Virtual Reality and Autism Spectrum Disorder: Emergence of
Sensory-Motor and Olfactory Potentialities in an Anthropocentric
Epistemological Approach
Cécile Lacôte-Coquereau
1a
, Paul Richard
2b
, Emmanuelle Richard
2c
and Patrice Bourdon
1d
1
Centre de Recherche en Education de Nantes, Nantes University, Chemin de la Censive du Tertre, Nantes, France
2
LARIS – SFR MATHSTIC, University of Angers, 62 Av. Notre Dame du Lac, Angers, France
Keywords: Virtual Reality, Virtual Environment, 3D Interaction, User-Centred Design, Autism Spectrum Disorder.
Abstract: The work presented in this paper is part of an innovative program including researchers from computer science,
psychology, and education science. The aim is to propose immersive virtual environments to develop
autonomy skills of young adults with autism having specific visual, psycho-sensorial, and cognitive
capabilities. Several skills towards a progressive autonomy are thus targeted: interactions and social skills,
verbal or alternative communication, perception-action coupling, and joint attention. In this context, a virtual
supermarket has been developed, allowing participants to be confronted with shopping activity.
1 INTRODUCTION
Since the dawn of the 21
st
century, in the hope of
alleviating cognitive dysfunction, researchers, and
therapists have been seizing the potential offered by
virtual reality (VR) (Fallet et al., 2022). Despite the
abundance of literature cross-referencing autism
spectrum disorder (ASD) and VR, there is a dearth of
work addressing this atypical triple comorbidity
profile. This raises the question of the potential
applications of VR in this ethical context: to what
extent this technology may reduce the attentional and
sensorimotor disorders of an autistic public with
specific psycho-sensory percepts (Bogdashina, 2020;
Mottron et al., 2006)? Our pioneering participatory
research aims to support socio-educational strategies
for a particularly vulnerable autistic population with
intellectual development disorders (IDD), language
development disorders (LDD) and sensory-motor
disorders (WHO, 2022).
In the next section, we provide a brief overview of
the use of VR techniques and recommendations for
non-verbal or dyscommunicative autistic individuals.
In Section 3, we describe our unique approach to the
a
https://orcid.org/0009-0000-6976-6109
b
https://orcid.org/0000-0001-9905-847X
c
https://orcid.org/0000-0002-9592-6150
d
https://orcid.org/0000-0001-9096-8872
design of effective virtual environments (VEs) aimed
at developing autonomy skills in young adults with
autism who possess specific visual, psycho-sensorial,
and cognitive capabilities. Section 4 presents and
discuss some preliminary results. The paper
concludes with a summary and introduces some
future work.
2 PROPOSED APPROACH
2.1 User-Centred Design Methodology
VR technologies and 3D multimodal interaction
techniques have been studied and used in the field of
medicine and education for almost three decades
(Burdea & Coiffet, 1994; Burdea et al., 1996;
Popescu et al., 2002; Jankowski et al., 2013). In this
context, olfactory feedback was used to increase the
sense of presence in VEs and the memorization of
information (Richard et al., 2006; Tijou 2007;
Andonova et al., 2023; Cowan et al., 2023).
In the field of autism, recommendations support
the importance of learning devices that are
484
Lacôte-Coquereau, C., Richard, P., Richard, E. and Bourdon, P.
Virtual Reality and Autism Spectrum Disorder: Emergence of Sensory-Motor and Olfactory Potentialities in an Anthropocentric Epistemological Approach.
DOI: 10.5220/0012409600003660
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2024) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 484-491
ISBN: 978-989-758-679-8; ISSN: 2184-4321
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
intrinsically centred on users, to enter affordance
(Gibson, 1977) with their cognitive percepts. In this
context, we propose an epistemological,
anthropocentric approach (Fuchs, 2016) that is part of
innovative participatory research in which the
psycho-sensory specificities of users are integrated
into the process of designing VEs (Lacôte-
Coquereau, 2023).
