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Robot and virtual reality-based intervention in autism: a comprehensive review

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Autism Spectrum Disorder is a neurological and developmental disorder. Children diagnosed with this disorder have persistent deficits in their social-emotional reciprocity skills, nonverbal communication, and developing, maintaining, and understanding relationships. Besides, autistic children usually have motor deficits that influence their imitation and gesture production ability. The present study aims to review and analyze the current research findings in using robot-based and virtual reality-based intervention to support the therapy of improving the social, communication, emotional, and academic deficits of children with autism. Experimental data from the surveyed works are analyzed regarding the target behaviors and how each technology, robot, or virtual reality, was used during therapy sessions to improve the targeted behaviors. Furthermore, this study explores the different therapeutic roles that robots and virtual reality were observed to play. Finally, this study shares perspectives on the affordances and challenges of applying these technologies.
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ORIGINAL RESEARCH
Robot and virtual reality-based intervention in autism:
a comprehensive review
Fadi Abu-Amara
1
Ameur Bensefia
1
Heba Mohammad
1
Hatem Tamimi
1
Received: 26 September 2020 / Accepted: 15 July 2021
Bharati Vidyapeeth’s Institute of Computer Applications and Management 2021
Abstract Autism Spectrum Disorder is a neurological and
developmental disorder. Children diagnosed with this dis-
order have persistent deficits in their social-emotional
reciprocity skills, nonverbal communication, and develop-
ing, maintaining, and understanding relationships. Besides,
autistic children usually have motor deficits that influence
their imitation and gesture production ability. The present
study aims to review and analyze the current research
findings in using robot-based and virtual reality-based
intervention to support the therapy of improving the social,
communication, emotional, and academic deficits of chil-
dren with autism. Experimental data from the surveyed
works are analyzed regarding the target behaviors and how
each technology, robot, or virtual reality, was used during
therapy sessions to improve the targeted behaviors. Fur-
thermore, this study explores the different therapeutic roles
that robots and virtual reality were observed to play.
Finally, this study shares perspectives on the affordances
and challenges of applying these technologies.
Keywords Autism Spectrum Disorder Robot Virtual
reality Autism Augmented reality
1 Introduction
Autism Spectrum Disorder (ASD) is a neurological and
developmental disorder. Children diagnosed with ASD
have persistent deficits in developing, maintaining, and
understanding relationships. Autistic children also have
deficits in social-emotional reciprocity and nonverbal
communication skills. Besides, they usually have motor
deficits that influence their imitation and gesture produc-
tion ability. There are two categories of motor deficits: the
basic motor deficit and the praxis performance, including
children with difficulty in social, communication, and
behavioral skills. Although all autistic children share
common characteristics, the precise degree to which each
child is affected significantly differs [1].
Different therapeutical methods exist to communicate
with autistic children and improve their skills. However,
choosing a suitable method imposes a great challenge since
autism needs a comprehensive intervention to aid diverse
autistic children most appropriately. Besides, teaching
autistic children is usually associated with high therapy
costs [2]. Recently, the usage of new technologies, such as
the robot, virtual reality (VR), and augmented reality (AR),
in autism therapy has been considered, motivated by the
fact that children with ASD prefer to engage socially with
objects [3]. Moreover, the preference for interaction with
these technologies is due to their predictable, enjoyable,
interactive, and straightforward environment [4]. Further,
during the learning process, no need for children to con-
sider socio-emotional expectations, which should decrease
their social anxiety. Finally, the current advancement in
these technologies offers eye contact, non-verbal commu-
nication skills, and self-initiated interactions, to list a few.
&Fadi Abu-Amara
fabuamara@hct.ac.ae
Ameur Bensefia
abensefia@hct.ac.ae
Heba Mohammad
hmohammad@hct.ac.ae
Hatem Tamimi
htamimi@hct.ac.ae
1
Computer and Information Sciences Department, Higher
Colleges of Technology, P.O. Box: 25026, Abu Dhabi, UAE
123
Int. j. inf. tecnol.
https://doi.org/10.1007/s41870-021-00740-9
Table 1 Experimental data summary
Targeted
behavior
Participants Method Challenges Robot
Eye contact
Imitation
Repetition
words
7–12 years old
Mild autism
Three game modules executed by NAO
that cover drawing a number, math game,
and emotional gesture
Each module starts with NAO introductory
rapport
A teacher/guardian must be
present
Room setup such as lighting
NAO [24]
Talking
Literary reading
No ASD sample is chosen Multimodal picture book recommendation
framework
Textual info extraction, an image info
extraction, and a multimodality info
integration module
Finding research on topic
obtainment
Providing parents with training
courses
NAO [26]
Gestural
recognition
and production
Twelve children aged
6–12 years
Low-functioning autism
Use NAO robot as a teaching agent for
gestures
NAO engaged in daily life conversations
and demonstration
Determining suitable learning
environments
NAO [27]
Attention
Visual
stimulation
Seven children aged
5–14 years
Moderate to severe autism
Tangram puzzle game
Graded cueing feedback
NAO asked for help during his turn to
stimulate the child’s cooperation
Participants interested in the robot
decreased with time due to
habituation to it
NAO [22]
Attention
Gazing
Three children aged
6–12 years
Language disabilities and
poor communicative
skills
A network of sensors to capture the
children gazing
Dog and cat different pictures placed at
two opposite sides of the room
Availability of complete data
about children
Limited degrees of freedom
NAO [21]
Interaction
Early detection
of ASD
1–14 years An observation-based autism screening
system
Six questions were adapted to the robotic
context
The robot collected response directly from
toddlers
Data extrapolation NAO [28]
Interaction
Emotion
One typically developed
child
Partially observable Markov decision
process to model the diagnostic protocol
Manual setup per each child
Open-space environment
NAO [30]
Eye contact Three children aged
6–13 years
High functioning ASD
An AI system based on robot-assisted
treatment of autism
Detects the child’s non-verbal signals
Exercises focus on: eye contact, joint
attention, body imitation, facial
imitation, facial expression imitation
The therapist has to assign each
exercise to a child according to
the functioning levels
NAO [31]
Interaction Five children aged
5–8 years
moderate to severe autism
Face recognition
Eye gaze detection
The two degrees of freedom PABI
has
PABI [33]
Interaction No ASD sample is chosen Applied Behavioral Analysis therapy
Aid diagnosing autistic children
PABI has only 8 degrees of
freedom
PABI [20]
Interaction Eighteen children aged
4–6 years
Moderate ASD
Complex and semi-unstructured
interaction in ASD therapy
Fully autonomous robot
Maintain a fully autonomous robot ASTRO [1]
Tactile
interaction
Eight boys aged 6–9 years Teaching how to identify human body
parts
Teaching triadic relationships
KASPAR is a semi-autonomous
robot
Kaspar [36]
Imitation
Attention
Turn-taking
Seventy-three
professionals and adults
with ASD
Evaluate robot, end-user, environment, and
practical implementation requirements
Manual analysis of collected data
The sample is limited to one
country
Kaspar [37]
Int. j. inf. tecnol.
