Professional Documents
Culture Documents
IN AUTISTIC CHILDREN
NOTES : If the thesis is CONFIDENTIAL or RESTRICTED, please attach with the letter from
the organization with period and reasons for confidentiality or restriction
“I hereby declare that I have read this proposal and in my
opinion this proposal is sufficient in term of scope and quality for the
award of the degree of Bachelor of Biomedical Engineering”
Signature : ________________________________
Name of Supervisor I : PROF. MADYA DR. MAHEZA IRNA BINTI
MOHAMAD SALIM
Date : 4 JANUARY 2022
BAHAGIAN A - Pengesahan Kerjasama*
Adalah disahkan bahawa projek penyelidikan tesis ini telah dilaksanakan melalui
kerjasama antara ________________________dengan ________________________
Disahkan oleh:
Tandatangan : Tarikh :
Nama:
Jawatan:
(Cop Rasmi)
* Jika penyediaan tesis atau projek melibatkan kerjasama.
JANUARY 2022
DECLARATION
I declare that this proposal entitled “Multisensory Simulator for Stimulating Attention
In Autistic Children” is the result of my own research except as cited in the references.
The proposal has not been accepted for any degree and is not concurrently submitted
in candidature of any other degree.
Signature : ....................................................
Name : FARAH FADHILAH HERMAWATI
Date : 4 JANUARY 2022
iii
DEDICATION
I dedicate this thesis to the beloved people who have meant and continue to
mean so much to me. First and foremost, a special feeling of gratitude to my loving
parents, Deni Hermansah and Kurniawati whose words of encouragement and push
for tenacity ring in my ears, and also to my younger brother who has never left my
side and is very special. I also dedicate this dissertation to my best friends and life
partner who have supported me throughout the entire bachelor program. Thank you.
My love for you all can never be quantified.
iv
ACKNOWLEDGEMENT
I would like to thank the following people, without whom I would not have
been able to complete this final year project (FYP 1), and without whom I would not
have made it through the fast-track degree program.
Afterward most importantly, my biggest thanks to my family for all the support
you have shown me through this research, the culmination of three and a half years of
distance learning. And last but not least, thanks to my distanced life partner who
pushed me to be brave entering UTM and stands behind my back every time I may
feel like giving up during this study.
v
ABSTRACT
Sensory integration problems are common in autistic children, and they may
lead to developmental, information processing, and behavioral disorders. When they
are given sensory input, their brains react in unexpected ways, either failing to
integrate or organize incoming information properly, causing some difficulties in
making connections between their tactile, vestibular, and proprioceptive sensory
systems (muscle and joint movement), all of which can be overactive or underactive
as they interact with their environment. Multisensory simulators may help autistic
children who are easily distracted improve their concentration, attention, and alertness
in this way. This method may succeed because children with autism spectrum disorder
(ASD) like and are interested in using computers or other electronic devices when they
are in a safe and secure environment. As a result, the purpose of this work is to give a
grounded theory on the use of technology to promote concentration in children with
ASD, where the creation, assessment, and deployment of systems and apps are all
extremely promising. The utilization of technological breakthroughs such as
Augmented Reality (AR) and the Leap Motion Controller (LCM) to create an
atmosphere of social interaction and learning amongst individuals in the form of social
storytelling may surely offer a relaxing setting. The game item with a three-
dimensional model on the social story may also be manipulated with motions of both
hands using the Leap Motion Controller. After a number of steps, a hybrid of
Augmented Reality and Leap Motion Controller systems was created, allowing users
to interact with virtual items. As a result, combining the Leap Motion Controller with
Augmented Reality may encourage continuous learning and be useful as a therapeutic
tool for children with autism.