Appropriate to autism, the User-Centred Design
methodological approach (Guffroy et al., 2017) is part
of the subject-participant concept (Bourdon, 2021).
The participation of users, who become co-creators
during the innovation design and implementation
processes, is a key point of the proposed
methodology. We can then, via this systemic
approach, design, prototype, test and improve the VE
(Renaud & Cherruault-Anouge, 2018).
The design process took place directly in the
living environment (specialised medico-educational
home) and with the autistic people concerned (Figure
1). The process started in June 2021 with the
introduction of immersive VR to the participants,
researchers, and the socio-educational team members
engaged in the project. The initiation involved the
exploration of the Antarctic National Geographic VR
application. Throughout this initial phase, spanning
several months, we were able to discern the interests
of autistic users in VR, recognize their sensitivities,
assess their motor and cognitive limitations, and
gauge their potential. This evaluation was grounded
in the diagnostic assessments specifically designed
for autism spectrum disorder (ASD).
Following the initial phase of immersion and
acclimatization, the experiment commenced with
young adults diagnosed with autism spectrum
disorder (ASD). Adjustments and enhancements to
the virtual environment (VE) were carried out based
on feedback from participants, considering the
responses and reactions of both the autistic
individuals involved and the medical team that
supports them daily. The VE was also refined and
adapted according to the specific psycho-sensory
specificities of the participants, enriched by
brainstorming and design thinking sessions and
design thinking sessions with the entire socio-
educational team and the researchers (Renaud &
Cherruault-Anouge, 2018).
During the design process, the VE was adjusted
after each trial according to the difficulties observed
by the medical-educational team or the observations
of the participants. These modifications included a
reduction in light intensity (visual hypersensitivity),
an increase in olfactory stimuli, and the addition of
certain pictograms to make it easier to understand the
interaction possibilities. The equipment was also
modified to facilitate observation of the VE, for
example by replacing a fixed chair with a swivel
chair.
(a) (b) (c) (d)
Figure 1: Illustration of the User-Centred Design process:
young adults with ASD, researchers, and socio-educational
team first immersion in the Antarctic application (a, b, c),
and experiment with the young adults with ASD (d).
2.2 Participants
The study involves a vulnerable population,
benefiting from a legal protection measures, due to
impaired cognitive, relational, or physical faculties.
The cohort is made up of 8 young adults with autism
spectrum disorder (ASD), language impairment and
Intellectual Development Disorder / IDD (WHO,
2022):
- 4 men - 4 women
- Average age: 23
- 6 out of 8 subjects have no access to writing or
reading
- 8 out of 8 have impaired oral language skills
Clinical assessments were based on the international
diagnostic scale AMSE - Autism Mental Status Exam
(Grodberg et al., 2014). Seven significant ASD items
are rated from 0 to 2, depending on the severity of the
impairments: eye contact, interest in others, pointing
ability, language, language pragmatics, stereotypies,
intrusive preoccupations. The average score for the
group (1.6/2) indicates moderate to severe language
impairment. On the other hand, the evaluations show
a relatively preserved pointing ability (group average:
0.3/2). In this sense, the ray-casting metaphor, which
can support alternative communication, seems to us
to be a major support provided by the VE.
2.3 Task Description
A meta Quest 2 headset was used to immerse the
participants in the virtual supermarket. The task asked
of the participants was as follows. They had to collect
different products from the shelves in a basket,
according to their wishes, in order to enable self-
determination. Given their sensory-motor difficulties,
Virtual Reality and Autism Spectrum Disorder: Emergence of Sensory-Motor and Olfactory Potentialities in an Anthropocentric
Epistemological Approach
485
the proposed navigation technique was teleportation.
A guide-experimenter pressed a key on the keyboard
to teleport the participants from point to point in the
shop: bakery, fishmonger, fruit, flowers, bookshop.
The participants had to point with their hands at the
objects to be collected. A ray (ray-casting), which did
not require verbalisation, was
then used to select the
objects to be collected. The item was directly placed
into the basket, until the checkout.
