A Prototype Immersive, Multi-user 3D Virtual Learning Environment for Individuals with Autism to Learn Social and Life Skills: A Virtuoso DBR Update

  • Matthew Schmidt
  • Dennis Beck
  • Noah Glaser
  • Carla Schmidt
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 725)


The specific aim of this session is to discuss the early design of a collaborative, immersive learning intervention for youth with Autism Spectrum Disorders (ASD), named Virtuoso. Building on our presentation at AECT 2016, this session will describe design and development progress to date, share our design narrative, explicate underlying theoretical and design principles, provide session participants an overview of the Virtuoso system, and present a timeline of ongoing research and development.


Immersive Virtual worlds Autism 


  1. 1.
    American Psychological Association: Diagnostic and Statistical Manual of Mental Disorders: DSM-5. American Psychiatric Association, Washington, D.C. (2013)Google Scholar
  2. 2.
    Centers for Disease Control: CDC Estimates 1 in 68 Children has been Identified with Autism Spectrum Disorder. (2014).
  3. 3.
    Blumberg, S.J., Bramlett, M.D., Kogan, M.D., Schieve, L.A., Jones, J.R., Lu, M.C.: Changes in Prevalence of Parent-Reported Autism Spectrum Disorder in School-Aged US Children: 2007 to 2011–2012. Natl. Health Stat. Rep. 65(20), 1–7 (2013)Google Scholar
  4. 4.
    AUTHOR 1 (2012)Google Scholar
  5. 5.
    AUTHOR 1 (2014)Google Scholar
  6. 6.
    Leonard, A., Mitchell, P., Parsons, S.: Finding a place to sit: a preliminary investigation into the effectiveness of virtual environments for social skills training for people with autistic spectrum disorders. In: Proceedings of the 4th International Conference Disability, Virtual Reality & Associated Technologies, Veszprém, Hungary (2002)Google Scholar
  7. 7.
    High Fidelity (2017).
  8. 8.
    McKenney, S., Reeves, T.C.: Educational design research. In: Michael Spector, J., David Merrill, M., Elen, J., Bishop, M.J. (eds.) Handbook of Research on Educational Communications and Technology, pp. 131–140. Springer, New York (2014)Google Scholar
  9. 9.
    Moreno-Ger, P., Torrente, J., Hsieh, Y.G., Lester, W.T.: Usability testing for serious games: making informed design decisions with user data. Adv. Hum.-Comput. Interact. 4 (2012)Google Scholar
  10. 10.
    van Oostendorp, H., Warmelink, H., Jacobs, R.: The Evaluation of Health-Oriented Serious games and Apps: A Differentiated Approach (2016).
  11. 11.
    Worthen-Chaudhari, L., Logan, K., McGonigal, J., Yeates, K., Mysiw, W.J.: Concussion symptoms in adolescents are alleviated through use of a gamified health app. Arch. Phys. Med. Rehabil. 12(96), e8 (2015)Google Scholar
  12. 12.
    AUTHOR 1, 2011Google Scholar
  13. 13.
    Brooke, J.: SUS-a quick and dirty usability scale. Usability Eval. Ind. 189(194), 4–7 (1996)Google Scholar

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Matthew Schmidt
    • 1
  • Dennis Beck
    • 2
  • Noah Glaser
    • 1
  • Carla Schmidt
    • 3
  1. 1.Department of Instructional Design & TechnologyUniversity of CincinnatiCincinnatiUSA
  2. 2.Department of Curriculum & InstructionUniversity of ArkansasFayettevilleUSA
  3. 3.Department of Special EducationUniversity of CincinnatiCincinnatiUSA

Personalised recommendations