26824
Discovr - Virtual Reality Social Cognition Training for Adults with Autism
Deficits in social cognition are amongst the most challenging aspects of autism spectrum disorder (ASD), making it a core symptom, impairing individuals throughout their lives. Building relationships or finding a job does not come naturally, when the intention and comprehension of basic rules and subtle cues of social interaction are poorly understood. This, leading to social exclusion and deteriorating quality of life. Social skills training is usually initiated for handling problems in the emotional- & social perception and poor metalizing skills (Theory of mind). Interventions based on Cognitive Behavioural Therapy (CBT), have proven their efficacy. However, it is crucial for the effectiveness of the training to achieve transfer of knowledge and skills, to situations in everyday life and novel environments. In conventional training, pictures, text, comics, movies or role-playing is used. Although these can be a good method for didactic purposes (providing knowledge/insights), it is important for practicing social skills that this can happen in a setting that has the same dynamic, complex and interactive nature of true social situations. Advancements in technology make it possible to offer a more tailored social cognition training, incorporating the environment of the patient into their therapy. Virtual Reality(VR) is such an advancement. VR provides a safe, dynamic and interactive treatment setting, that could transcend the social cognition training as is available today. Research shows that Virtual Reality is a promising tool in strengthening social cognition in people with ASD (Kandalaft et al. 2013, Parsons et al., 2002 & 2006). VR offers an 'ecologically valid', immersive environment to experiment with (new) social behavior in a secure, controlled setting that provides direct feedback and learning experiences. Scenarios from the person's life can be trained with gradual intensity, making VR a sufficiently realistic way to transfer skills to the person's own environment.
Objectives:
In a pilot-study we explore a CBT based Virtual Reality intervention, to enhance social cognition of adults diagnosed with autism. Primary outcomes of this study are: (1)Feasibility, Tolerance and Acceptance of the intervention and (2) Improvement in Social Cognition.
Methods:
The intervention protocol is dived into modules (16 sessions over a 8 week period, 1 hour sessions), training the patient in Emotion recognition, Social perception/Theory of Mind and interactive social interaction. An Avatar mediated system enables the therapist to communicate directly with the patient in the Virtual world. Through voice alteration and avatar selection, the therapist can mimic social situations from the patient’s life. A pre-post assessment design (with 8 week follow-up) enables us to assess the usability, tolerance and effectiveness of the intervention.
Results:
Starting April 2018, the treatment will be embedded into multiple mental health organisations in the Netherlands. A small usability study (n=2) will be presented to show qualitative data from our patient panel. We will present the VR apparatus along with a poster on the protocol and pilot study. Visitors are welcome to experience the VR-world.
Conclusions:
Based on previous research, VR intervention could be a valuable addition to the therapeutic instruments for improving social cognition/skills in ASD.