A garden, designed as a sensory resting place was
proposed to give each user a cognitive break. An
avatar, designed to resemble the physiognomy of the
educational team co-ordinator, was also implemented
to enable users to ask for help, also using the hand-
free ray casting technique, if they felt the need during
the task. The participant's ability to social interaction
and self-determination of the subject-participant were
thus and enhanced.
3 VIRTUAL ENVIRONMENT
3.1 Visual/ Acoustic Affordance Design
Autism Spectrum Disorders (ASD) are characterized
by impaired communication and social interaction,
sensory atypia, stereotyped behaviours, and restricted
interests, sometimes making engagement in cognitive
activities complex (WHO, 2022). Thus, for people
with autism, digital tools can arouse a particular
interest, conducive to learning (Mercier et al., 2022).
In this context, VR seems very appropriate as it is part
of an environment designed in affordance, in line with
users' emerging abilities (Gibson, 1977). Affordance
is that space-time of possibilities, the result of a
relationship between two entities. In VR, this induces
the anthropocentric conception of a secure, iterative,
and gradual space, qualitatively and quantitatively
controlling the information delivered by the system
(Klinger, 2014). In this sense, VR facilitates
individualized consideration of the autistic person's
specific sensory perceptions, prevailing over
exogenous stimuli (Zhao et al., 2022).
In our everyday world, the perceptual-motor and
perceptual-cognitive systems of people with ASD are
overwhelmed by a noisy, overly rapid flow of
information (Chokron et al., 2020; Swart, 2006). In
contrast, VR can offer a stable, reproducible learning
context, free from exogenous distractors (noise,
comings and goings, unexpected intrusions, etc.), all
of which are deleterious to concentration and
attention. By minimizing the intensity of acoustic and
visual flows (Mottron et al., 2007), slowing down
images and speech flow, immersive technologies
promote a reduction in behavioral disorders,
subjective well-being (Lacôte-Coquereau, Vigier, et
al., 2023) and, subsequently, an availability
conducive to learning (Tardif et al., 2017).
3.2 Ray-Casting: Supporting Executive
and Language Functions
Cognitively, ASD impacts executive functions:
planning, memorization, inhibition, attention
(Klinger, 2014). Often targeted in the field of autism,
joint attention deficit profoundly affects social
cognition (Baron-Cohen et al., 1997). In VR, this
essential skill can receive special support. In
dyscommunicative subjects, the design of interaction
metaphors based on the pointing gesture, such as ray-
casting (Baloup et al., 2019), appears to be able to
support attentional skills (Jordan, 2004).
Figure 2: Evolution of the success rate of pointing gestures
over the first 13 months.
A precursor to pointing and intentionality, joint
attention can be defined as preverbal communication
(Aubineau et al., 2015). It is the key interaction for
social development (Mundy & Newell, 2007). Its
mastery is therefore essential to the psycho-cognitive
development of dyscommunicative subjects. The
implementation of this pointing (ray-casting)
technique proved to be relevant in three ways:
reinforcing intersubjective attention, substituting for
absent or defective verbalization, and supporting
impaired motor functions (Figure 2).
3.3 Hands-Free Ray-Casting
Motor stereotypies are frequent hyperkinetic
disorders (Goldman et al., 2009), whose main
characteristics are that they are involuntary,
predictable, rhythmic, and repetitive. In the case of
motor stereotypies typical of ASD (flapping or
elevated hand tremors), it is now possible to filter data
from localization sensors to stabilize these actions by
motor-behavioral software aids (Fuchs, 2016) and
improve interaction (Sakkalis et al., 2022). Immersive
HUCAPP 2024 - 8th International Conference on Human Computer Interaction Theory and Applications
486
ray-casting techniques can also be used with the
hand-tracking approach. In this way, the technique
efficiently replaces the use of 3D controllers,
joysticks or buttons that are too complex for people
with intellectual development and motor coordination
difficulties.
(a)
(b)
Figure 3: Self-determined avatars in the virtual shop: virtual
educator (a), and the cashier (b).
