State-of-the-art of virtual reality technologies for children on the autism spectrum
By Sarah Parsons, Sue Valerie Gray Cobb. 2011
401 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Rehabilitation, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/ef57b243750b9fcb5183638b1db1206a8fdda357
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- Sarah Parsons
- Kaska Porayska-Pomsta
- F. Pérez-Diaz
- Sandra Chapman
- Tim J. Smith
- Eynat Gal
- Fengfeng Ke
- Sara Bernardini
In Rehabilitation
In Human-Computer Interaction
- Sarah Parsons
- Sandra Chapman
- Tim J. Smith
- Fengfeng Ke
- Daniel C. Krawczyk
- Tandra T. Allen
- Michelle Kandalaft
- Nyaz Didehbani
Citations in the corpus
- Innovative technology-based interventions for autism spectrum disorders: A meta-analysis (2014, background): “In contrast, research on virtual reality for training individuals with ASD has existed for at least 10 years (Parsons and Cobb, 2011).”
- ECHOES: An intelligent serious game for fostering social communication in children with autism (2014, background): “Additional references concerning serious games for autism can be found in [5,52,57].”
- Virtual-Reality-Based Social Interaction Training for Children with High-Functioning Autism (2013, background): “…three-dimensional VR can be employed as a promising learning platform to enhance social interaction performance for children with autism (e.g., Beaumont & Sofronoff, 2008; Cheng & Ye, 2010; Kandalaft et al., 2012; Mitchell et al., 2007; Parsons & Cobb, 2011; Parsons, Mitchell, & Leonard, 2004).”
- Authenticity in virtual reality for assessment and intervention in Autism: a conceptual review (2016, methodology): “However, Parsons and Cobb’s (2011) review of the field raised two important questions”
- Virtual Reality Social Cognition Training for children with high functioning autism (2016, background): “Another drawback is that generalization of learning to untrained measures or real life has not been adequately addressed in previous VR interventions designed for ASD (Parsons & Cobb, 2011).”