Interactive Spatial Audio reproduction for Health and Well-Being of Special-Needs Children

Lead Research Organisation: University of York
Department Name: Electronics

Abstract

Typically, children with autism spectrum disorders (ASD) experience complications in tactile, visual and auditory processing, with over 96 of children with ASD experiencing hypersensitivities in multiple domains, and whilst sensory processing dysfunction is not specifically limited to individuals on the autistic spectrum it does appear to more prevalent within this population when compared to other developmental disabilities. Sound sensitivity is a specifically poignant and common issue for those with ASD, research conducted by Greenspan and Wieder [1] in 2000 found that all 200 participants displayed evidence of auditory processing impairments. These receptive abnormalities can provoke atypical self-regulatory behaviours which may be observed as aggressive or autonomic fear responses such as covering ears, crying and self-injury from blows to the ears. Unfortunately, these profound aversions are reported to be provoked by common environmental sounds. By avoiding such sensory stimuli children can have limited social interactions and activity restrictions which may impede on language, cognitive and social development.
Despite the atypical auditory processing associated with those with ASD, traditional music based therapies make up approximately 12 % of all autism interventions, and have been successful in aiding communication, social-emotional and motor development. However, new approaches to auditory interventions have focused on addressing hypersensitivity to sound and have employed systematic desensitisation methods to specific auditory stimuli, which although successful, can be both time consuming and is demanding in terms of resources.
The proposed research looks to build upon these interventions by utilising new spatial audio rendering technologies to generate fully immersive and interactive virtual audio environment, providing an adaptive exposure therapy for children with autism and sound hypersensitivities. By virtually replicating the full spatial audio environment, caregivers will have opportunity to adjust local parameters specifically for the child's individual needs and developmental abilities, creating the optimal interactive zone. Current virtual environment exposure interventions such as the Blue Room [2] heavily rely on visuals to deliver an immersive environment and do not aim to deliver full 360 audio. Research conducted by Argo [3] for eliciting emotions for those with anxiety through spatial audio, has found that people with greater sensory sensitivities are more receptive to auditory stimulus. Furthermore, a realistic reproduction of sound events will negate the possibility of a visual stimulus overload, thus creating a safe and efficient intervention environment for children with ASD. Additionally, this project aims to integrate real world sounds into an interactive musical framework. Therefore, encompassing traditional music therapy benefits including cognitive, social and motor development, with the systematic desensitisation to auditory stimuli that would usually impair an autistic child's participation in everyday activities.
References
[1] S. I. Greenspan and S. Wieder, "Developmental patterns and outcomes in infants and children with disorders in relating and communicating: A chart review of 200 cases of children with autistic spectrum diagnoses," Journal of Developmental and Learning disorders, vol. 1, pp. 87-142, 1997.
[2] M. Maskey, J. Lowry, J. Rodgers, H. McConachie, and J. R. Parr, "Reducing specific phobia/fear in young people with autism spectrum disorders (asds) through a virtual reality environment intervention," PloS one, vol. 9, no. 7, p. e100374, 2014.
[3] J. Argo, "Immersive soundscapes to elicit anxiety in exposure therapy: physical desensitization and mental catharsis," Ph.D. dissertation, University of Glasgow, 2017.

Publications

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Studentship Projects

Project Reference Relationship Related To Start End Student Name
EP/N509802/1 01/10/2016 31/03/2022
1947252 Studentship EP/N509802/1 01/10/2017 30/09/2020 Daniel Johnston
 
Description Virtual Reality (VR) has been a popular area of research in the development of immersive and interactive interventions for individuals with autism for over two decades. The engaging virtual environments create a safe space in which the therapy can address the core symptoms of the condition. Recently, there have been advancements in rendering spatial audio within VR which is capable of simulating realistic auditory environments to match their visual counterparts. However, alongside impairments in social interaction, communication and repetitive behaviours, individuals with autism spectrum disorder (ASD) often experience difficulties in processing sensory information and in particular audio. It has been reported that in the presence of competing background audio, those with ASD can find it hard to separate the relevant auditory information e.g. voices. In addition they can also have impaired translation in the differences in time and level of sounds reaching each ear, this information is essential in the localisation of sound sources along the horizontal plane. These challenges in processing sounds could therefore affect how an individual with autism reacts to their virtual reality intervention.

During the course of this award, a study was conducted with 29 children with ASD to investigate if any of these impairments would have negative impacts of their spatial attention towards audio in a VR game. Data collected displayed that despite auditory processing difficulties reported in literature, participants showed spatial attention towards presented auditory targets. Furthermore, higher amounts of background audio did have a negative impact on how the children interacted with the virtual environment.
Exploitation Route Although the finding from this study are not investigating the main research question of this award "Can spatial audio be used to improve interventions that address auditory hypersensitivity in individuals with autism spectrum disorders?", they are significant. The data collected from this study can be used to help future virtual reality developers create auditory soundscapes for games or therapy application used specifically used for individuals with autism. As highlighted, people within this population can have problems in processing sounds such as voices when they are in the presence of environmental noise. Results from this study showed that background audio would need to be reduced in order to bring attention towards an auditory target within a virtual environment. Finally, the study has been used to develop the auditory soundscape and stimuli used in a virtual reality game developed as part of this award in order to address auditory hypersensitivity in children with ASD. Currently (March 2020) there is a study being conducted with 19 children with autism, this study is not only evaluating the effectiveness of the VR game, but also to investigate if the spatial sound can improve digital therapy for this issue.
Sectors Healthcare,Other

 
Description AES Educational Foundation Scholarship
Amount $1,500 (USD)
Organisation Audio Engineering Society 
Sector Learned Society
Country United States
Start 09/2019 
End 09/2020
 
Description Audio Engineering Society Conference York - 2019 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Presenting a paper which investigated how children with autism react to spatial audio within a mixed reality environment. In addition, attendees were able to experience the same experimental test in VR.
Year(s) Of Engagement Activity 2019
 
Description Audio Engineering Society convention New York 2018 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact A poster presentation at the AES New York Convention 2018, here I showcased my initial work looking into how children with autism react to spatial audio.
Year(s) Of Engagement Activity 2018
 
Description Digital Catapult - Belfast 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact I gave a presentation which showed how spatial audio can be used to help children with autism within a virtual environment. It provided information that exhibited how virtual reality and spatial sound can be used outside of pure entertainment. In addition, the attendee were able to demo a vr game that has been developed as part of this award that is currently being tested as a means to address auditory hypersensitivity in autism (march 2020).
Year(s) Of Engagement Activity 2019
 
Description PhD Spotlight Final, University of York 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact General public were invited to the University of York for the York Talks event. As part of this I was showcasing my research for the PhD spotlight competition. Over the course of the day the public asked me questions about my research and how it effects children with autism. They also had the opportunity to demo the virtual reality intervention.
Year(s) Of Engagement Activity 2019