vi
ABSTRAK
vii
TABLE OF CONTENTS
TITLE PAGE
DECLARATION iii
DEDICATION iv
ACKNOWLEDGEMENT v
ABSTRACT vi
ABSTRAK vii
TABLE OF CONTENTS viii
LIST OF TABLES xi
LIST OF FIGURES xii
LIST OF ABBREVIATIONS xiii
CHAPTER 1 INTRODUCTION 1
viii
2.2 Augmented Reality 9
2.2.1 Augmented Reality in Stimulating Autistic
Children 10
3.1 Introduction 20
3.1.1 Operation Framework 21
ix
3.3 Usability Testing 31
CHAPTER 5 CONCLUSION 36
REFERENCES 37
x
LIST OF TABLES
xi
LIST OF FIGURES
xii
LIST OF ABBREVIATIONS
xiii
CHAPTER 1
INTRODUCTION
Aside from the fact that ASD is highly heritable and is considered a brain-
based condition, the biological underpinnings of the disorder are mostly unclear, which
typically leads to lifelong impairment in functioning and social adaptation issues [7].
It seems that focusing on tasks that needs to share attention [22], such as reading a
book, playing puzzles, or simply crossing the street safely, is more difficult for children
with ASD and even is worsened by their inability to make eye contact while having a
conversation.
1
numerous brain functions including face and emotion processing, language processing,
and emotional responses [1].
Providentially, a viable treatment option for improving the quality of life and
for minimizing the issues mentioned above towards the children with ASD, caregivers,
and parents have become accessible throughout the interventions on the use of
technology that has been skyrocketing during the past few decades [8]. One of the
interventions offered is Augmented Reality (AR) and Leap Motion Controller (LMC)
that have been used to treat a variety of neurodevelopmental problems, including ASD.
Specifically, AR has proven some benefits over more conventional therapies in this
area, as it offers children with ASD to be treated in more realistic surroundings and
customized to the distinct and varied traits that children with ASD have [12].
That’s why in controlled environments, this kind of activity may possibly allow
more possible ecological validity and the skills learned would be generalizable to other
areas as well as everyday life contexts [13,14], which is depicted in the form of social
stories where things are taught how to behave properly in social situations. According
to the findings of the research, social story approaches may aid to increase social
interactions and their focus, so that such social isolation and academic difficulties can
be avoided [23].
2
find challenging to utilize. On the other hand, AR technologies are simpler and more
versatile since they can be utilized without additional tools and are believed to have
better adaptation for interaction to the real world [11].
Because ASD children have a lower disease burden from COVID-19, it is clear
that they are suffering from the pandemic's adverse effects. The suspension of in-
person education, social activities, and basic healthcare puts children's physical and
mental wellbeing at risk [38]. It's because the very nature of social isolation during the
COVID-19 pandemic makes this very hard to engage with anyone other than their
family members, whereas children with ASD benefit from regular daily routines,
which COVID-19 has completely prohibited [9]. Furthermore, social activities at
school or in healthcare facilities may have a more soothing and regulating effect, since
they may not have access to indoor or outdoor settings for such activities while isolated
at home [39].
Furthermore, mandated mask restrictions are difficult for any child who seems
to have sensory sensitivity and may not understand why they are necessary [9]. As a
result, they communicate their discomfort with the pandemic's uncertainty via
aggression, tantrums, or refusals to engage in normal activities. Thus, through this
paper, Augmented reality to bring up social stories is proposed to be used as a
therapeutic medium for the autism children in primary school age. In addition,
practicing hand movements using Leap Motion Controller can help the autism children
in receiving instructions and train motor nerves.
3
(a) To develop home-based activities for autistic children as a part of therapeutic
necessities of communication and functional skills using Augmented Reality
and Leap Motion Controller
The scope of this study covers a smart real-time application that is designed
with today's technological sophistication to make therapy easier for children with ASD
at home. So then expectedly, the social communication of ASD children and
interactions can be improved through a method where a social story is driven by
augmented reality that offers a realistic and lifelike playing experience. Besides that,
because the social stories being played can also be controlled by using Leap Motion
Controller, the psychometric and behavioral domains in autistic children may be
stimulated as well.
