
considering the ability to change dynamically and be 
customized based on each individual separately (D. 
Strickland, 1997; S. Parsons, P. Mitchell, 2002). 
Preferred Computer Interactions: The 
complexity of social interaction can interfere when 
teaching individuals with social disorders.  Human 
interaction can be so difficult and disruptive that 
learning is not possible.  Children with autism 
characterized by proactive behavior, they prefer a 
predictable, structured and in this way ‘safe’ 
environment.  They prefer to be in ‘control’ of the 
interaction and they respond well to structure, 
explicit, consistent expectations, and challenge 
provided by computers.  Virtual environments are 
stable, familiar, predictable, and allow children to 
learn basic social interactions in consistent and 
accepting way (D. Strickland, 1997; K. Dautenhahn, 
2000; S. Parsons, P. Mitchell, 2002). 
Embodied Interaction: Virtual environments 
devices (e.g. VR helmets, hand controls), might be 
unacceptable for many autistic children, but for 
others might be appropriate.  Approaches which 
support interactions involving the whole body seem 
highly promising; set ups where the child can freely 
move and is not constrained to sitting at a desk and 
is not required to wear special devices.  The use of 
body and head trackers provides other advantages 
and possibilities.  The movements and actions of an 
individual can be controlled in a virtual 
environment, allowing the system to adjust to a 
patient’s actions.  A large proportion of individuals 
with autism never learn to communicate, this allows 
interactions in virtual scenes without verbal training 
from a teacher or other controllers (D. Strickland, 
1997; K. Dautenhahn, 2000).    
Immersion: The sense of immersion refers to 
the feeling of being part of, or engaged in one virtual 
scene.  Feeling like you are really inside the virtual 
environment (Parsons S. & Cobb S., 2011).  Parsons 
and Cobb (2011) report that in a research of Mineo 
(2009) have been compared responses of 42 children 
with autism to three different electronic media 
conditions. The thrird condition in which the child 
engaged directly in activities within an immersive 
VR, was classified as the most immersive media 
condition.  Children were more engaged with this 
technology – they spent more time looking at the 
screen.  As the author points out, a further 
investigation needs to be done, in order to check 
whether this aspect of VR can be translated into 
effective instruction and learning.  Parsons and Cobb 
(2011) indicate another study of Wallace (2010), 
which explored the responses of adolescents with 
autism to an immersive ‘Blue Room’ (animations 
projected onto the walls, no headsets needed).  
Participants experienced scenes from a street, 
playground and a school and asked to rate their 
feeling of ‘presence’.  Results show positive 
experiences and that immersive VR has the 
advantage of allowing realistic and accessible scenes 
that could form the basis of important social role-
play (S. Parsons, S. Cobb, 2011).                 
A study of Strickland, Marcus, Mesibov and 
Hogan (1996), showed that children with autism 
were able and willing to accept and interact within 
virtual reality worlds.  Also demonstrated that 
children respond to the virtual world in a meaningful 
way, and tolerated wearing virtual reality equipment.  
Max and Burke at 1997 demonstrated that the virtual 
environment improved children’s attention and 
performance across sessions (T. Goldsmith, L. 
LeBlanc, 2004).  S. Parsons and P. Mitchell (2002), 
conclude that virtual environment is an exciting tool 
that can extend the existing teaching practices and 
methods for social skills treatment for people with 
ASDs.  Moreover, it provides a safe and supportive 
learning environment that succeeds to transfer 
knowledge between virtual and real world (S. 
Parsons, P. Mitchell, 2002).       
Strickland (1997) investigated the use of Virtual 
Worlds as a learning tool for children with autism.  
Two autism children (a seven year old girl and a 
nine year old boy) took part in the study which 
consisted of over forty virtual exposures (each less 
than five minutes).  The goal of the research was to 
help children with autism, cross a road safely.  The 
first part of exposures was to train the child to 
recognize and track a moving car within a street 
scene.  The second phase was to train the child to 
find an object and the color of it in the environment, 
walk to it, and stop.  Finally, with the learned skills 
the child should have the ability to cross a street 
alone.  They used VR helmets for the immersion in 
the 3D environment, and the results proved that 
children are able to use them.  In addition, the results 
have demonstrated that children immersed 
themselves in the virtual scene, were able to track 
the moving cars and verbally labeled objects and 
their colors.  Also children tracked moving objects 
with eyes, head and body turning and located objects 
(signs) and walked towards them.  Because of the 
small number of participants the results cannot be 
generalized. (D. Strickland, 1997). 
S. Parsons, A. Leonard, P. Mitchell (2006), 
investigated the use of virtual environment for social 
skills training with two adolescents boys (14 and 17 
years old) with ASDs.  There are two types of VEs - 
a bus and a café – both of which were presented to 
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