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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Toward Scalable VR Therapy Solutions for Individuals with Autism Spectrum Conditions: Challenges and Opportunities</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Elio Salvadori</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giulia Mezzanotte</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Silvia Gabrielli</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marco Dianti</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oscar Mayora-Ibarra</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fondazione Bruno Kessler</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The usage of VR technology to allow instructors and therapists to ofer safe, repeatable and diversifiable learning environments for individuals with Autism Spectrum Condition has recently bloomed in scientific literature. However, despite the encouraging results regarding the clinical efectiveness of this approach to relieve their social anxiety and improve their social emotional skills, several challenges are still to be addressed from both technological and clinical perspectives to achieve its full potential as a digital therapy. In this paper a description of the most critical challenges together with a suggested set of intertwined research directions is provided. Moreover, a description of the main achievements obtained out of an Innovation project aimed at tackling a subset of these challenges is provided, with a short discussion on the preliminary results obtained on a recent experimental pilot.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Virtual reality</kwd>
        <kwd>Autism</kwd>
        <kwd>Sensors</kwd>
        <kwd>Serious Games</kwd>
        <kwd>Education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        BITs-SST and F2F-SST in improving the social skills of
children and adolescents. More importantly, no
signifiIndividuals with Autism Spectrum Condition (ASC) typi- cant diferences between the two intervention modalities,
cally present some deficits in social communication and thus paving the way to expand intervention resources
are often characterized by the presence of restricted in- and increase access to services that could reduce many of
terests and repetitive behaviors. The rate of kids diag- the costs of getting therapeutic services for individuals
nosed with autism is increasing worldwide together with with ASC and their families.
the demand for psycho-behavioral therapies provided Previous work shows the potential of VR technology to
by Specialized Centers (SC). Lack of therapies for youth allow instructors and therapists to ofer safe, repeatable
with ASC leads to higher rates of depressed and socially and diversifiable learning environments for individuals
isolated individuals in their adulthood, which may lead with ASC [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ]. However, while a literature survey found
them to have troubles in finding a job and gain personal that statistical validations demonstrate the feasibility of
autonomy. positive and significant results of VR-based treatments,
      </p>
      <p>
        Even though the first research papers exploring the it remains to be demonstrated that such interventions
usage of Virtual Reality Environments (VRE) to facilitate are able to train or modify the complete behaviour of the
skills development of people with ASC can be dated back selected individual [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Similarly, the long-term efects
to the end of nineties [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], only in recent years research and benefits of VR treatments for individuals with ASC
activities bloomed around this topic mainly thanks to the are still an open question (see [6, 7]). In order to achieve
wide availability of low-cost headsets and sensors that fa- a more significant impact of VR to improve the
condicilitates more in-depth experimentation of VR within this tion of individuals with ASC, a series of challenges are
specific application domain. One of the most important still to be addressed from both technological and
cliniinterventions with children and adolescents with ASC is cal perspectives to achieve its full potential as a digital
on targeting social skills deficit. Focusing on Social Skills therapy and to address issues such as generalisation, and
Training, authors in [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] have used meta-analytic methods scalability beyond the proof-of-concept studies.
to compare preliminary evidence for behavioral interven- The aim of this paper is to identify such challenges
tion technologies (BITs-SST) to more traditional face- and to describe opportunities and envision research
dito-face interventions (F2F-SST). A comparison among rections that can create the conditions for a wider
accepa large number of technology-based interventions (in- tance of VRE as a clinical tool for autism. A description
cluding VRE) showed a medium to large efect size for of the VR environment developed within the framework
of an Innovation-driven project co-funded by EIT Digital
(XR4A) is also provided, whose aim is to provide a
preliminary exploration of the identified research directions.