The system that is used to train their optical, acoustic, and tactile must be in a
fixed position, where the leap motion controller is below the hands of the user to detect
hand and finger movements. Then, the social stories to be followed are simulated
through 3-D contextual backgrounds on a screen by using Unity 3D. Overall, this
system is addressed for the ASD children in the age of 5-10 years old since expectedly
they can receive instructions with accompanying parents or any people at home.
The significance of the study lies in helping children with autism to receive
instructions, communicating in simple terms, and having their motor nerves trained
4
during the limited condition and limited space, where they only can do such activities
at home due to Covid 19 pandemic surges.
Besides that, when this social story platform that is viewed through Augmented
Reality and controlled by Leap Motion Controller is ready and the test is precise, the
method can be believed to be very efficient and productive for autistic therapy in the
future.
5
CHAPTER 2
LITERATURE REVIEW
ASD has a substantial influence on children's social life [5,6], and it may have
long-term negative consequences in a variety of contexts such as peer social
interaction, cognitive ability, daily living skills, school performance, and mental health
[6,7]. As a result of this diagnosis, children with ASD need effective therapies that
address both the core symptoms of the illness and the disorder's related disease
characteristics.
When we pay attention, we focus on one thing while ignoring other things or
background noises, and then shift to something else when desired. It means that paying
attention involves being aware of what we need to pay attention to in order to sort out
the relevant information from our surroundings and put it together [2]. Due to that,
paying attention becomes a key skill for learning. For example, children need to pay
6
attention to a teacher’s instructions to be sure that they can learn and do things the right
way.
After all, people with autism spectrum disorder (ASD) most often fail to attend
to salient behaviorally-relevant information in their environment, such as when their
name is called, but seem to be distracted by subtle behaviorally-irrelevant details in
their surroundings, such as light shining through blinds or the sound of air flowing
through a duct [31]. Several empirical accounts of attention in ASD have portrayed
people as being both overly focused and easily distracted [51]. Aside from that, paying
attention is more difficult when they are tired, uncomfortable, or just uninterested in
the ongoing task they are doing [22]. It can even get worsened when they are unable
to do the task or have been sitting still for too long, and if there are any distractions are
going on around them [7].
Moreover, in the case of giving them more than one type of stimulus, they may
get more distracted as had been proven by one research that tested ASD children to
have a vibrated hand-held device while ignoring a task-irrelevant, a beam of flashlight
flashes. As a result, when they were required to lift their toes for a single pulse and
their heel for a double pulse, they made more mistakes; the visual stimulus was
incongruent with the tactile vibration, e.g., single vibration, double flash [42]. While
some interference of concentration and impulsivity that happened in daily life may
lead them to behave like having difficulty in learning to tie shoelaces, brushing teeth,
cutting food, and buttoning up their clothes [46].
However, autistic children are still able to pay attention if only they get some
practice and do interesting activities with clear endpoints and effective instructions,
for instance, engaging them to do some model tasks like making a bracelet from a
piece of string and beads [40]. Nevertheless, these can make it difficult for them if they
don’t know what they need to do and when to finish [9].
7
2.1.2 Social Interaction in Autism
Social skills teach children how to act in a variety of social contexts, from
talking to their parents to playing with their peers at school. Social skills may assist
children in making friends, learning from others, developing hobbies and interests, and
feeling a sense of belonging [43]. Thus, good social skills are important to the
children’s overall quality of life.
Consequently, children with ASD who lack social skill pose significant
problems for schools, teachers, parents, and peers across disciplinary, instructional,
and interpersonal domains [43]. They tend to become indifferent to their surroundings
and often seem to prefer being alone. Due to that, some strategies and practices are
suggested for building up the children’s social skills, for instance, social skills training,
social stories, video modeling, and role-play [44].