123
Robots’ use as therapeutic tools for individuals with
ASD can be considered according to three angles: aca-
demic, industry, and legal development [5].
Academic development: In 1995, artificial, social
intelligence, and autonomous robots were proposed.
Social intelligence robots can complete different tasks
without any help. Further, different hypothetical sce-
narios were suggested for robot-human and robot-robot
communication and cooperation. At that time, robots
were controlled in a well-structured environment.
However, few robots showed a degree of intelligence
concerning robustness, autonomy, flexibility, and
adaptability [5].
Industry development: the literature indicates a grow-
ing industry and a significant demand for educational
robot technology [6]. Robokind, Aldebaran, and
Origami Robotics are among the leading companies
in manufacturing robots for autistic people. The first
company, Robotkind, provides the market with
Table 1 continued
Targeted
behavior
Participants Method Challenges Robot
Facial
expression
recognition
Emotions
Forty-five children
High functioning ASD
Game-based scenario
Storytelling to improve emotions
High manufacturing costs ZECA [38]
Cognitive
flexibility
Interaction
Forty-one autistic children
aged 4–13 years
Forty typically developed
children aged 4–7 years
Each participant goes through robot
interaction and human interaction
Probabilistic reversal learning task
The robot may distract the ASD
children
Repeated measures that may
interfere with results
Keepon [10]
Social and self-
regulation
skills
Nineteen children with
ASD
Student and Milo engage through social
narratives
Milo delivers lessons
Some children have a newfound
ability to communicate
Milo [42]
Interaction
Communication
and social
skills
Three children with ASD Specially designed educational scenarios
Enhance short-term and long-term memory
The therapist manually evaluate
the observation sheets
Pepper [84]
Attention
Facial
expression
skill
Fifteen parents of children
with low-level autism
aged 6–15 years
Six autistic children aged
7–12 years
Train autistic children on recognizing
facial expressions
Parents answer survey questions
Limited robot’s skills ifbot [45]
Interaction Eleven autistic children
aged 5–8 years
Individual interactive session
Children engage in self-directed
exploratory play
The experimenter asked a series of pre-
established questions
Simple mechanical toy dog AIBO [46]
Attention
Imitation
Four autistic children aged
4–5 years
Low functioning autism
Imitation of body movements
Evaluation sheet that lists child’s
expressions/reactions observed
Observing imitation for low
functioning autistic children
Tito [47]
Social
interaction
Sixty autistic children
aged 5–16 years
Free play and structured games
Single autistic subjects
The robot starts with a free play period and
then switch to a structured game session
The robot requires three
interventions from developers
TeoG [85]
Emotional and
social skills
Four children with ASD Educational games and activities
Identify interactive behaviors
Measure amount of social engagement
Integrating quantitative data with
qualitative data
Aisoy [48]
Communication
skills
Interaction
Twenty children with
ASD
Introduce each child to the robot, talk
freely, and play
Conversation and playtime
The robot has limited skills and
degrees of freedom
Zoomorphic
[86]
Int. j. inf. tecnol.
123
advanced social robots such as the Milo robot [7]. The
Aldebaran company develops educational and thera-
peutical tools for autistic children with the NAO robot
as the main product. The Origami company manufac-
tures the Romibo robot, which offers expressive eyes
and can track eye contact.
Legal development: in 1975, the Individuals with
Disabilities Education Act (IDEA) was proposed as a
federal statute to formulate special-need education and
determine the feasibility of educational robotic systems
for public schools of the United States [8]. The IDEA
was revised in 2004. According to the Assistive
Technology clause, long experience and research can
improve special-education children’s learning experi-
ence by utilizing assistive technology devices and
assistive technology services.
A strange phenomenon is worth discussing regarding the
use of robots as therapeutic and educational tools for aut-
ism. The best practices of using the robot in the autism field
are mainly determined by industry professionals who
mostly lack academic training or clinical experience.
External input should improve any system. However, we
end up having autistic therapists and educational practi-
tioners reacting to assistive technology instead of proac-
tively aiding its development [5]. The correct order of
influence on the autism field should be clinical therapists,
followed by educational practitioners, and followed by the
industry’s direction.
In this paper, we review and analyze the current autism
works, mainly based on robots, and to a lesser extent,
virtual reality and augmented reality in supporting the
therapy of improving the social, communication, emo-
tional, and academic deficits of children with autism.
Furthermore, experimental data from the surveyed works
are analyzed regarding the targeted behaviors and how
each technology was used during therapy sessions to
improve the targeted behaviors. Moreover, this study
explores the different therapeutic roles that robots and
virtual reality were observed to play. Finally, this study
shares perspectives on the affordances and challenges of
applying these technologies.
2 Search and selection method
An online search had been conducted using systematic
literature search procedures. The review focused on the
online scientific databases relevant to the addressed sub-
ject, such as PubMed for medical science, Embase for
biomedical literature, PsycINFO for behavioral science and
mental health, Scopus, and Web of Science. In addition, we
searched interdisciplinary databases that include
international conference proceedings and journal papers
related to science, information technologies, and health
science. The selection of the articles was focused on the
following:
The academic peer-reviewed papers were published in
English journals and conference proceedings from 2002
to 2021.
The search query considered the following terms:
autism, autistic children, virtual reality, augmented
reality, robot, robot-based intervention, social behavior,
or virtual education.
The selection was limited to the articles associated with
studies focusing on using robots and virtual reality for
autistic children. Studies that focus on other technolo-
gies and in different languages had been excluded.
Each author had to review papers and focus during the
reading process on the title, abstract, methodology, and
conclusion sections.
The inclusion criteria of the selected articles consid-
ered: (1) the robot-based intervention or virtual reality-
based intervention as well as human-based intervention
and robot-based intervention (2) Targeted participants
are children diagnosed with autism or typically devel-
oped children.