      </p>
      <p>Workshop on Virtual Reality for Health and Wellbeing, 21st
International Conference on Mobile and Ubiquitous Multimedia,
November 27th-30th, 2022, Lisbon
$ esalvadori@fbk.eu (E. Salvadori)</p>
      <p>© 2023 Copyright for this paper by its authors. Use permitted under Creative
CPWrEooUrckReshdoinpgs IhStpN:/c1e6u1r3-w-0s.o7r3g CCoEmmUoRns LWiceonsrekAstthribouptionP4r.0oIncteerenadtiionnagl s(CC(CBYE4U.0)R.-WS.org)</p>
    </sec>
    <sec id="sec-2">
      <title>2. Main Challenges and</title>
      <p>Opportunities in VR for Autism
prove the interaction and engagement towards achieving
the therapeutic goals.</p>
      <p>Serious games and afective computing: Despite
In order to achieve a maturity level of VR for supporting the large amount of recent scientific works on the
apindividuals with ASC, a series of challenges are required plication of VR to improve social and emotional skills
to be addressed. In this paper we outline these challenges of individuals with ASC, in most cases the individual
and the opportunities that each of them could provide in is exposed to immersive scenarios duplicating real-life
the implementation of VR-empowered digital therapies: settings. However, the development of VR scenarios</p>
      <p>Scalability of the VR validation: Most previous leveraging design principles around the concept of
seristudies incorporating VR for autism target a very low ous games has provided evidence about a stronger
ennumber of subjects that render the preliminary findings gagement by the participants [7]. The recent rise of the
not generalisable. In [8] authors identified the need for afective computing approach in developing VR games
more extensive involvement of clinicians, caregivers and with therapeutical objectives is a promising direction
topatients as informants. Indeed, the generalisability of ward the deployment of engaging platforms, especially
their findings was hindered by the lack of standard re- when the user group is composed by children and youth
search design and the possibility to scale-up from prelim- with ASC, a target composed in large part by passionate
inary findings. This applies to the duration of treatments, videogamers [16]. In particular the implementation of
number of sessions and participants required for guar- multi-player VR settings is a very promising direction
anteeing the results’ reliability [6] and is confirmed also since it facilitates a stronger interactions among the
playin other scientific works [ 9, 7]. In order to overcome ers involved and opens interesting research directions
this issue, future studies should concentrate in organis- toward the involvement of mixed groups composed by
ing longitudinal Randomized Controlled Trials (RCTs) normo-typical and ASC individuals.
involving enough participants to achieve statistical rel- Conversational agents in VR: The adoption of
chatevance required for reproductivity of the studies and bots and conversational agents to benefit individuals with
generalisations at larger scale. mental health issues has been largely studied in
scien</p>
      <p>Predictive therapy: Through the acquisition and tific research [ 17]. Many authors have explored their
analysis of subjects data in larger longitudinal trials, it application as a therapy tool for people with ASC, i.e.
would be possible to augment the knowledge about how as one of the components of the so-called“social robots”,
patients interact in controlled VR environments and how robots that can interact with humans and the
environthese interactions could impact in their therapy. The data ment, thanks to the continuous AI-based analysis of audio
acquired could be used to train AI- machine learning and video data collected in real-time [18] or as a
convermodels to infer patients’ state and eventually to improve sational agent facilitating social skills development [19].
treatment by implementing personalised, predictive ther- The application of virtual agent technologies associated
apy approaches. The unique attributes of each individual to a number of Non-Player Characters (NPCs) within
with ASC suggests that a data-driven approach to ther- a VR setting will therefore be an important element to
apy is of utmost importance in order to better understand both relieve the therapist intervention during the session
how they interact responding to diferent interventions as well as a tool to measure and evaluate social
comand services [10]. munication skills improvement of the individuals with</p>
      <p>
        Advanced digital excipients for therapy: A major ASC.
opportunity for realising the potential of virtual reality- Uptake in clinical practice: As for other types of
enabled digital therapeutics for ASC is the use of richer therapies, the adoption of VR therapy and its uptake in
sensing and actuating tools [11]. Current research is aim- clinical practice could be realised only after a clear
demoning to design a new generation of headsets that could be stration of its eficacy through successful clinical trials.
