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. 2023 Sep 20;11:e42117. doi: 10.2196/42117

Table 4.

Characteristics of augmented reality application for an autistic population (n=10).

Study, year Name Type Targeted social skill Description of application Target group (all individuals with autism)
Chen et al [48], 2015 ARSFMa Mask or self-facial modeling Facial or emotional expressions Users choose facial masks that fit to emotions of a short story and see their faces overlaid with the emotion Age 10-13 y
Chen et al [52], 2016 ARVMSb Virtual book Facial or emotional expressions Users train to recognize significant social cues in a digital storybook and short video stories Age 11-13 y
Cunha et al [51], 2016 GameBook Virtual book Facial or emotional expressions The user learns to identify and choose emotions of a fictional character in different parts of the story Children
Escobedo et al [46], 2012 MOSOCOc Smartphones Communication skills, gaze or eye contact Phones detect cues in real-life social situations, give feedback for social missteps, and offer advice Age 8-11 y
Lee [60], 2020 Kinect training system Video Social greeting behavior Trainer “plays” virtual characters in different social interactions with the user to teach appropriate social greeting responses Age 7-9 y
Lee et al [57], 2018 AR-RPGd Tabletop Social greeting behavior Users role-play different social events and different greeting scenarios Age 7-9 y
Lee et al [61], 2018 ARCMe training system Tabletop and screen Social greeting behavior The user plays roles of different avatars in social situations and needs to choose correct greeting behaviors Age 8-9 y
Li et al [55], 2021 FaceMe Touchscreen Facial or emotional expressions Minigames, where the user has to remember, choose, and make facial expressions f
Liu, Salisbury [54], 2017 BPSg; FaceGame and Emotion Game Smart glasses Facial or emotional expressions, gaze or eye contact Users learn to gaze at another person and identify emotions of another person’s detected face Age 8-9 y
Vahabzadeh et al [59], 2018 Empowered Brain or Face2Face module Smart glasses Communication skills, gaze or eye contact Users get prosocial cues through smart glasses during interactions with a trainer, social performance can be seen in digital web portal Age 6-8 y

aARSFM: augmented reality-based self-facial modeling.

bARVMS: augmented reality-based video modeling storybook.

cMOSOCO: mobile social compass.

dAR-RPG: augmented reality-tabletop role-playing game.

eARCM: augmented reality concept mapping.

fNot available.

gBPS: Brain Power System.