The exclusion criteria considered papers covering other
technologies not related to robots or virtual reality.
3 Robot-based intervention
The choice of the robot to be used in autism therapy is a
crucial factor. Indeed, several considerations must be
considered, such as the robot’s interaction quality and
structure. The interaction quality explores the level of
social interaction between children and robot. For example,
some robots offer a straightforward form of social inter-
action, while others provide different forms of advanced
social interaction. On the other hand, the interaction
structure explores the type of activities offered during the
interaction. For example, some robots offer unstructured
activities, such as free play, while other robots offer highly
structured activities.
Robot autonomy is another critical point to consider
when developing therapies for autism. Some robots are
fully autonomous, while other robots are remotely con-
trolled during the interaction. Remotely controlled robots
adopt the Wizard-of-Oz (WoZ) method, where a human
operator remotely controls a robot [9]. Many researchers
adopted this approach since human perception is used to
overcome autonomous robots’ perceptual challenges. Fur-
ther, a remotely controlled robot offers productive inter-
actions and divers’ social behaviors. It is worth mentioning
Int. j. inf. tecnol.
123
that remotely controlled robots provide broad features and
interactions that vary from simple ones where the robot can
emotionally respond to a child through engagement like the
Keepon robot [10] and Pleo robot [11]; to other complex
interactions like playing turn-taking games or imitation
such as the Kaspar robot [12]. Throughout scenarios, a
therapist meditates a child during interaction with a robot.
The WoZ setup may require more than one therapist, apart
from the robot’s technical staff. Further, human operators’
responsibilities increase, which demands them to process
many inputs and handle complex actions since the inter-
actions with children become more complicated. There-
fore, more human operators are needed to provide a rich
and multimodal interaction for an autistic child [1].
Nevertheless, the long-term dependence of the WoZ
method on human operators makes it a costly solution for
autism therapy [13]. In a previous work involving auton-
omous robots, two additional clusters, mainly differ in the
child-robot interaction, were identified. The first cluster
covered autonomous robots that included works that
introduced robots like Bubbleblower [14] and Roball [15],
to list a few. These robotic systems allow only the simplest
form of interaction and exhibit no social interaction.
Experimental results indicate that children interacted with
robots during their free play, in an unstructured interaction,
where these robots behave just little more than sophisti-
cated toys [14,15]. The other cluster is marked as auton-
omous social robots. It includes works that use robots like
NAO [13,16], Infanoid [17], and iRobiQ/CARO [18], to
list a few. It is worth mentioning that robots that are
dependable enough to interact with humans while operat-
ing autonomously over an extended period were rarely
reported in the literature.
Several guidelines were suggested for the ASD domain
as a roadmap to robot-mediated intervention and evidence-
based practice in autism [19]. The guidelines describe
intervention objectives, participants, dependent and inde-
pendent variables, research design, and training procedure.
In addition to the listed considerations, researchers identi-
fied that selecting a robot for the autism field could be
driven by [2022]:
Shape: robots can take different forms such as android,
human-like, and animal-shaped, to list a few. This may
distress the children during the therapy sessions.
Embodiment: social robots’ physical presence allows
them to do physical explorations and interactions with
their environment, using gestures and touch to com-
municate with children.
Complexity: using robots can dramatically decrease the
complexity of interactions between children and peo-
ple. The robots can be programmed to focus on a few
skills and only one interaction aspect.
In this section, an exhaustive list of the most relevant
research that adopted social robots in autism studies is
presented based on the type of used robot.
3.1 NAO robot
The NAO robot introduces an ideal platform to improve
different skills among autistic children. The NAO is
designed to look approachable and to express emotions like
a toddler. NAO has various features such as autonomous,
19 languages, fully programmable, grasping small objects,
understanding spoken words and confine sounds, walking,
wandering, and distinguishing people. The NAO is equip-
ped with different hardware such as cameras, microphones,
motors, legs, head, hands, and arms. All the conversations
between NAO and children are recorded for future analy-
sis. NAO is the most used robot-based intervention for
research, education, and healthcare [2]. The NAO achieved
a higher gazing time with kids than a human therapist [23].
Besides, children who interacted with NAO achieved
higher scores on communication behavior tests. Many
researchers used NAO to improve the communication and
social skills of autistic children [24]. For example, picture
books can improve reading, understanding, expressing, role
reversing, and emotional skills [25]. Each picture book
contains image information and textual information.
The NAO robot was used to develop a multimodal
picture book recommendation framework based on the
conversation content [26]. The proposed framework con-
sisted of textual information extraction, image information
extraction, and a multimodality information integration
module. However, the proposed framework needs
improvement with more competent association functions.
Besides, therapists and parents should be involved in the
experiments.
A study compared the learning outcomes of NAO robot-
based intervention against human-based intervention in
teaching autistic children the use of intransitive gestures
[27]. The study used production assessments that evaluated
children’s attention, fine motor skills, and visual percep-
tion. Two NAO robots were programmed to offer fourteen
different intransitive gestures and utilized to perform role-
play. Results indicated that autistic children from both
groups successfully recognized the various gestures and
produced them accurately. However, more research is
required to determine suitable learning environments and
investigating nonverbal communication skills.
The tangram puzzle game was proposed to assist chil-
dren [22]. The tangram puzzle was made up of seven
geometrical pieces of different shapes used by children
during therapy sessions. In addition, the graded cueing
feedback was implemented, where children facing diffi-
culties during the game were given gradual cues or
Int. j. inf. tecnol.
123
prompts. Occasionally, the NAO robot asked for help
during his turn to stimulate the child’s cooperation. All
participants showed considerable interest in the robot
during the first sessions. However, this interest decreased
over time due to habituation.
In [21], the dynamics of joint attention for children with
ASD were investigated. A network of sensors was used to
capture the children gazing, displacement, and kinematic
energy. The NAO robot and the sensors were placed on a
table to keep them at the same level as the child’s head.
Two different pictures, dog and cat, were placed at two
opposite sides of the room. The robot tried to draw the
children’s attention to any of the photos in the room by
increasing the amount of information and using different
modalities such as gazing and head movement. Results
showed that the participants with ASD spend less time
focusing on the target picture than the tardive dyskinesia
(TD) participants in terms of gazing. Also, in terms of
displacement, the ASD participants had a higher amplitude
on the ground.
