de</au><au>Barbosa, Renata Thaís de Almeida</au><au>Crocetta, Tânia Brusque</au><au>Guarnieri, Regiani</au><au>Massetti, Thaís</au><au>Antunes, Thaiany Pedrozo Campos</au><au>Tonks, James</au><au>Monteiro, Carlos Bandeira de Mello</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder</atitle><jtitle>Cyberpsychology, behavior and social networking</jtitle><addtitle>Cyberpsychol Behav Soc Netw</addtitle><date>2020-01</date><risdate>2020</risdate><volume>23</volume><issue>1</issue><spage>16</spage><epage>22</epage><pages>16-22</pages><issn>2152-2715</issn><eissn>2152-2723</eissn><abstract>Augmented reality (AR) uses the real-world setting but enables a person to interact with virtual objects. In this study, we aimed to explore the use of alphabet letter and number in an AR task and its influence in reaction time in a population with autism spectrum disorders (ASD) compared with the performance of typical developing (TD) controls. We evaluated reaction time before and after AR tasks that consisted of identifying correct numbers and alphabet letters in 48 people with ASD and 48 with TD controls. Results indicate that total points for TD group were higher (
= 86.4 and
= 79.0) when compared with the ASD group (
= 54.5 and
= 51.5) for alphabet letters and numbers, respectively. Moreover, in analysis of reaction time results, only the ASD group showed an improvement in performance after the practice of an AR task. The control group was faster before (
= 553.7) and after (
= 560.5) when compared with the ASD group (
= 2616.0 and
= 2374.6, respectively). Despite the need for further studies, our results support that there is potential for clinical use of an AR task-based intervention for people with ASD.</abstract><cop>United States</cop><pmid>31976770</pmid><doi>10.1089/cyber.2019.0103</doi><tpages>7</tpages></addata></record> |
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subjects | Adolescent Adult Augmented Reality Autism Spectrum Disorder - therapy Child Female Humans Language Male Reaction Time - physiology Video Games Virtual Reality Exposure Therapy Young Adult |
title | Use of Augmented Reality with a Motion-Controlled Game Utilizing Alphabet Letters and Numbers to Improve Performance and Reaction Time Skills for People with Autism Spectrum Disorder |
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