Motor skills are the ability of a person to perform easy and difficult movements
that involve various muscle actions [46]. And the motor skills of autistic children are
unlike common children. Children with ASD face significant stress when it comes to
imitating motor standards; they learn to imitate gestures and the use of objects slowly
8
[44]. There is also a deficit in enthusiasm and overall ability to learn new abilities,
which contributes to uneven motor skill development. This matter is due to system
interference of the central nervous system [3]. Therefore, children with autism
generally have motor skills that are lower than their fellows in common, and the more
serious their disorder, the slower their development in being able to grasp things and
move around [45]. All in all, ASD exhibits persistent difficulties in a wide range of
motor behaviors including fine and gross motor abilities as well as postural control
[46].
Fine motor skills relate to one’s capability with less exertion or minimal
muscles involvement [46] such as to make hand movements, but it also typically
involves complex object interaction and looks more vulnerable to delay in ASD
relative to general gross motor behaviors, such as walking [47]. Typically, the
deficiencies in gross motor development are indicated by the inability to do motor
activity for the tasks that require fast movement or complex motor coordination [49].
In addition to clumsiness in overcoming obstacles, poor control balance, lack of
coordination, energy, and muscle strength [50]. On top of that, most children with ASD
also show such stereotypes, for example, clapping and shaking the body, or
hyperactivity, nonetheless, hypoactivity may also occur [46].
9
parts of an environment. So then, the entertainment technology offered by augmented
reality can create environments that manage and minimize the anxiety caused by real
social situations [9].
AR is also able to assist the way of children with ASD learn daily life skills in
a form of the visually displayed information, as well as to facilitate the understanding
of social-communicative behavior, improve attentional abilities, and aid in the
perception of facial expressions, among other benefits [20]. The higher degree of
realism provided by AR aids in the promotion of a broad variety of abilities that aid
the quality of autistic children’s life, enabling further approximation to the interactions
with the real world [14].
Furthermore, certain people with ASD may have a natural tendency to utilize
digital tools, a fondness of electronic media, and a preference for game-like features.
This form of technology may help people with autism cope with the stress that real-
world social interactions may bring up [20]. As a result, AR enables the creation of
exciting learning aids which help children with ASD in remaining focused,
encouraging activity engagement, on-task behavior, motivation, and positive emotions
that enhance the learning process [29].
10
2.3 Interactive Display
Unity 3D is a multiplatform game engine for making games easy, even for
beginners because it provides the core functionality needed to create three-dimensional
(3D) and two-dimensional (2D) games, including approximately 90 percent on
emerging augmented reality platforms and the engine provides a basic scripting API
in C# for both the Unity editor in the form of plugins and the games itself, as well as
drag and drop features [52]. Unity 3D is free with high optimization and can be used
on PC, Nintendo Wii, PS3, Xbox 360, iPad, iPhone, and Android. Unity 3D uses a free
navigation system in-game creation so that each side of 3D during the object creation
process can easily be viewed [25].
The focus of the image target doesn't require a specific code or black and white
form to be recognized since it will render the 3D object over the detected target, as the
tracking of the image is targeted from the device’s camera, calculate the target's
orientation and position, and render the 3D object over the detected image in real time
11
using JPG or PNG input images [34]. Then after being extracted, these images will be
stored in a database as a unity3D package.
A social story is a short real-life story devised by Carol Gray in 1991 that can
support the safe and meaningful exchange of information between parents,
professionals, and people with autism spectrum disorder [15]. Social stories can be
written or visually displayed to help them learn socially appropriate behavior and
responses in different situations which for each give very specific step-by-step
information for that situation by considering the “who,” “what,” “where,” “when” and
“how” components [33]. Thus, a social story is considered accurate, convincing, and
easy to understand. All in all, the purpose of a social story is to minimize potentially
perplexing instructional interactions and provide direct access to social information,
so then it allows the children with ASD to improve their understanding of an event or
expectation [33].
Since children with autism often fail to benefit from traditional social-skill
instruction due to deficits in communication skills [15], to stimulate their social
responses is by having a social story that is written based on a particular situation of
concern and using language that matches the age or skill of the child [30].
