Computers 12 00215
Computers 12 00215
Systematic Review
Application of Augmented Reality Interventions for Children
with Autism Spectrum Disorder (ASD): A Systematic Review
A. B. M. S. U. Doulah 1, * , Mirza Rasheduzzaman 1 , Faed Ahmed Arnob 2 , Farhana Sarker 3 , Nipa Roy 4 ,
Md. Anwar Ullah 5 and Khondaker A. Mamun 2,6, *
1 Department of Electrical and Electronic Engineering, University of Liberal Arts Bangladesh (ULAB),
Dhaka 1209, Bangladesh; [email protected]
2 Advanced Intelligent Multidisciplinary Systems Lab (AIMS Lab), Institute of Research Innovation,
Incubation and Commercialisation (IRIIC), United International University, Dhaka 1212, Bangladesh;
[email protected]
3 CMED Health, Dhaka 1206, Bangladesh; [email protected]
4 Institute of Natural Sciences, United International University, Dhaka 1212, Bangladesh; [email protected]
5 Statistics and Informatics Division, Dhaka 1207, Bangladesh; [email protected]
6 Department of Computer Science and Engineering, United International University, Dhaka 1212, Bangladesh
* Correspondence: [email protected] (A.B.M.S.U.D.); [email protected] (K.A.M.)
Abstract: Over the past 10 years, the use of augmented reality (AR) applications to assist individuals
with special needs such as intellectual disabilities, autism spectrum disorder (ASD), and physical
disabilities has become more widespread. The beneficial features of AR for individuals with autism
have driven a large amount of research into using this technology in assisting against autism-
related impairments. This study aims to evaluate the effectiveness of AR in rehabilitating and
training individuals with ASD through a systematic review using the PRISMA methodology. A
comprehensive search of relevant databases was conducted, and 25 articles were selected for further
investigation after being filtered based on inclusion criteria. The studies focused on areas such
as social interaction, emotion recognition, cooperation, learning, cognitive skills, and living skills.
Citation: Doulah, A.B.M.S.U.; The results showed that AR intervention was most effective in improving individuals’ social skills,
Rasheduzzaman, M.; Arnob, F.A.; followed by learning, behavioral, and living skills. This systematic review provides guidance for
Sarker, F.; Roy, N.; Ullah, M.A.;
future research by highlighting the limitations in current research designs, control groups, sample
Mamun, K.A. Application of
sizes, and assessment and feedback methods. The findings indicate that augmented reality could be a
Augmented Reality Interventions for
useful and practical tool for supporting individuals with ASD in daily life activities and promoting
Children with Autism Spectrum
Disorder (ASD): A Systematic
their social interactions.
Review. Computers 2023, 12, 215.
https://doi.org/10.3390/ Keywords: autism spectrum disorder; augmented reality; systematic review
computers12100215
Each child with ASD is unique; it is possible that a technological solution that is
beneficial for one child may not be effective for another. Therefore, researchers have begun
to integrate a variety of technology for the betterment of children with autism with an
aim of determining the best suited technologies for each individual. Technologies such as
computer-based tools, virtual/augmented reality, mobile- and tablet-based applications,
and robotics are currently viewed as propitious approaches for designing interventions for
ASD, addressing a variety of goals including social and learning skills, on-task behavior,
and challenging behaviors [7–19].
Early intensive behavioral intervention can ameliorate some of the symptoms of
autism [7]. Nevertheless, the tools of certain classic media intervention approaches, such as
video modeling (VM), are typically overly lengthy and lack an interactive mechanism [8–10].
It is difficult for ASD children to dynamically alter their cognitive focus and position.
In recent years, information and communication technologies (ICTs) have been deployed
extensively in the healthcare industry [11]. In the field of autism rehabilitation, technology-
based interventions (TBI) include social robots [12], computer-based interventions [13,14],
VR [15,16], tablet computers [17], and serious games [18,19].
As a new form of human–computer interaction (HCI) technology, AR has advanced
significantly throughout the last few years to offer rich visual information and diverse in-
teractive experiences by combining real scene information and virtual information [20–22].
AR presents fresh ideas for enhancing the learning experience [23]. There is evidence that
autistic individuals are eager to analyze visual information and use electronic gadgets [24].
In addition, according to their parents, technology, such as tablets and smartphones, are
significantly beneficial in treating these behavior issues [24,25]. Applications of mobile
augmented reality (MAR) make the treatment more engaging [26,27] and improve the
academic progress of children with autism [28].