In [28], The NAO robot was used to develop an obser-
vation-based autism screening system. Six questions from
the Quantitative Checklist for Autism in Toddlers were
adapted to the robotic context. The robot collected
responses to the six questions directly from toddlers rather
than from their parents. Another work was conducted to
study the possibility of utilizing NAO and Pepper robots as
a robot-assisted diagnostic protocol [29]. The partially
observable Markov decision process was used to model the
diagnostic protocol tasks to automate robot actions. Results
showed definite signs of the robot’s interaction and
observation of children’s behavior. Another study was
done on a typically developed child, instead of an autistic
child, since he can express emotions and handle stress [30].
The NAO robot was used to detect the eye contact
behavior of three children diagnosed with high functioning
ASD [31]. Each session lasted for 20 min, where the eye
contact exercise was performed 15 times. The eye-detec-
tion algorithm was based on the Viola–Jones detector.
Results indicate that children need help to complete all
levels. In [32], four single-subject experiments were con-
ducted to compare the social engagement level of autistic
children with NAO robot versus humans. All sessions, used
motor imitation exercise and joint attention, indicated that
children showed interest in NAO, especially at the begin-
ning. This interest diminished with time, especially with
the severe autism case. The study concluded that NAO is
considered a better facilitator for moderate autism level
children.
3.2 PABI robot
The PABI is a cartoonish robot specifically designed to
provide applied behavioral analysis (ABA) therapy to
children with autism using the discrete trial training
method [20]. Due to its penguin-like shape, it is called
Penguin for Autism Behavioral Intervention (PABI). PABI
provides all ABA therapy levels, considering the children’s
psychological underpinnings. The PABI robot’s eyes
include stereo cameras for tracking the child’s movements
and modeling eye contact through monitoring children’s
attention to the therapy sessions and chart their progress.
In [33], a PABI-based intervention was developed. The
proposed system consisted of two phases: face recognition
and eye-gaze detection. The histogram of oriented gradi-
ents extracted features invariant to lighting, object occlu-
sion, and orientation changes for the face detection phase.
Then, a linear classifier was used to classify positive and
negative feature samples. Finally, a multi-scale sliding
window search was used to detect skewed images. In [20],
PABI-based intervention achieved better interaction results
than human-based intervention.
3.3 Astro robot
Unlike teleoperated robots, the Astro robot system works in
a fully autonomous way. Manufacturers state that Astro
offers enhanced social interaction capabilities than auton-
omous social robots. For example, the developed system
promotes and explains different therapeutical activities,
provides feedback on various tasks, asks for assistance, and
offers a rich set of activities wherein the child can move
freely around the therapy room [1]. It is worth mentioning
that allowing the child to move freely around a room
presents significant challenges in terms of perception. This
is due to the need to monitor the whole room space and
autonomously differentiate the child from all other objects.
The child performs different activities during a therapy
session, such as finding hidden balls, solving a geometric
puzzle, playing a turn-taking game, and assisting the robot
in moving from one place to another. The robot encourages
a child to perform certain activities, explains how to per-
form activities, and rewards through positive
reinforcements.
To develop an autonomous robot platform capable of
interacting with a human, the robot must act in situations
where neither the human nor the robot can fully complete
the task without the other’s assistance. The Astro robot can
perform activities such as saying hello, giving an intro-
duction, tracking the child’s collection of colored balls
hidden in the room, improving a child’s empathy and social
reciprocity by asking for a child’s help in removing some
obstacles from the robot’s path, and improving social-
Int. j. inf. tecnol.
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communicative behavior skill by encouraging children to
make requests.
3.4 Kaspar robot
The Kaspar robot has different features such as singing,
playing games and tambourine, combing its hair, and
imitating eating [34]. In addition, the Kaspar robot is
equipped with touch sensors to differentiate between soft
and harsh touch and consequently respond [35]. Kaspar is a
semi-autonomous humanoid robot that acts as a social
companion to improve the communication difficulties of
autistic children. The Kaspar robot allows three distinct
operation modes. An example of the autonomous control
mode is when a child activates the robot’s sensors, such as
arm and feet sensors. In the controlled operating mode, a
therapist, or professional controls the robot via a remote-
control device. Finally, the semi-autonomous mode
includes a combination of the two modes.
The Kaspar robot was used to teach children how to
identify body parts and appropriate physical interaction
[36]. In [37], 73 autistic adults participated in different
focus groups to draw out requirements for robot-assisted
intervention. Moreover, 22 participants, children’s parents,
professionals, and autistic adults, attended sessions to
generate ideas for interventions. It is recommended to add
to Kaspar the ability to fetch, grasp, manipulate, and hold
objects [37].
3.5 ZECA robot
The Zeno Engaging Children with Autism (ZECA) robot is
a humanoid robot that can walk and has a human-inspired
character face and gestural body that enables the robot to
do facial expressions [38]. In [38], a game-based scenario
was used, where 45 children diagnosed with high func-
tioning ASD had been divided equally and randomly into
three groups. The first group was exposed to robot-inter-
vention settings. The second group was exposed to human-
intervention settings only. The third group was considered
a control group; they only have to do pre-test and post-test
sessions. The research consisted of four phases: familiar-
ization phase, pre-test phase, practice phase, and post-test
phase. Results showed that the robot could partially con-
tribute to development of facial expression recognition
skills.
3.6 Keepon robot
The Keepon robot was used to study the interpersonal
coordination and social development skills of autistic
children [39]. In [10], the Keepon robot was used to
examine how 41 autistic children and 40 typically
developed children perform cognitive flexibility tasks.
During an interaction with the robot, autistic children
showed more task engagement and enjoyment than human
interaction. Further, there was no significant difference in
the robot-based intervention and human-based interven-
tion’s cognitive flexibility performance. Finally, during the
learning stage, children’s performance was improved dur-
ing robot sessions.
3.7 Milo robot
The Milo robot is developed to aid autistic children in
improving their communication skills [40]. Milo has
advanced social features, uses facial and vocal expressions
to interact with children, and can listen or tell a story. The
Milo robot can be used to improve feelings and sentiments.
It also provides calming aptitude and two-sided discussion
[41]. The study in [42] showed that the Milo robot had
improved self-regulation, social, and academic skills. Stu-
dents enjoyed interaction and dancing with the Milo, which
was a reward for good behavior. The technology can be
used to improve social, communication, and emotion reg-
ulation skills. However, using a computer-based or tablet-
based solution resulted in autistic children who interacted
with technology only and avoided interaction with humans
[43]. Thus, Milo was utilized to deliver verbal interaction
and social narratives resulting in reduced repetitive actions
[43].