3.4 Social Presence
On a societal scale, social interactions "enable us to
construct representations that are indispensable to our
understanding of others and the world" (Aubineau et
al., 2015). However, these fundamental skills in
society give rise to real difficulties for subjects with
autism. Yet "the experience of self can be enhanced if
other beings exist in the virtual world" (Biocca et al.,
2003). Showing "appearances of human faces or
forms plays an essential role in the symbolism of a
representative scene" (Willumeit et al., 2022). Thus,
envisaged as scaffolding for social interactions
hampered by ASD, "avatars and virtual elements
contribute to training in the recognition of facial
expressions and bodily gestures" (Mesa-Gresa et al.,
2018). Several avatars, chosen by the autistic users
themselves in self-determination, were thus added to
the VE. The aim here is to reinforce the feeling of
"social presence" (Biocca et al., 2003), in a reassuring
context conducive to learning (Figures 3a and 3b).
4 RESULTS AND DISCUSSION
The results of the study confirm that VR techniques
with an anthropocentric focus can promote activity
engagement and learning in dyscommunicative
autistic people (Lacôte-Coquereau et al., 2023). The
results also underline the importance of a VE
designed in affordance with the psycho-sensory needs
of learners to increase their cognitive availability and,
subsequently, their learning. A major question
remains, however, as to the generalizability of this
immersive protocol: how can we involve autistic
users who have little or no willingness to experiment
with the VR headset? Faced with this motivational
fragility, we felt it was essential to heuristically
investigate the restricted interests and particular
sensorialities of each subject, in an ethic respectful of
human diversity.
4.1 Sensory Feedback: A Memetic and
Cognitive Vector?
Among the sensory modalities offered by VR, one of
the avenues currently under study applies to the
olfactory domain, a sensory-cognitive channel now
integrated into the headset during immersive trials.
Retro-olfaction, evident from the moment a child is
born (Candau, 2000), is a physiological mechanism
that enables the olfactory system to perceive aromatic
characteristics. Research into the neurophysiology of
olfaction suggests that depriving ourselves of the
powerful emotional tone of odors would mean
"cutting ourselves off from an essential link with the
world" (Holley, 1999).
At the memetic and cognitive levels, olfactory
impressions, "individual symbols par excellence",
convey "the capacity to evoke memories and feelings
removed from social communication" (Sperber,
1974, p. 130). According to the work of André
Holley, the olfactory channel may have two
dimensions: a "cognitive dimension" driven by
olfactory signals, and a "motivational dimension of
sensory stimuli" (Holley, 1999; Washburn, et al.,
2003; Richard et al. 2006; Tijou, 2007).
4.2 Sensory Feedback: A Personalized
Motivational Vector?
During the VR trials, the orthonasal route was
implemented, inspiring the scent directly from
cartridges integrated into the VR headset. Following
the anthropocentric participatory approach, several
cartridges were selected in accordance with users'
wishes. As users stroll through the virtual
Virtual Reality and Autism Spectrum Disorder: Emergence of Sensory-Motor and Olfactory Potentialities in an Anthropocentric
Epistemological Approach
487
supermarket, they synchronously diffuse a fragrance
corresponding to the food on the shelves, encouraging
visual identification and olfactory stimulation: coffee,
chocolate, apple, orange.
Diagnostic assessments carried out beforehand
with autistic people highlight an olfactory hypo-
hyper-sensitivity (Bogdashina, 2020; Degenne-
Richard, 2014): "R 7 agrees to smell the scented cups.
Her inspiration is deep and fresh. On two occasions
she was able to differentiate between sweet and salty
smells. ... was able to say that she doesn't like the
smell of fire" "R4 looks for strong smells". In keeping
with these sensory specificities, the choice of scents
was closely linked to the interests and tastes of the
autistic people: a major appetite for apples for one,
chocolate for another. On the other hand, an olfactory
surplus could prove repellent to a subject with
olfactory hypersensitivity or who rejects one of the
scents inhaled. A detailed knowledge of the user's
sensory specificities is therefore essential in this field
of experimentation.