In recent years, there has been a great deal of interest in examining the efficacy of
technology-based strategies in training and teaching different skills, such as communication
and social skills, academic skills, and information processing, to increase independence in
children and adolescents with ASD. Marto et al. conducted a systematic literature review
(SLR) of 16 primary papers on the use of augmented reality (AR) for the rehabilitation of
people with ASD [29]. Only eight studies on MAR were considered. However, the authors
of [30] examined ten preliminary studies published between 2012 and 2016 and made
recommendations for future research and evaluation. Similarly, the collection contains only
six studies on MAR. Adnan et al. [31] articulated AR’s development and research prospects
in the treatment of autism; however, the literature study was inadequate. Khowaja et al. [32]
presented a systematic literature review of major works published in 2005–2018 on AR
intervention in improving a variety of skills in children and adolescents with ASD and
presented the research classification of ASD. However, the article did not include MAR
and the research timeline must be revised. Berenguer et al. [33] assessed the efficacy of AR
technology on ASD.
3. Methodology
3.1. Search Strategy and Data Sources
To perform this literature review, we sifted through seven scientific article databases:
IEEE Xplore Digital Library, ACM Digital Library, Science Direct, Scopus, PubMed, Sage,
and Web of Science. While analyzing these resources, we only considered documents
relevant to computer-related categories, such as technology, engineering, and computer
science, disallowing medical and chemical disciplines. In addition, we chose articles that
were published between January 2010 and November 2022, spanning thirteen years.
Table 1. Keywords.
The search was conducted in order to match the following logical expression: Ti-
tle/Keywords/Abstract contains (“Autism” OR “Autism Spectrum Disorder” OR “ASD”
OR “Autistic” OR “Autistic Children”) AND (“Augmented Reality” OR “AR” OR “Mo-
bile Augmented Reality” OR “Augmented” OR “Inclusive Digital Technologies”) AND
(“Mobile” OR “Tablet” OR “Smartphone” OR “Toolkit” OR “Smartglass”).
Table 3. Cont.
Table 3. Cont.
Table 3. Cont.
4. Results
4.1. Data Selection
A summary of the selected articles is presented in Figure 1. It illustrates a PRISMA
diagram and eventually selected articles for the review after the primary selection. We
identified 4591 articles, out of which 501 were from IEEE Xplore, 1101 were from PubMed,
1120 were from Science Direct, 401 were from Web Science, 205 were from Scopus, 256 were
from ACM library, 152 were from SpringerLink, 348 were from Sage, and 507 were from
Google Scholar.
A total of 1084 duplicate papers were eliminated from the searches. The identified
articles underwent a manual screening process based on their title and abstract. Sub-
sequently, the articles were further screened based on their relevance in addressing the
research questions. Following this rigorous screening process, out of the initial 3507 articles,
only 25 articles met the inclusion criteria and were deemed suitable for further analysis in
this systematic review. The study examined and collated the essential data from eligible
studies, including the identity of the lead author, year of publication, characteristics of the
participants, study design, and region of the experiment.
a computer monitor as the AR setup. Some other studies [41,44,45,54] used flashcards,
worksheets, picture cards, and Tangram puzzles in the learning process.
Do You Think All the Did the Paper’s If the Results of the
Did the Paper Did the Authors Look
Important, Relevant Authors Do Enough Paper Have Been
No. Study Address a Clearly for the Right Type
Studies Were to Assess Quality of Combined, Was It
Focused Question? of Papers?
Included? the Included Studies? Reasonable to Do So?