The rationale behind Social Stories is that they can provide autistic children
with various social interactions, situations, skills, concepts, and common social
behavior they are lacking, moreover when the social story is drawn visually [31],
where the visual learning method itself is one of the strengths for many autistic
children [8]. Therefore, they will get eased in interpreting and understanding the social
situations and in determining a response appropriately in specially designated styles
and formats only after they have been thoroughly observed [31]. Such as, for ASD
12
children who often face frustration and anger, the social story shall provide
information about how they ought to respond to their behavior [25].
13
2.5.2 Leap Motion Controller
It can capture the user's hands and fingers by illuminating the close area near
the cameras with infrared light and identifying the location and orientation of the hand
and its fingers. Tracking quality might be affected by strong sunlight or low lighting
conditions. The controller's action area is about 150° by 120° wide and extends around
80 cm from the device [18].
14
Figure.2.5.2c Interaction Area of Leap Motion [18]
The Leap Motion controller system consists of hardware and software that runs
on the host computer. The software component analyzes images collected by the
hardware and transmits tracking data to apps. To get data, the Leap Motion Unity
plugin that’s connected to this service includes scripts to convert Leap Motion
coordination to the Unity coordination system. These scripts and additional graphic
assets make it easy to add the motion-controlled hands to a Unity scene [21].
15
Figure.2.5.3 Unity Coordinate System [18]
The Unity left-handed coordinate system is placed on the Leap Motion device
in its desktop orientation in Figure.2.5.3 above. Unity has a left-handed coordinate
system, but the Leap Motion API has a right-handed coordinate system (the z-axis
points in the other way) [21]. Unity also has a default unit of measurement of meters,
but the Leap Motion API has a unit of measurement of millimeters. Internally, the
plugin scripts translate the tracking data to utilize a left-handed coordinate system and
scale distance values to meters.
16
Figure.2.6a AR textbook of
New Ukrainian school
17
Figure.2.6c Construct a word
18
Figure.2.6d Character Model at Run
Time
19
CHAPTER 3
RESEARCH METHODOLOGY
3.1 Introduction
This chapter describes and illustrates the approach and flow of the work that
has been executed and applied to this project, from the starting point through a series
of steps to a successful outcome and final action, so that the proposed simulator for
autistic children can finally be achieved. Firstly, it started with the operation
framework, which outlines and explains the overall procedures has been done
throughout this project. After that, the next chapter is followed by the development
stage which includes a list of features with the idea for the social story to be played in
the game, prototyping, and implementation where the application is about to be ready
to be continued on the stage of testing. Last but not least, the last subchapter is
reviewing and focuses on the Gantt chart planning for both the first and second
semesters.
20
3.1.1 Operation Framework
A flow chart is used to show concisely the set of procedures demonstrating the
system workflow used in this project’s system. Steps that have been taken for the
operation framework in developing a home-based application for autistic children
21
multisensory stimulation shown in the flowchart below. The steps that are highlighted
with three different colors indicated each of the objectives of this study. The red color
is done to achieve the first point, while the blue one is to obtain the second, and the
yellow one is for the third point.
22
Following that, when the data is successfully obtained, the result and
discussion will be conducted to discuss and address the overall result reached in this
project. Last but not least, the conclusion is aimed to wind up the project.
In the proposed system, its general architecture is divided into three parts which
are input, process, and output:
1. Input
23
Figure 3.2.1 User Position
2. Process
a) Identify Markers
The markers on the book sheets will be detected and recognized by the camera. The
hand movement above the leap motion will be detected by the leap motion tool
controllers. Then both will be reviewed and positioned in 3D orientation as virtual
objects on top of the marker image.
b) Database Checking
After that, the bookmarkers will be adjusted by the markers data that has been stored
in the database, as well as the hand gesture adjustments. If the information matches
then it will continue to the estimation of the placement of the virtual object on top of
the markers in the storybook.
c) Positioning Object
At this stage, the virtual coordinates X (right to left position or the opposite), Y (front
to back position or the opposite), and Z (up to down position or the opposite) on the
markers is to define the laying position of the virtual object that corresponds to the
location of the marker on the book’s sheet.
d) Rendering
After that, the process of the graphical appearance of the entire modelling process is
carried out by computer animation. In rendering, all the data that has been input in the
process of modelling, animation, texturing, and lighting with certain parameters will
be translated as the output (the final look of the animation model).
e) Interaction between 3D objects
At this stage, the 3D objects in the social story animation will move according to the
instructions given at the time the input was performed.