3.8 Other robots
The Pepper robot has different features such as a high-level
human interaction, advanced capabilities, attractive face
design, emotional robot, advanced voice recognition ability
of several variations in the human voice, cameras, ability to
use body language, and the ability to recognize 20 lan-
guages, to list a few. The Pepper robot was used to improve
the emotions and learning of special-need children [44]. A
study evaluated different robot features based on their
impact on improving the social and communication skills
of autistic children [45]. The ifbot, a small sphere-shaped
robot, was used in the experiments. Results indicated that
the robot’s face and moving limb drew children’s attention
and improved facial expression skill. However, it did not
improve other social and communication skills. Further,
the robot’s verbal communication feature achieved better
interaction with low-functioning autistic children than
human interaction. The AIBO Dog robot improved mutual
interaction, verbal engagement, and authentic interaction
[46]. Another work utilized the Tito Mobile robot with two
autistic children. Robot-based intervention results indicated
improved attention in visual contact and physical proximity
and imitating smiling compared to the human-based
Int. j. inf. tecnol.
123
intervention [47]. In [48], the Aisoy1 is an interactive robot
that performs educational games and activities to improve
emotional, communication, self-confidence, self-stability,
and kinetic and cognitive skills [48].
3.9 Discussion
Despite the presented research using robots with autistic
children, the evidence of robot-based treatment’s effec-
tiveness is still limited. Indeed, this is mainly because
many studies did not cover all types of deficits related to
autism, such as social, communication, emotional, educa-
tional, behavior, imitation, and gesture production abilities.
Further, many papers based their developed methods on the
fact that autistic children share common characteristics.
However, these papers did not pay much attention to the
fact that each child is affected by autism to a different
degree. This makes it extremely difficult to develop a
comprehensive robot-based intervention solution that aids
diverse autistic children in the most suitable way. Also,
using an appropriate number of robots, and the dependence
on human operators to control the robots are usually
associated with high therapy costs and other overheads.
Further, the robot’s integration as a worldwide educa-
tional tool for students is still early. Also, the best practices
of using the robot in the autism field are mainly determined
by industry professionals rather than autistic therapists and
educational practitioners. In addition, guidelines were
suggested as a roadmap to robot-mediated intervention but
still not widely standardized. Moreover, not all studies
involved autistic therapists and parents in the experiments.
We summarized the experiments discussed in the pre-
vious sections [1,10,2022,24,2628,30,
31,33,3638,42,4548,85,86] in Table 1, and in Fig. 1
in terms of performances. Figure 1A shows statistics of the
targeted skills in the surveyed papers. As the figure shows,
the most targeted skills are Interaction, Attention, eye
contact, and facial expressions. Figure 1B shows statistics
of the targeted autistic children ages. As the figure shows,
the most targeted ages are 5–8 years. Further, the average
number of targeted children per experiment is 17.2, where
some works targeted one child while others targeted 73
children.
4 Virtual reality-based intervention
Virtual reality (VR) offers a virtual environment and
interactive video gaming, based on computer systems,
where sound and sight are the primary sensory stimuli.
Virtual reality is considered an interactive intervention tool
in the autism field, where actions received from autistic
children are partially reflected in the artificial environment.
The VR utilizes various technologies, such as monoscopic
display, stereoscopic display, user technologies, and aug-
mented reality, to integrate the virtual world with the nat-
ural world [49].
The literature reported using virtual reality as a treat-
ment tool in different areas such as diagnosis [50], reha-
bilitation [51], training on surgery [52], and raising
patient’s emotional wellbeing [53], to name a few. More-
over, virtual reality can treat mental disorders such as post-
traumatic stress disorders, phobia, autism spectrum disor-
der, and obsessive–compulsive disorders. In addition, VR
is also used to improve various social interactions, com-
munication, emotional response, social skills, and execu-
tive functions.
The use of virtual reality in treating autism spectrum
disorder includes many benefits over traditional interven-
tions, such as offering a controlled and safe training
environment, adapting the environment to the skills of the
autistic child, allows emulating everyday life skills, and
providing a realistic training environment [49]. Further-
more, the VR offers the ability to receive different mea-
sures of the child’s performance, offer suitable real-time
feedback, and adapt the scenarios [54].
If we consider a sample of literature papers, the targeted
autistic children consisted of 142 boys and 22 girls aged
between four and seventeen years with an average age of
10 years [5575]. In this sample, five papers utilized vir-
tual reality scenarios, environments, and avatars to improve
emotional skills [55,56,59,69,70]. Another article used
virtual reality scenarios and driving modules to enhance
daily living skills such as shopping in a supermarket and
driving [76]. Another work utilized virtual reality and
augmented reality in improving the communication skills
of autistic children [62,73]. In [56], virtual reality sce-
narios and mobile object identification were used to
improve attention skills. Other work utilized virtual reality
devices, such as SenseW armband, BodyMedia, and
immersive stereoscopic surround-screen, in improving
children’s physical activity [74]. Another experiment used
a blue room virtual reality environment as an intervention
tool to reduce phobia [75].
One of the virtual reality applications in the autism field
is reducing the habit of unconsciously copying other peo-
ple’s actions. Studies show that autistic children usually
copy the observed activity’s goal with differences in their
mimicry [77]. A two-dimensional VR environment was
used to induce the mimicry where 26 autistic children
played an imitation game with two avatars; socially
engaged and socially disengaged [77]. The virtual reality
graphics were displayed on a projector screen. Autistic
children used two electromagnetic markers to record their
finger movements and to establish eye contact with avatars.
Results indicate that participants mimicked avatar motions,
Int. j. inf. tecnol.
123
with minor differences, to achieve the observed action.
Results also suggest that VR can be used as a training and
diagnostic tool.
In [78], an interactive scenario-based VR system, made
up of five modules, was developed to improve the com-
munication skills of autistic children. These modules are
the display and trackers module, speech recognition mod-
ule, gesture recognition module, virtual environment and
avatars module, and auto-navigation module. Further, a VR
classroom greeting scenario was developed, where an
interaction between the avatar and the children took place.
Two groups of children were used; ASD children and
typically developed children. Two scenarios of 20 min
each, on two separate days, were proposed to each partic-
ipant on three different setups of the VR system: desktop
environment, computer augmented reality environment
(CAVE), and head-mounted display (HMD). Results
showed that for both ASD and TD children, a satisfaction
rate exceeds 82% for CAVE and 78% for HMD. For the
desktop environment, the performances were averaged at
60%. Also, the children with ASD showed more interest in
desktop environment comparing to TD children.