used as both, sensing and delivering platforms for immer- In [20] a first RCT examining a combination of VR
envisive environments. A major functionality of these devices ronment and one cognitive behavioural therapy session
would be the detection of a wider range of parameters to address specific phobias in young people with ASC is
within the headsets such as movement of face muscles reported. Despite the encouraging results obtained in the
[12], detection of skin conductivity, high resolution eye- trial, the additional impact of VR over traditional
thertracking [13], temperature sensing, inertial sensors, heart apy remains unclear, and the cost-efectiveness needs
rate, electroencephalography (EEG) [14], respiration rate to be assessed. Moreover, the lack of standardisation
and speech recognition among others. The combination of interventions and diagnosis/ASC classification tools
of these signals could provide better under-standing of emerges clearly in literature reviews on the topic [
        <xref ref-type="bibr" rid="ref5">5, 21</xref>
        ].
the patient’s state during therapy (e.g. emotional state A possible approach to tackle these challenges is by the
[15]) and may be utilised as bio-feedback signals to im- implementation of a digital therapeutics research
framework that could enable the identification of adequate
clinical protocols designed as digital active ingredients tional settings in presence. One of the most critical issues
that could take advantage of VR technologies as digi- in a tele-therapy setting is the possibility for the
theratal excipients. The assessment of clinical validity and pist to have real-time monitoring of the emotional status
eficacy of such interventions and the identification un- of each (remote) player, in order to promptly intervene
der which circumstances could provide clear benefit for in case a player faces a stressful condition that may be
therapy, would be the key element for creating clinically potentially dangerous for her health status and safety. In
certified solutions to be employed as a complement to order to tackle this specific issue, the VR solution
develmainstream therapeutic approaches. oped within XR4A leverages a biometric data analysis
      </p>
      <p>Ethics and safety: As for other digitally-empowered performed by collecting heart-rate signals generated by
therapies management, the use of VR for individuals with an HRM bracelet.</p>
      <p>ASC would require a thorough investigation in the ethi- Compared to most of the VR tools proposed in
literacal and safety issues involved in the use of the proposed ture to reinforce social and emotional skills which
levertechnologies. The envisioned future solutions should ages on the replication of real life settings (like school,
consider privacy-by-design approaches in which patients canteen, etc), the VR experience developed within XR4A
personal data would be also kept confidential and secure is built around a fantastic game adventure that happens
through adequate technical and organisational provision- partially on Earth and partially on a foreign planet. The
ings (i.e. such as anonymisation, pseudonymisation, data idea is to transport the player into a more engaging
setencryption, access control, etc.). In the same way, future ting where the group of teens act as a team of space
solutions and their implementation should consider spe- explorers. The objective of the adventure is to help
sciencific mechanisms to avoid stigmatisation of users. More- tists to retrieve a very rare material available on a planet
over, a minimum ethical, security and safety provisioning called “Zentastic” they can use to build an instrument
in future developments should consider as a minimum needed to fix the Ozone layer on Earth, thus saving
hurequirement the guarantees proposed by GDPR regula- man beings from extinction.
tion to protect personal information and patients rights; Figure 1 provides a snapshot from the three main VR
other more strict considerations could be considered for scenes where the players are involved to accomplish the
the specific case of ASC in which the target patients de- Mission assigned by the scientists. Each of the VR scenes
cisional and communication capabilities may be more were designed in collaboration with the therapists of
compromised due to the specific characteristics of the Cooperativa Albero Blu, a Rehabilitation Center based
disease and the fact that therapy is suggested already for in Italy, and are aimed at facilitating collaborative and
underaged patients. problem-solving activities among the teammates as well
as to improving their executive functions, e.g. selective
attention.
