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.