The study in [66] used virtual reality technology as a
therapeutic tool to treat phobias in autistic children. Results
showed a decrease in phobia intensity in 25% of the chil-
dren over two therapy sessions. Another work developed a
tutoring system based on integrating the NAO robot and
virtual reality [65]. In this work, a virtual teacher taught
sight words to three autistic children and the NAO robot
that emulated a peer. Experimental results indicated that
autistic children could memorize and absorb all the sight
words explicitly as instructed. Further, children learned
about 94% of the sight words exclusively taught to the
NAO robot. In [79], an interactive learning environment
was developed for behavioral training for children with
autism based on the picture exchange communication
system and face-to-face interviews. The participants of the
study consisted of children and their parents. A virtual
toilet was designed for behavioral training per request from
parents. Results indicated that younger parents were more
nervous and depressed while dealing with their children,
while older parents showed a better understanding.
In [80], a VR environment was developed for autistic
children to improve their communication and social skills.
The VR environment used a fish shop game as an inter-
active environment, where the autistic children had to use a
wearable Oculus Rift VR headset and a microphone. The
fish shop game was chosen since it had fewer social skills
and behavior challenges where the context was related to
pets and animals like dogs, cats, and fish. In addition, the
system was built to track the child’s eye contact during the
conversation to record visual attention in a safe
environment.
Despite the presented research in using VR with autistic
children, the evidence of VR-based treatment’s effective-
ness is still limited. This limitation is because many studies
did not use a control group of autistic children with the
same characteristics that received other intervention-based
treatments compared to VR-based intervention [49].
Besides, the same questionnaire should be conducted at the
same time during the intervention program. Also, most of
the studies used a low number of autistic children in their
experiments. Furthermore, some works researched male
autistic children only while others did not maintain the 3:1
male to female autistic children ratio in the chosen sample
[81]. Finally, some papers conducted their research on
high-performance autistic children. Therefore, results and
conclusions obtained from these papers cannot be gener-
alized to the autism field.
5 Augmented reality-based intervention
Children with autism suffer from a lack of understanding
and interpretation of social situations and generate the
appropriate response in the proper format. Therefore,
augmented reality (AR) has been considered to increase the
motivation of children with ASD. The authors in [82]
proposed implementing a social story through an aug-
mented reality environment to improve autistic children’s
Fig. 1 A statistics of targeted skills and Bstatistics of the targeted age
Int. j. inf. tecnol.
123
skills. A social story is a short story describing situations,
skills, interactions, and behaviors, in a written or a visual
format that ASD children can understand. The experi-
mentations had been conducted with three children
accompanied by their therapists. The therapists evaluated
the system’s performance, who filled out a questionnaire
about the level of conformity of the system. The Likert
scale and the obtained results showed that 71% of
respondents agree that the system can support social story
therapy.
In [83], a novel collaborative virtual environment (CVE)
platform using various technologies was developed to
enable autistic children to communicate and interact in a
naturalistic approach. The two remotely and separated
players should synchronize and coordinate their hand
movements to complete the game. The system included an
application module to manage game connection and exe-
cution, a communication module, and an eye tracker
module. A leap motion detector had been used to track the
player’s hand movement and gestures to manipulate the
virtual objects. Further, the CVE had three collaborative
games: puzzle game, collect game, and delivery game. The
proposed system was tested with 12 typically developing
(TD) children and 12 children with ASD. The 12 groups,
one TD child and one ASD child, were used to imitate real-
life interaction settings. In addition, a training session had
been conducted with six different collaborative games. The
study tested the acceptability of the system among autistic
children using five-Likert surveys. Results showed that
autistic children enjoyed the games, and their interaction
progressively improved.
6 Conclusion
Autistic children prefer to interact with new technologies,
such as robots, virtual reality, and augmented reality, since
these technologies offer predictable, enjoyable, interactive,
and straightforward environments. Further, during the
learning process, there is no need for autistic children to
consider socio-emotional expectations, which should
decrease their social anxiety. The current advancement in
these technologies offers eye contact, non-verbal commu-
nication skills, and self-initiated interactions, to list a few.
In this paper, which represents the first phase of a multi-
year project, the recent research findings in utilizing robots
and virtual reality as intervention tools in supporting the
therapy of improving different skills among autistic chil-
dren are investigated. Despite the presented research using
the robot and virtual reality interventions for autistic chil-
dren, the evidence of treatment’s effectiveness is still
limited. Many studies did not cover all types of deficits,
based their developed methods on the fact that autistic
children share common characteristics, followed best
practices of the industry professional instead of autistic
therapists and educational practitioners, or did not involve
autistic therapists and parents in the experiments.
To build a networked robot system capable of effec-
tively participating in different activities, several techno-
logical challenges must be addressed, such as the robot’s
ability to perceive persons and the objects in the room,
robot motion and head rotation to apply the mind-reading
mechanism, robot’s decision-making system to consider
the existing state of the environment and plan the subse-
quent actions, and additional features such as an LCD for
facial expressions. These features aim at attracting and
focusing the child’s attention as well as improving the
interaction. Finally, symbiotic interaction should also be
considered in case the robot cannot perform some actions.
The second phase of this project should focus on
developing a comprehensive technology-based intervention
considering that each child is affected by a different degree
of autism. The developed solution should also reduce
therapy costs, reduce dependence on human operators,
follow autistic therapists and educational practitioners’
practices, involve parents in the experiments, and involve
more symbiotic interactions.
Funding The authors would like to acknowledge Higher Colleges of
Technology for their financial support to this research grant.
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... Children with autism need additional support and assistance to enhance their competence and learning process. Since these children do not learn by observation, technology can be used to improve their learning experience and their skills [10]. Social robots are developed to support autistic children's social, communication, and academic skills where the learning environment is judgment-free. ...
... For instance, every time the robot executes a task, it is executed precisely the same as the previous time, which offers comfort for children. Thus, the presence of a robot alongside a human therapist may result in increased attention and engagement in children with autism during curriculum delivery [8,10]. In a study [11], an autistic child's look toward a robot during therapy sessions was significantly longer than looking toward a human therapist. ...
