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Designing for Attention: Evaluating an Affordable Immersive VR Platform for Neurodiverse Children

Mirko Gelsomini, Eleonora La Porta, Alessandro Fusco, Luca Maria Papandrea · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility · doi:10.1145/3663547.3746350

Summary

This paper presents VISTA (Visual Immersive Storytelling for Therapeutic Attention), a low-cost Wearable Immersive Virtual Reality (WIVR) platform designed to support attention-focused therapeutic interventions for neurodiverse children. The system uses a Google Cardboard-style smartphone viewer with gaze-based interaction, making it significantly more affordable and portable than high-end VR headsets. VISTA was co-designed with four therapists working in a rehabilitation center for children with neurodevelopmental conditions including autism, ADHD, intellectual disabilities, and Down syndrome. The platform delivers interactive 360-degree narrative experiences where children progress through stories by fixating their gaze on target objects, with therapist-controlled pacing and narrative branching. The study employed a multi-week comparative evaluation with 12 children (ages 5-11) divided into experimental (VR stories) and control (equivalent book-based activities) groups. Sessions occurred twice weekly over six weeks, with attention measured using the Barrage test (BIA battery) at pre, mid, and post timepoints. The authors developed a custom metric called Find Score Squared (FSS) that accounts for both accuracy and speed of visual search. The research is framed within a function-centered rather than diagnosis-centered approach, grouping children by functional profiles (low-functioning vs. high-functioning based on behavioral characteristics) rather than clinical labels.

Key findings

The results revealed that VR-trained children with lower functional profiles showed the most consistent and substantial improvements in selective and sustained attention, particularly on the most visually complex Barrage cards (Cards 4 and 5), where FSS scores rose nearly fivefold for some participants. Three key developmental signals emerged across VR-trained children: emergent self-regulation (spontaneous verbal planning and refusal of unnecessary help), increased cognitive endurance (longer task durations under high visual load), and decreased scaffolding dependency (independent focus with minimal therapist intervention). Qualitative observations from therapists were particularly revealing — children shifted from passive compliance to proactive engagement, developed implicit scanning routines, and verbalized their thought processes with increasing independence. One child who initially required constant redirection showed over 800% improvement in FSS on the most complex card. High-functioning children showed more variable results, with some developing metacognitive strategies (narrating their scanning process) despite modest quantitative gains. Notably, improvements were not uniformly tied to the VR condition — the interaction between task structure and individual readiness proved more predictive than delivery medium alone. The paper also documents emotional regulation gains, with children who initially showed frustration later asking for help constructively rather than giving up.

Relevance

This study makes a compelling case for affordable, accessible VR as a therapeutic tool for neurodiverse children, challenging the assumption that effective VR interventions require expensive equipment. The eight design guidelines derived from the study — including mapping VR features to specific cognitive goals, using gaze as both interaction and measurement, designing for affective engagement rather than just task completion, and designing by function rather than diagnosis — offer practical guidance for developers creating inclusive immersive experiences. The finding that WIVR can serve as a co-facilitator in therapeutic attention-building, rather than merely a delivery tool, has implications for how we think about technology-mediated interventions more broadly. The function-centered design approach, which selects and groups users based on observed behavioral characteristics rather than diagnostic labels, provides a model that accessibility practitioners could adopt when designing for cognitive diversity. The study also highlights important limitations: small sample size, controlled therapeutic settings that may not generalize, and the challenges of standardized attention tests for children with neurodevelopmental profiles.

Tags: virtual reality · neurodiversity · attention · therapeutic technology · children · gaze interaction · co-design · affordable technology · immersive environments