3. Output
The output to be generated is in the form of an updated movable 3D object and
displayed in the Augmented Reality which is placed above the bookmarker.
24
3.2.1 Story Ideation
Depiction of story ideas that will be displayed in the form of animation in this
study appointed based on the difficulties of children with autism in social interaction.
And in order to be enjoyed by children, the use of simple stories, language, and light
delivery methods is adopted. The story that will be told consists of four main topics
which are:
User flow represents the workflow or process from the user's perspective,
where figure 3.2.2 below shows the flowchart of the user when using the application
of the autistic multisensory simulator. User flow is required to be done during the
25
development to layout the user's movement through the product, mapping out every
step the user takes. This written outline can also do wonders for helping to catch errors.
The flow of the help menu on this application describes the process of system
activities in displaying information on the help menu. When the user runs the system,
the system will perform the process of starting the application and display the main
menu display. If the user selects one of the available menus which is the help menu,
the system will display a help panel display with information on how to use the
application. On this panel, there is a home icon button where if the user selects the
button will make the system return to the main menu.
26
Figure.3.2.2.1 Flow of the Help Menu.
The flow of the setting menu on this application shows the supporting game
system which is the sound system and music system. Both the sound system and music
can be turned on and off. On this panel, there is a home icon button where if the user
selects, the system will return to the main menu
27
3.2.2.3 Application Exit
When the user starts the application, the system will carry out the process of
running the application and displaying the main menu display, and if the user selects
one of the available menus which is the exit, the application will close down from the
application’s main menu display.
The animation design process is carried out using the unity software and its
additional components or packages installed. In addition to the Vuforia SDK that will
make the design process easier and faster to result in applications that involve
Augmented Reality technology where it helps to scan objects surfaces, have virtual
buttons, recognize marker frames and the image targeting.
The three-dimensional characters used in this study are the girls and boys in
primary school age, around 10 years old. Along with the simulation of the social story,
these characters will be interacting with each other to show the users how to
communicate in a way that these characters show. Three-dimensional objects will be
designed using Unity 3D application before being displayed in Augmented Reality. In
28
planning the three-dimensional object characters, there are several steps of work to
provide maximum results.
The types of games carried out in this study were decided based on children's
difficulties in receiving instructions and training motor nerves. Games that involve
simple and less complicated movements are adapted to the ability level of children
with autism in the primary school range of age. The game types that will be designed
are:
1. Moving and parking cars to the correct lining, that is to strengthen the coordination
ability between hands and eyes. As well as improving hand dexterity when moving
their cars.
2. Find the differences between two objects that will teach children to categorize and
organize different objects since they have to encourage children to pay close
attention to detail.
3. Sorting and matching games, by putting various-shaped things into the box based
on their color and shape (classify objects that are grouped by similar traits). It is to
improve cognitive skills and problem-solving as they have to recognize and
memorize various patterns and colors.
29
3.2.4 Movement and Hand Gestures
As with a mouse and keyboard, the Leap Motion Controller can replace the
function of those tools, by placing both hands in the air right above the Leap Motion
Controller that has already been connected via USB to the computer. On the computer
screen, the user will see the three-dimensional hand model.
1. Swipe gestures
By doing right or left-hand movements to shift in the direction of the x-axis and y-
axis. Having the palm of the hands opened to move the objects according to the
direction of the game.