... Despite the different studies employing robots to aid in treating children with autism, there is currently little proof that robot-based therapy is successful. A large portion of this is attributable to the fact that many studies did not address all forms of deficiencies associated with autism, including social, communicative, emotional, educational, behavioral, imitation, and gesture-producing abilities [6,10]. Furthermore, a lot of articles used the traits that autistic children already have as the foundation for their established methodologies. ...
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Robots are being employed more as mediators between therapists and children with autism. This paper proposes a robot-based therapeutic method that uses the NAO robot, a developed mobile application called AutisPlay, a tablet, and a control laptop. The proposed method is implemented in therapeutic sessions at a local autism center. In this research, a study involving nine children diagnosed with autism spectrum disorder is conducted. The researchers and autism therapists agreed on the targeted academic skills. The main goal of this work is to assess the use of robots and mobile applications in improving the academic skills of children with autism. The obtained experimental results are analyzed using statistical measures such as the percentage of correct responses, informal observations of students’ attention to the robot, reported academic progress, and enjoyment of the therapy sessions. Further, the therapeutic sessions are customized to each child's response to the robot and mobile application. The children showed different engagement levels and a variety of progress and achievements. The experimental results show three children acquired the indicating skills, while the remaining children show slow progress in their skill acquisition. Furthermore, seven students enjoyed the interaction with the NAO robot and AutisPlay mobile app during therapy sessions.
... Through the efficient creation of an autonomous learning curriculum, [28] approach ensures ongoing learning and adaptability by controlling the increase in task complexity. To further handle difficult situations with uncommon or deceptive rewards, new developments in DeepRL have started to incorporate processes of intrinsic motivation such as [29], [30]. Simpler RL situations have been achieved by adding auxiliary activities in addition to primary objectives. ...
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Many systems rely on Artificial Intelligence (AI), especially Deep Learning (DL), even though it is rarely used on its own to complete tasks. DL makes use of the Markov decision process as a framework for efficiently learning tasks. Theoretically, this procedure is similar to classical conditioning, which is how animals learn to connect actions and stimuli to goals. Deep Reinforcement Learning (DeepRL) was used in several studies to test DL skills in a variety of video games, showing that this technique can adapt to different tasks with little modification. However, those studies encountered major obstacles because of its large data requirements and expensive computational expenses, even if it was successful. Building on this, we examine the relationships between classical conditioning and DeepRL. Through careful manipulation of variables such as hyperparameters and maze designs, a robot was trained to navigate mazes as part of the experiment. DeepRL is not autonomous in this paradigm because the results showed that the Markov decision process and classical conditioning experience comparable challenges in tasks involving advanced planning and goal identification. The study also identifies the key areas that require improvement, highlighting the shortcomings of existing AI systems and offering strategies for boosting their autonomy. 1. Introduction Artificial Intelligence (AI) has been progressively incorporated into systems that were previously run entirely by humans as a result of major cost and computational power reductions brought about by technical developments [1]-[3]. But, in the majority of these uses, AI enhances existing system components rather than taking over total control of activities. Robots, for example, often make use of AI-driven image recognition as just one input among many in a system with controls that were created by humans. This point up a significant drawback-not many AI techniques can supervise and manage projects from beginning to end. Prominent corporations and research institutes are pushing hard to improve the efficiency of AI systems. These organizations usually rely on large-scale datasets and high-performance computing to push the limits of AI, which makes their research difficult to replicate. While these methods have shown some amazing new capabilities, they also highlight the need for simplified experimental designs that can show AI techniques' effectiveness more clearly. AI has a wide range of possible uses in industries like-healthcare, and agriculture [4]-[16]. Exploring AI's potential is extremely important since advancements in AI technology could have a big impact on all of these industries. In addition to finding solutions to current issues, the main objective of AI research is to get technology closer to autonomous problem-solving. Considering Deep Reinforcement Learning (DeepRL) to be the state-of-the-art in robotics, this study attempts to explore the current status of AI technology. An extensive grasp of the main categories of Deep Learning (DL), an evaluation of their benefits and drawbacks, and an exploration of their real-world uses are all provided by this experiment. This study has the following particular goals in mind: • To precisely characterize autonomous AI. • Reviewing the DeepRL and neural network frameworks, outlining their features, functions, and uses. • To look into the relation between classical conditioning and the Markov decision process, a mathematical framework for making decisions in the face of uncertainty. • To present the latest achievements of cutting-edge AI systems, emphasizing important discoveries and their ramifications.
... 36,37 For example, there are existing systematic reviews, comprehensive reviews, and case studies on augmented reality and VR interventions for people with autism spectrum disorder. [38][39][40] We categorized an intervention as taking place in the inpatient setting if a study clearly described a hospitalized population participating in a SVR intervention. Studies on aged care or assisted-living populations that used technological interventions for social purposes have also been recently examined in a scoping review 41 and a systematic umbrella review. ...
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Objective Evidence of virtual reality's (VR) efficacy in hospital settings coupled with the rise of inexpensive consumer devices have led to the development of social virtual reality (SVR) applications being incorporated in hospital settings. SVR provides opportunities for social interactions in virtual environments, allowing individuals to virtually socialize, regardless of geographic or mobility constraints. However, the full range of potential applications and the challenges of deploying SVR in hospital settings remain unexplored. We conducted a scoping review to characterize SVR applications studied in hospital settings to better understand SVR use for inpatient populations overall and in preparation for a National Institutes of Health (NIH)-funded project investigating SVR use with a specific clinical population. Methods In this scoping review, we searched MEDLINE, Embase, Scopus, APA PsycInfo, CINAHL, IEEE, and ACM Digital Library. After screening 2334 studies and reviewing 146 full texts, we identified 12 studies as eligible for analysis. Eleven of the 12 were published in the past 7 years, with none older than 12 years. Results As this is an emerging field, many publications were case or pilot studies, with small sample sizes ranging from 3 to 200 participants, and with mean participant ages that ranged from 9 to 75 years. Patient populations included those with stroke, cancer, COVID, as well as other health conditions. Conclusion Discussion of privacy and accessibility concerns was limited, as was the reported influence of SVR on measures associated with inpatient medical treatment (such as, adherence to clinical treatment while in the hospital while in a SVR intervention), which we highlight as critical issues for SVR's clinical use. We discuss our findings in the context of potential future directions for research in this area.