01. Hashim (2022) [41] Yes Yes Yes Yes Yes
02. Nekar (2022) [42] Yes Yes No Indeterminate Yes
03. Perez (2022) [43] Yes Yes Yes Yes Yes
04. Root (2022) [44] Yes Yes Yes Yes Yes
05. Wang (2022) [45] Yes Yes Yes Yes Yes
06. Lee (2021) [28] Yes Yes Yes Yes Yes
07. Luca (2021) [46] Yes Yes No Yes Yes
08. Zheng (2021) [47] Yes Yes Yes Yes Yes
09. Anto (2020) [48] Yes Yes Yes Yes Yes
10. Arpaia(2020) [49] Yes Yes Yes Yes Yes
11. Lopez (2020) [50] Yes Yes Yes Yes Yes
12. Kung (2019) [51] Yes Yes Yes Yes Yes
13. Sahin (2018) [52] Yes Yes Yes Yes Yes
14. Magrini (2019) [53] Yes Yes Yes Yes Yes
15. Singh (2019) [54] Yes Yes Yes Yes Yes
16. Tang(2019) [55] Yes Yes No Indeterminate Indeterminate
17. Vahabzadeh (2018) [56] Yes Yes Yes Yes Yes
18. Kurniawan (2018) [57] Yes No No Yes Indeterminate
19. Syahputra (2018) [58] No No No Indeterminate Indeterminate
20. Chen (2016) [59] No Yes Yes Yes Yes
21. Cihak (2016) [60] Yes Yes Yes Yes Yes
22. Hosseini (2016) [61] Yes Yes Yes Yes Yes
23. McMahon (2016) [62] Yes Yes Yes Yes Yes
24. Bai (2014) [22] Yes Yes Yes Yes Yes
25. Escobedo (2014) [63] Yes Yes No No No
Table 6. Cont.
Were All
What Are the Can the Results Be Are the Benefits
How Precise Are Important
No. Study Overall Results of Applied to the Worth the Harms
the Results? Outcomes
the Paper? Local Population? and Costs?
Considered?
An overall PAND of
98% was obtained
for v2 and an
overall PAND of
96% was measured
for v3. This shows
that the
intervention was
03. Perez (2022) [43] p < 0.01 Indeterminate Yes Yes
highly effective
(PAND > 90%) for
enhancing the
abilities of gaze
following and
pointing to the
target object in six
autistic children.
The combination of
MSBI and
video-based
instruction
delivered via AR
helped four adult
04. Root (2022) [44] Did Not Mention Yes Yes Yes
students with ASD
improve in their
ability to solve
percentage of
change problems
(i.e., tip)
ASD improved
from baseline 1 at
83% when using the
05. Wang (2022) [45] p < 0.05 Indeterminate Yes Indeterminate
AOM to 98% at
intervention 2 when
using KPV with AR
Baseline mean:
06. Lee (2021) [28] p < 0.05 Yes Yes Yes
19.16%
Significant increase
07. Luca (2021) [46] in attention Did not mention Indeterminate Indeterminate Yes
processes
The HR and SCL
differences of ASD
group reached and
08. Zheng (2021) [47] ASD Baseline: 98.89 was near Indeterminate Yes Yes
statistically
significant,
respectively
ASD Total Points:
09. Anto (2020) [48] p < 0.05 Indeterminate Yes Yes
54.5
Positive feedback
on the device
acceptance and
attentional
performance were
10. Arpaia (2020) [49] offered after tests Did not mention Yes Yes Yes
on three ASD
patients (with three
different CGI
scores) between 8
and 10 years
Computers 2023, 12, 215 14 of 23
Table 6. Cont.
Were All
What Are the Can the Results Be Are the Benefits
How Precise Are Important
No. Study Overall Results of Applied to the Worth the Harms
the Results? Outcomes
the Paper? Local Population? and Costs?
Considered?
A total of 95% of the
children participated
11. Lopez (2020) [50] actively in the search p < 0.05 Yes Yes Yes
for the solution to
end the game
Improvement in
12. Kung (2019) [51] academic Did not mention Yes Indeterminate Yes
performance
SRS measure
13. Sahin (2018) [52] baseline raw Did not mention Yes Yes Yes
score: 92
Children embraced
experiments,
14. Magrini (2019) [53] showing improved Did not mention Yes Indeterminate Yes
attention, and
response times
More training time
compared to
15. Singh (2019) [54] Did not mention Yes Indeterminate Yes
desktop and
in-person
Did not mention
16. Tang (2019) [55] N/A Indeterminate Indeterminate Indeterminate
clearly
Vahabzadeh (2018)
17. Baseline mean: 5.5 Did not mention Yes Yes Yes
[56]
The increase
achieved an
Kurniawan (2018) average of 76% in
18. Did not mention Yes Yes Yes
[57] the communication
skills of children
before treatment.
With an average
percentage of 83%
on a Likert scale,
Syahputra (2018)
19. respondents Did not mention Indeterminate Indeterminate Indeterminate
[58]
strongly agree that
the app can train
the child’s focus.
baseline range:
20. Chen (2016) [59] Yes No Yes Yes
86.66–94.28%
Students’
independent
performance
immediate
21. Cihak (2016) [60] increased when Did not mention Indeterminate Indeterminate Yes
augmented reality
was introduced
with 98% non-
overlapping data.
