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Immersive VR Project with Special Needs Education (SNE – Children)

Back in 2017, our team developed an application called “Xperience Director” for controlling multiple VR headsets on a local network via a laptop. The idea was to create externally guided VR experiences. Initially, our target audience was young children and elderly who may not be able to trigger actions on their own.  Upon meeting with therapists that catered for ADHD children, the project evolved. Review studies have found that virtual reality technology could be used to help detect ADHD, as well as train people with ADHD in skills like memory and concentration. However, they felt that many of the apps available at the time did not take localisation in account and were too broad to address existing ADHD issues they encountered on a day-to-day basis.

Dealing with Hypersensitivities

People with ADHD often have a high sensitivity to loud noises and bright lights, which is particularly problematic for children in cities like Hong Kong. Visiting places like supermarkets can produce such agony and fear, making them incapable of even entering these places. Considering that, we adapted Xperience Director specifically to allow external control to include ambient recordings and brightness in local VR scenes. In a safe and controlled way, the therapists can slowly reintroduce an immersive local environment to ADHD children using VR and Xperience Director, preparing them before their visit to the real place.

Detecting ADHD

With the release of more affordable VR equipment like Oculus Quest, concentration VR training games became more widely available. Together with our therapist contact, we investigated whether any VR games can prove beneficial to local ADHA children. They felt that the games available were either too fast paced or can be frightening for children who fear dark immersive and flashing environments. We consulted with therapists to come up with a VR assessment game, tasked to collect the right data they need for their work. We called this “Project Attention Assessment”.

Project Attention Assessment

Each level in this VR game focuses on a different task. We designed the levels with the therapist advice, gathered the data, analysed it to display them in a visual manner to the therapists. Overall the game lasted for around 15 minutes. The levels are designed to test the player’s ability to remain focused, filter out distractions, switch task objectives and follow audio instructions. Combined with the information collected prior to gameplay, the gameplay data will form a clearer assessment of the subject.

Not All Scores Are The Same

With most games, the score is flashed on the player’s screen constantly. What we found out from our test group, the on screen score distracts them from their goals. Project Attention Assessment does not have an in-game score. Regardless of how good or bad a player is, the game does not punish them when they miss. In fact, what we learned is that it is more important to understand whether the player scores mostly at the beginning or the end of each level.  Is there a particular colour or shape that the player tends to miss scoring? These data collected will help determine which areas of the player’s condition they should further investigate.

Age And Gender

During this project, we learned that gender and age play an important part. Two 11-year-old kids, born in January and November of the same year can have quite different physical heights and behaviours, according to our therapist. When comparing the game data collected, it is important to include age and gender as part of the assessment report.

Privacy and Data Protection

In any project, data protection should never be an afterthought. Each participant was given a string of numbers during gameplay and were siloed from their personal information. Data collected should only be accessible to their official assigned therapist and guardians.

Conclusion

Interestingly, our young players scored pretty well despite being somewhat agitated in a normal conversation setting. They seem relatively calm once they are in VR mode. You really cannot judge the book by the cover. This project has been difficult to continue due to the pandemic situation and strict Covid-19 protocol adopted in Hong Kong. If you are interested in our findings, please contact us directly at samanthagoh@fatbars.org. Perhaps consider setting up a similar program for your own community.