It is suggested that VR interaction techniques in autism-related contexts are best understood as multidimensional profiles rather than as universally optimal solutions, given the small and heterogeneous autistic field sample, substantial group differences in participant characteristics, and the use of a low-density consumer EEG headset.
Abstract
Selecting suitable interaction techniques is critical for the effectiveness of autism-related virtual reality (VR), yet most evaluations still rely heavily on subjective feedback. This study applied a multi-method framework to compare two locomotion techniques (Teleport vs. Step) and two object interaction techniques (Hand-tracking vs. Controller) across autistic (N = 16) and neurotypical (N = 18) participants. Each technique was evaluated through three complementary lenses: trial duration as a behavioral efficiency indicator, EEG alpha and theta power spectral density as physiological proxies for attentional engagement and working-memory demand, and a direct perceived-ease prompt as a subjective indicator. Adaptation was quantified using trial-wise slopes across repeated exposure. Across the present sample, participants generally became faster over time in all four techniques. However, these behavioral gains did not consistently converge with EEG proxies or perceived-ease. The strongest group-sensitive finding emerged in locomotion: autistic participants showed sustained alpha suppression during Step, while neurotypical participants showed an alpha rebound. In object interaction, a subgroup of autistic participants who perceived Hand-tracking as easier showed alignment across all three measures, pointing to the potential value of low-abstraction and direct-action interfaces. These findings suggest that VR interaction techniques in autism-related contexts are best understood as multidimensional profiles rather than as universally optimal solutions. However, given the small and heterogeneous autistic field sample, substantial group differences in participant characteristics, and the use of a low-density consumer EEG headset, the findings should be interpreted as exploratory interaction profiles and physiological proxies rather than definitive population neural differences.
Virtual reality (VR) environments rely heavily on motor interaction techniques that can shape users’ cognitive workload and overall experience. This study examined three interaction methods Near, Ray, and GoGo select to compare their impacts on cognitive workload using electroencephalographic (EEG) measures and NASA-TL...
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This study examines the feasibility and usability of virtual reality (VR) head-mounted displays (HMDs) operated independently by adolescents with autism spectrum disorder (ASD). Five participants used both controller-based and hand-tracking interfaces in an immersive VR environment and completed four motor tasks after...
Ryan O. Kellems, Gem Leighton, Megan B. Sorenson et al.· Journal of Special Education...· 0 citations
It is concluded that a consistent, gradual pattern of modulation exists, according to which sensory richness differentially impacts on attention-related neural activations, which makes a contribution to the literature in the domains of human factors and neuroergonomics.
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Extended reality (XR) increasingly supports training and cognitive assessment, yet the age sensitivity of its interaction techniques is unclear. This study examined age, digital literacy, and interaction modality as correlates of psychomotor and cognitive-flexibility performance in immersive virtual reality (VR). Two h...
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Immersive technologies, encompassed within the x-reality (XR) framework spanning the reality-virtuality continuum, are emerging as tools to facilitate behavioral adaptation through interaction with controlled environments. Yet, how XR features shape users’ behavior remains poorly understood, particularly when a coordin...
E. Attoh-Mensah, A. Boujut, Tristan Delaval et al.· bioRxiv· 0 citations
Virtual Try-On (VTON) systems deployed on large public displays face a dual barrier: the physical strain of mid-air interaction and the social inhibition caused by public self-consciousness. This paper presents a real-time 3D avatar system integrating markerless motion capture with dynamic visual fidelity control to in...
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