Data obtained
results using
22. Hosseini (2016) [61] p < 0.05 Yes Yes Yes
Wilcoxon test
of 0.007
Computers 2023, 12, 215 15 of 23
Table 6. Cont.
Were All
What Are the Can the Results Be Are the Benefits
How Precise Are Important
No. Study Overall Results of Applied to the Worth the Harms
the Results? Outcomes
the Paper? Local Population? and Costs?
Considered?
Baseline scores on
the vocabulary
assessments for the
students indicated
McMahon (2016) that the students
23. Did not mention Yes No Yes
[62] had very low initial
knowledge of the
science vocabulary
words across the
three-word lists
Did not mention
24. Bai (2014) [22] Did not mention Indeterminate Indeterminate Indeterminate
clearly
Mobile Object
Identification
System helped
Escobedo (2014)
25. teachers to attend to Did not mention Yes No Yes
[63]
multiple students
(n > 1) during the
therapy
Table 7. Cont.
Baseline, Kolmogorov–
06. Lee (2021) [28] KST System Computer Classroom Intervention, 6 weeks Smirnov test, No
Maintenance Likert
scale/Verbal
Raven’s
Matrices test,
Two different Modified
trainings: CBT Little Bell Test,
according to developmental
Luca (2021) Medical standardized test of
07. N/A Device named Clinic approach, CBT One month visual–motor No
[46] BTS-N in a VR integration,
environment Gilliam
(Total 48 Autism Rating
sessions)
Scale/
Questionnaire
Mechatronic
toothbrush Baseline,
Zheng (2021) pre-test, p-values/
08. and Microsoft Yes
Virtual Avatar Kinect V2
N/A N/A Questionnaire,
[47] coaching, Likert Scale
Camera and post-test
Sensor, E4
Mann–Whitney
Computer U test,
Anto (2020) game Laptop Pre-test, Wilcoxon
09. computer Classroom post-test N/A No
[48] signed-rank
MoviLetrando
test/N/A
A SSVEP-
Arpaia (2020) based single- Social
10. Smart glasses N/A N/A N/A No
[49] interaction
channel BCI
Lopez (2020) EmoFindAR Gender: did Questionnaire/
11. Smartphone Classroom N/A Yes
[50] application not mention N/A
Kung (2019) Smartphone Smartphone Pre-test and N/A/
12. Classroom N/A No
[51] application and flashcards post-test Questionnaire
N/A/Social
Empowered Responsive-
Shanin (2018) Brain N/A Baseline ness Scale2
13. N/A Classroom and 2 weeks No
[52] Face2Face intervention (SRS-2)
module school-age
form
Four phases:
repeat the
movements,
Magrini (2019) Computer, guess the Time and score
14. Kinect SDK Sensor N/A 6 weeks for each No
[53] movements,
connect the exercise/verbal
dots and guess
the card
Tangram Time required
Puzzle and to solve a
Singh (2019) Desktop-based Desktop Training and
15. Classroom N/A Tangram Yes
[54] Application Testing
Computer and puzzle/
Webcam Questionnaire
Deep learning
platform, Special
Tang (2019) TensorFlow education
16. and simple N/A school and N/A N/A No/verbal No
[55] university
lightweight
mobile campus
application
Computers 2023, 12, 215 17 of 23
Table 7. Cont.
5. Discussion
This systematic literature review explores the potential of establishing a standard
protocol in the field of technology to benefit children with autism spectrum disorder
(ASD). The review analyzed twenty-five articles, published between 2010 and 2022, re-
trieved from various reputable databases. Participants’ ages ranged from 6 to 20 years old.
However, three studies [51,57,58] did not mention the age of the participants. The find-
ings emphasized the importance of having a standard protocol for data collection and
Computers 2023, 12, 215 18 of 23
the development of augmented reality (AR) technology tailored for children with ASD.
Currently, AR researchers are creating impressive prototypes [18,21,28,48,51], but their im-
plementation is hindered by a lack of communication between caregivers and developers.
A crucial step towards progress involves fostering effective two-way communication be-
tween the researchers and the caregivers. Furthermore, government policy makers should
actively engage in this field to support and empower children with ASD and their parents.