Professionals and scientists attest that, in the field
of autism, "personalization according to centers of
interest is a prerequisite for arousing interest" and
enhancing an often-random engagement in learning
activities (Renaud & Cherruault-Anouge, 2018, p.
140). Thus, it seems relevant to us to mobilize
"different sensory modalities" (Vandromme, 2018, p.
18) to elicit greater immersive interaction.
Philosophers and anthropologists have stressed the
importance for perceptual awareness of combining
signals transmitted by different sensory pathways
(Cassirer, 1972; Lévi-Strauss, 1964). At the end of
the first experiments, users' verbatims, facial
expressions and gestures revealed sensations of
pleasure when scent was diffused (Figure 4).
4.2.1 Olfactory Test R1
R1 - "I smelled...it smells like coffee, it's nice...it
makes me want to... Apple, yeah, it's good" (smile and
thumbs up).. " Orange, it smells good... it's good, it
makes me want to go shopping.
GP - Do you remember the smells of the helmet?
R1 - Yes, chocolate and coffee
GP - And the fruit?
R1 - Apple, orange
Olfactory feedback supports the correlation towards
the subject's ability to memorize, evoking pleasure,
and thus developing motives for activity (Leontiev,
1975).
Figure 4: User's deictic gesture of assent to olfactory
diffusion during a trial.
4.2.2 Scent Test R2 (Non-Verbal)
During another trial in the virtual supermarket, the
professional guide offers R2 (non-verbalizing
subject) an olfactory diffusion of chocolate (a scent
that R2 particularly likes):
GP - "Would you like some chocolate now?
R2 - Mmm (nodding, agreeing)
GP - It's going to smell like chocolate now.
(new diffusion of chocolate scent)
R2 - (pause for scent diffusion) R2 concentrated.
No rictus, no postural retreat during retro-
olfaction). With a pointing gesture via ray-casting, R2
selects the chocolate box of her choice from the shelf.
She laughs and applauds loudly" (Figure. 5). For
participant R2, a non-verbalizer, olfactory diffusion
induced increased thinking time, concentration, and
visual attention, culminating in an autonomous choice
of the chosen food product (chocolate), by ray-
casting. "All sensory stimuli are tangled and
interchangeable dialects of the universal language of
perception" (Steiner, 1967). Ultimately, while the
current results are promising and encouraging, it will
now be a matter of replicating and refining the
innovative immersive approach using olfactory
modality, with a broader corpus. The anthropological
evidence (Passeron & Revel, 2005) from this
participatory research is based on a quantitatively
small cohort (8 adults with ASD), which does not
allow for convincing generalization. However, for
Passeron and Revel (2005), "even in a single
individual, we can solidify hypotheses on the basis of
recurring clues". Although this case is singular, it
reveals a new reflexive space. As such, it is highly
HUCAPP 2024 - 8th International Conference on Human Computer Interaction Theory and Applications
488
relevant, and can be tested in other scientific,
therapeutic, or educational contexts.
Figure 5: Ray-casting of chocolate by R2 after retro-
olfaction.
5 CONCLUSION AND FUTURE
WORK
The work presented in this paper aims to design
immersive VEs to develop autonomy skills of young
adults with autism having specific visual, psycho-
sensorial, and cognitive capabilities. Several skills
towards a progressive autonomy are targeted:
interactions and social skills, verbal or alternative
communication, perception-action coupling, and joint
attention. In this context, a specific user-cent red
design methodology is proposed. A virtual
supermarket, with the integration of olfactory
feedback, has been developed allowing participants to
be confronted with shopping activity and the
development of this skill. Results showed that VR
with an anthropocentric focus can promote activity
engagement and learning in dyscommunicative
autistic people. The results also highlight the need to
design and offer immersive environments specifically
tailored to the psycho-sensory needs of the end users,
in this case young adults with autism. To extend and
validate our approach, we plan to design other virtual
environments such as a city and a flat. We will also
be proposing and comparing other navigation
techniques, such as free teleportation and step-in-
place, to favor users’ autonomy.
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