3. XR4A: VR-based Tele-therapy The VR application has been developed with the Unity
for Autism framework [23], using assets bought on its asset store,
and deployed on Meta Oculus Quest 2 headsets. The
In this section we present the XR4A system as a pre- gaming backend is managed by the Photon Cloud, a SaaS
liminary development intending to address some of the platform that facilitates the synchronization of events
challenges and opportunities mentioned before. XR4A is among multiple players on a Unity-based VR application
an Innovation-driven project co-funded by EIT Digital [24]. The VR application interacts with Ticuro Reply [25],
aimed at developing an XR-based tele-therapy solution a platform developed by project partner Reply to
facilifor teens and young adults with neurodevelopmental dis- tate tele-medicine and tele-monitoring, with a web-based
orders like autism [22]. Compared to the large majority front-end that allows to manage the users and
schedof scientific publications on VR for autism, the developed ule the VR session, and a mobile application collecting
solution focuses more on exploring its viability as a tool heart-rate data information from each player via a
Pofor remote therapy. Moreover, the developed platform lar Sense Verity Heart Rate Monitor bracelet [11]. This
within XR4A is built in the perspective of tackling several platform facilitates the collection and analysis of clinical
of the opportunities identified in Sect. 2, in particular and environmental data, in full compliance with privacy
scalability of the validation, detection of emotional status, law (GDPR). In the Ticuro Reply backend, a Machine
predictive therapy and serious games. Learning engine elaborates the flow of biometric data</p>
      <p>The implemented VR solution focuses on a multi- from each player to facilitate stress detection through a
player immersive setting where a small group of teens number of messages that can be triggered to the therapist
can play and interact with each other through their digi- involved in the VR scene.
tal avatars. Moreover, the therapist is also participating A first experimental pilot has been performed in July
within the immersive setting with her own avatar acting 2022 with more than 30 kids and teens from diferent
as a facilitator very similarly to what happens in tradi- age groups. The aim of this preliminary assessment was
4. Conclusions
mainly understanding their level of engagement with the
game environment and challenges, as well as the
therapist’s capability to handle diferent situations in which Even though many research papers have provided
evthe teams were involved along the adventure. Analysis of idence about the capability of VR technology to allow
the post session individual interviews with teens showed instructors and therapists to ofer safe, repeatable and
that there was a high appreciation of the VR game along diversifiable learning environments for individuals with
the dimensions of: engagement, clarity, interaction with ASC, a number of challenges are still to be addressed from
objects, movement, user experience and willingness to both technological and clinical perspectives to prove its
play again in the VR environment. Ratings on these di- full potential as a digital therapy and to address issues
mensions on a 1-5 Likert scale (1=low, 5=high) measuring such as generalisation, and scalability beyond the
proofappreciation, reached an average rating equal or above 4 of-concept studies.
for all dimensions. As a matter of fact, all the feedbacks In this paper a description of these critical challenges
and insights collected from the interviews with teens and is provided, together with the most promising research
observations of their behaviors in the VR environment directions that could tackle them thanks to latest
adduring the game have been used to improve the design vances in several fields, i.e. Artificial Intelligence and
of the VR game even further. new generation VR headsets. Some of the identified
chal</p>
      <p>In XR4A, the data collected during the interactions lenges have been explored within the framework of an
include a complete log of users movements and inter- EIT Digital project called XR4A whose aim is to develop
actions in order to conduct a machine learning process a VR-based tele-therapy for individuals with ASC that
for inferring preferences and behaviours for enabling a can easily scale while facilitating therapists to evaluate
prediction of users intentions and emotions for a further its clinical efectiveness.
design of more personalised experiences potentially
increasing the user engagement and therapeutic outcomes. Acknowledgments
XR4A is currently tested within a feasi-bility study and is
intended to be validated for eficacy in a further clinical The authors wish to thank EIT Digital for the support
trial. within XR4A, our project partners Reply (Italy), iED</p>
      <p>The platform developed within the framework of (Greece), as well as “Cooperativa Albero Blu” (Italy) and
XR4A project will be commercialized by a spinof of FBK their therapists for the collaboration in the design and
(MEEVA Srl) whose aim is to provide Specialised Cen- evaluation phases. Finally, we would like to thank the
ters with a tool ena-bling digital therapy toward pre- teens and their families who participated to the
prelimiadolescents and teens with autism and other neurodevel- nary assessment.
opmental disorders.
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