The widespread adoption of this technology will heavily rely on the intervention and support
of the government. Another objective of this review was to evaluate and summarize research
that dealt with the efficacy of using AR programs in treating children and adolescents with
ASD. Social skills, emotion recognition, daily living skills (brushing, finance, etc.), verbal and
non-verbal communication, and learning can be distinguished as distinct areas of intervention
when considering the capabilities of augmented reality technologies.
Social skills, the most obvious deficiency in children with ASD, were given the most
attention in the examined AR study. Using a blend of real-world and virtual elements to
replicate social environments allows for the training to occur in a safe, regulated, and cus-
tomizable environment. For ASD treatment, the characteristics of this kind of intervention
are particularly intriguing. In these articles, improvements in social–emotional reciprocity
and emotional intelligence [28,47,50,53,59] were significantly observed. It is important to
highlight that among the 25 selected papers, 18 of them documented notable enhancements
in social-emotional reciprocity and emotional intelligence. In Table 3, we have illustrated
the study purpose of each study and its outcome. Additionally, these approaches assist
in the development of important social abilities such as initiation of play, social response,
and facial expression perception. The studies [26,28] found that AR systems can positively
improve understanding of social greeting behavior and learning appropriate responses to
greetings. A few other studies [22,42] evaluated the feasibility of game content to assist
autistic children with their social and emotional development. Other studies have been
based on areas related to training in activities of daily living skills, teaching language,
education and improving attention to individuals with ASD. Studies [41,48,51,55,62,63],
demonstrate that using augmented reality can offer adjustable learning environments
including videos, 3D images, and animation where people with special needs can engage in
more fulfilling interaction activities. Children and adolescents with ASD could learn basic
human skills such as tooth brushing and financial skills through AR intervention [44,47].
The majority of the included research suggests that children with ASD benefit from
exposure to AR-based interventions. However, the majority of research utilized small
sample sizes. Two studies [46,52] only comprised a single subject. Fourteen of the twenty-
five studies had individuals under the age of ten. One study cited as [58] missed the
number of participants. There was rarely any kind of comparison to either a group of
healthy volunteers or patients who were receiving conventional therapies. If the control
group does not exhibit the similar features or the same questionnaires are provided at
distinct points in the intervention procedure, comparing the changes produced by an AR
intervention could be challenging. Considering this, some of the findings from the research
included in this study might be regarded as preliminary and having limited practical utility.
Due to the limited sample size and lack of a control group, extending the results to the
entire population impacted by this disorder is challenging. Another factor that makes it
difficult to generalize the results is the sample’s gender ratio. It is established that ASD
affects boys more frequently than girls (the most recent research indicates a 4:1 ratio [2]);
however, certain studies [46,52,60] are conducted exclusively with affected boys, which
may limit the validity of the conclusions. Lastly, it should be mentioned that some research
was conducted on children labeled with high-functioning autism or Asperger syndrome.
Consequently, only results from this sub-sample should be evaluated, as they cannot be
generalized to the remaining children with ASD.
One of the primary benefits of augmented reality is that it enables the simulation of
real-world circumstances so that training may be undertaken in a safe, therapist-controlled
environment. This issue is particularly intriguing when treatment should concentrate on
Computers 2023, 12, 215 19 of 23
the training and enhancement of social skills, social interaction, communication, emotional
reaction, and executive functions. In addition, this intervention style can be further ex-
tended to acquire various subject performance measures. This enables therapists to monitor
and analyze the patient’s progress and to apply feedback or possible task repetitions. Con-
sequently, an intervention based on technology may incorporate multi-user apps in playful
environments or everyday scenarios, which could be regulated and customized based on
the intervention’s goals. Despite the numerous potential benefits of augmented reality, it is
recommended that practitioners do cost–benefit analyses to see whether there is a benefit to
facilitating the specific interventions or intervention components under consideration with
augmented reality. Notably, the majority of the research included in this evaluation still
relied on the therapist to prompt or correct errors. This prompts the question of whether
the integration of AR would lead to more effective and efficient therapies. It is also likely
that there exist low-tech alternatives that achieve the same effects as augmented reality.
Therefore, it would be useful to identify the qualities of the individuals for which AR
technologies are most beneficial (e.g., cognitive ability, physical ability, etc.).