... Several solutions to enhance the social skills of autistic children have emerged in recent years. These include physical robots that engage in social interactions with autistic children with various degrees of autonomy (e.g., robots remotely controlled by humans such as the Keepon [4], Pleo [5] and Kaspar [6] robots, and autonomous social robots such as NAO [7], and iRobiQ/CARO [8]) as well as virtual reality (VR) applications in which AI-powered avatars interact with children in simulated social situations [9][10][11]. Some augmented reality (AR) applications for teaching children skills necessary for real-life conversations have also been introduced; for example, the Empowered Brain application suite based on Google Glass includes games for teaching facial expression recognition and maintaining a face-directed gaze during conversations [12]. ...
... Additionally, VR can be used for training purposes, such as social skills development for individuals with autism spectrum disorder [5][6][7]. The ability of VR to create realistic and controllable environments makes it a promising platform for delivering psychedelic simulations. ...
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Psychedelic therapy is increasingly acknowledged as a transformative approach to mental health care, much like how Virtual Reality (VR) technology has emerged as a potent tool in the realm of mental health. Hence, there is potential for integrating the benefits derived from both. This review aims to assess the current state of the art concerning the utilization of VR and psychedelic simulations for treating psychological disorders. The findings clarify the potential of an emerging treatment: the simulation of psychedelic states through Virtual Reality. This treatment has been shown to improve cognitive flexibility and executive functions and, as a result, could be used to prevent conditions such as mild cognitive impairment and dementia. Furthermore, this treatment facilitates the activation of other constructs in the subject, such as creativity, joy, pleasure, and relaxation, which can act as mediators in the treatment of various psychopathological disorders. This review attempts to broaden knowledge regarding the simulation of psychedelic states through Virtual Reality, exposing the results in a clinical setting and highlighting the need for further studies.
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Challenges with social communication and social interaction are a defining characteristic of autism spectrum disorder (ASD). These challenges frequently interfere with making friendships, securing and maintaining employment, and can lead to co-occurring conditions. While face-to-face clinical interventions with trained professionals can be helpful in improving social conversation, they can be costly and are unavailable to many, particularly given the high prevalence of ASD and lack of professional training. The purpose of this study was to assess whether an AI program using a Large Language Model (LLM) would improve verbal empathetic responses during social conversation. Autistic adolescents and adults, 11–35 years of age, who were able to engage in conversation but demonstrated challenges with empathetic responses participated in this study. A randomized clinical trial design was used to assess the effects of the AI program (Noora) compared to a waitlist control group. Noora asks participants to respond to leading statements and provides feedback on their answers. In this study, participants were asked to respond to 10 statements per day 5 days per week for 4 weeks for an expected total of 200 trials. Pre- and post-intervention conversation samples were collected to assess generalization during natural conversation. Additionally pre- and post-intervention questionnaires regarding each participant’s comfort during social conversation and participants’ satisfaction with the AI program were collected. The results of this study demonstrated that empathetic responses could be greatly improved by using an AI program for a short period of time. Participants in the experimental group showed statistically significant improvements in empathetic responses, which generalized to social conversation, compared to the waitlist control group. Some participants in the experimental group reported improved confidence in targeted areas and most reported high levels of satisfaction with the program. These findings suggest that AI using LLMs can be used to improve empathetic responses, thereby providing a time- and cost-efficient support program for improving social conversation in autistic adolescents and adults.
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This article details the construction of a zoomorphical robot for use in therapy of children with Autism Spectrum Disorder (ASD). The robot was designed to act as a proxy in communication between a therapist and the child. It is made to look like a safe, rabbit-shaped toy to invoke feelings of warmth, safety and trust. Two versions of the robot were constructed. Laser cutting and 3d printing were used to construct the mechanical parts of the robots. Multiple movable joints allowed for easy conveying of emotions. The robot uses an LCD touchscreen to display a rabbit face that can be animated to simulate speech. Communication is possible via a camera, microphone and speakers. A specialized controller and control systems were designed to operate the robot. The devices are currently included in ongoing trials under supervision by trained specialists.
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Robots have been used for many years in therapeutic activities with people with Autism Spectrum Disorder. However, most robots presented in the literature have limited or no mobility, are made of rigid materials, or are too expensive for many care centers. We share the choices and the design rationale of the latest version of a soft, mobile, low-cost, autonomous robot that has successfully been used for 3 years in a care center for activities that include both free play and structured games. Moreover, the kind of activities that can be performed with this robot, and the feedback obtained from therapists about its application are reported.
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We describe a virtual reality environment, Bob’s Fish Shop, which provides a system where users diagnosed with Autism Spectrum Disorder (ASD) can practice social interactions in a safe and controlled environment. A case study is presented which suggests such an environment can provide the opportunity for users to build the skills necessary to carry out a conversation without the fear of negative social consequences present in the physical world. Through the repetition and analysis of these virtual interactions, users can improve social and conversational understanding.
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Autism is a disease, which affects the child's ability to communicate with those around them and develop mutual relations with them and hence it needs to have a quick and efficient treatment technique. This work aim is to survey the using of robot as an Interactive learning method for teaching children with Autism. Statistics indicate that an increase in the number of kids with autism in the world. This increase in the number of people infected with ASD should have a corresponding increase in the methods of handling and treat the patients. As well as, the high cost of therapy in specialized centers is being a significant problem. Besides, teaching kids is not a trivial task. Therefore, find a suitable method to communicate with kids and make practice the required duties are an essential concern. The results of this work are presenting the types of robot used in teaching autistic kids and presenting proper recommendations like the using of the robot under the supervision of effective human way to teach Autistic kids. Also, there is big needed to open particular institutions for children with autism and provide trainers with the experience and ability to work with this type of children. Moreover, increasing the number of resources provided for research in the learning and teaching kids with Autism.
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Advances in robot capabilities over the last few years have resulted in the introduction of robots in many disciplines. Amongst them, the field of special education attracts scientific attention, towards studying the effect of social robots in the treatment of children with Autism Spectrum Disorder (ASD). This paper presents a pilot study in a real therapeutic setting, using the social robot Pepper to interact with three children with ASD in specially designed educational scenarios regarding monetary transactions. The goal of these scenarios is to enhance short-term and long-term memory, as well as communication and social skills, through exercises involving coins and banknotes. Ultimately, these exercises will be part of a broader effort to help children with autism acquire daily life skills and self-reliance. The pilot study was evaluated using observation sheets completed by the therapist, which were then used to qualitatively assess the effectiveness of the proposed approach. The preliminary results show that the intervention results in increasing engagement and the motivation in communicating.
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