2. Hand gripping movements of the right hand or left hand
To lift the object in the direction of the x, y, and z axes with the palm clenched as
if picking up objects.
30
Figure.3.2.4b Hands Movement While Using LMC [35]
The purpose of usability testing is to examine the level of system use approval.
The designated system will be tested towards several children with autism who are in
therapy at the age of 5-10 years old. They will be accompanied and directed while
using the system by the therapist or their parents. Test results that need to be obtained
mainly are:
A Gantt chart is a common and effective graphical tool that depicts the
activities or tasks performed against time. It is known as the visual presentation of a
project where it trains and drills down activities that need to be done within a fixed
31
period. In short, a Gantt chart depicts or portrays the overall schedules for the
completion of this project.
By referring to the Gantt chart, the writer of this paper has managed to plan
and schedule well the overgoing of the project. In addition, this Gantt chart also helps
to manage dependencies between tasks and keep updated on when the project will get
completed.
Gantt chart of the first and second semesters planning of the project is shown
in subchapter 3.4.1 and 3.4.2 respectively. Note that both of the Gantt charts illustrated
the activities against time which have been specified in the week.
32
3.4.1 Gantt Chart FYP 1
Table 3.4.1 below shows the first-semester planning that has been conducted
in this project.
Week
Activity/ Week
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Problem
Identification
Introduction of FYP
(Chapter 1)
Literature Review
(Chapter 2)
Research Methodology
(Chapter 3)
Draft project proposal
submission
Expected Results
(Chapter 4)
Conclusion of FYP
(Chapter 5)
Progress
Evaluation 1
Proposal Correction
Proposal Défense
Progress
Evaluation 2
Progress evaluation 3
FYP 1 Revision
33
3.4.2 Gantt Chart FYP 2
Table 3.4.2 below shows the second-semester planning that will be conducted
in this project.
Week
Activity/ Week
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Story Ideation and
Realization
Wireframing
UI Design
Unity 3D Design
Progress
Evaluation 1
AR Design Testing
with LCM
Progress
Evaluation 2
AR and LCM
Validation
Usability Testing
Progress
Evaluation 3
FYP Conference and
Demonstration
FYP logbook and
Turnitin
Final Thesis
34
CHAPTER 4
EXPECTED RESULT
The expected result for the outcome of this study is the development of a
method for the multisensory simulator to stimulate attention in autistic children by
making it an interactive social storybook that can be viewed in three-dimensional
shape through Augmented Reality (AR) and can be played by hands gestures through
the hardware of Leap Motion Controller (LCM). This interactive real-life 3D
application is obtained from a software of Unity 3D that uses C# programming
language. Under those circumstances, several children with autism who are in therapy
at the age of 5-10 years old and their therapist will be asked to test the effectiveness of
the designated simulator.
At the end of this study, 4 types of social stories are told to teach the autistic
children about the basic behavior that's expected in specific settings like how to get
acquaintance when they just meet new people, how to invite their friends to play
together, and how to accept the feeling if they lose, withal saying thank you and
politely leaving their friends. Along with this, 3 games are also provided to stimulate
their vision, touch, hearing, and proprioception through moving and parking cars
games, finding the differences between two objects, correspondingly to sorting and
matching games.
35
CHAPTER 5
CONCLUSION
When all is said and done, briefly this thesis is a study towards a series of
papers about Augmented Reality, Leap Motion Controller, and a Social Story that are
addressed for stimulating attention of autistic children expectedly can become one of
the therapy methods, especially during the current Covid 19 pandemic that limits them
to have conductive and sufficient space to play, including due to lack of chances to
have social interaction other than with those living with them.
Moreover, most importantly due to the number of ASD cases in most countries
globally including Malaysia which is critical throughout the year and needs to be
followed up. By having the alternative to develop a multisensory stimulator for
stimulating attention in autistic children as a substitute or supporting media of the
therapy center will be very beneficial and applicable in providing a comfortable
atmosphere and minimizing any circumstances that may distract their attention.
36
REFERENCES
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