In accordance with the WHO Ethics Review Committee (ERC), when proposing
research with human participants, an Informed Consent Form (ICF) must be included
with each proposal to establish that the study participant has chosen to participate in the
research voluntarily. If the research involves more than one group of participants, such as
healthcare users and healthcare professionals, a separate, individualized informed consent
form must be supplied for each group. This guarantees that each participant group receives
the necessary information to make an informed decision. Each new intervention requires a
different informed consent form for the same reason. Twelve of the research explicitly state
that written agreement was obtained from the participants. However, in the other thirteen
investigations, there was no statement of a signed consent form. In research initiatives,
evaluation methods are also a major concern. Both survey research and qualitative research
rely on human participation and require well-trained observers to ensure accurate and
reliable results. Without proper training, the error rate can increase, and the usefulness and
reliability of the measurement can decrease. To avoid the introduction of human errors,
researchers should implement a comprehensive training program for observers prior to the
intervention. This training should cover all aspects of the research process, including data
collection and analysis, to ensure that observers are equipped with the necessary knowledge
and skills to carry out their tasks accurately. Additionally, researchers can minimize the risk
of human errors by conducting numerous calculations of the data or by using computer-
assisted data gathering techniques. These methods can help to streamline the data collection
process and reduce the potential for human error. In addition, the majority of research did
not employ a particular method for evaluating the efficacy of AR interventions. Several
studies [22,26,28,41–43,45,48,56,61,64] used a variety of established methods, including the
Mann–Whitney U Test, Wilcoxon signed-rank Test, Social Communication Questionnaire
(SCQ), ABC-H, CARS2, BPVS3, LSA, and ANOVA. Some research gathered input from
participants, parents, or teachers through survey questionnaires, whereas others employed
verbal feedback. A few other studies did not mention any such feedback method. Only
four studies disclosed their questionnaire form in the papers.
Based on the reviews of selected articles, it is evident that future research in the field
of AR for individuals with ASD should pay closer attention to comparing the various AR
technologies employed because AR encompasses a wide range of technologies, some of
which may potentially have compatibility issues, particularly concerning user immersion.
Therefore, it is advisable that the researchers should shed light on AR technologies on their
relative effectiveness, usability, and potential limitations.
Most of the studies included in this review were conducted in developed countries
(United Nations Development Programme). Out of 25 studies, a total of 15 studies were
conducted in the developed countries. Augmented reality (AR) technology has the potential
to bring many benefits to both developed and developing countries; however, there are
some limitations to consider [66]. In many developing countries, access to technology,
Computers 2023, 12, 215 20 of 23
including smartphones and tablets, is limited. This can make it difficult for people to access
and use AR applications. Internet connectivity in many developing countries is also limited,
which can make it difficult for people to access and use AR applications that require a
stable internet connection. Apart from that, in some areas, electricity is not available or
is not reliable, which can make it difficult to use devices that require electricity, such as
smartphones and tablets. Another limitation is that many AR applications are developed
primarily in English, which can make them difficult to use for people in developing
countries who speak other languages. Additionally, developing countries often have
limited financial resources, which can make it difficult for people to afford to purchase
technology such as smartphones and tablets, or to pay for internet connectivity. Finally,
many developing countries may not have the necessary infrastructure or regulations to
ensure the privacy and security of data collected or stored by AR applications. It is
important to note that although there are limitations, researchers and practitioners are
working to overcome these challenges and make AR technology more accessible and
effective in developing countries.
Although this review has summarized and evaluated various studies, it is crucial to
acknowledge that the effectiveness of interventions can vary widely from person to person.
This individual variation presents a significant challenge when attempting to extrapolate
data from individual studies to the entire ASD population. Therefore, it is important to
provide emphasize the need for personalized, client-centered approaches in the treatment
and support of individuals with ASD. This approach may lead to a better understanding
of ASD as a spectrum and promote interventions aimed at enhancing the well-being and
development of individuals with ASD.
Funding: This work was supported by Institute for Advanced Research (IAR) of United Interna-
tional University (UIU) in collaboration with Office of Faculty Research, University of Liberal Arts
Bangladesh (ULAB) under Grant UIU-IAR-01-2022-SE-34.
Data Availability Statement: Not applicable.
Conflicts of Interest: The authors declare no conflict of interest.
Abbreviations
The following abbreviations are used in this manuscript:
AR Augmented Reality
ASD Autism Spectrum Disorder
GPS Global Positioning System
HCI Human-Computer Interaction
ICTs Information and Communication Technologies
IoT Internet of Things
MAR Mobile Augmented Reality
SLR Systematic Literature Review
SUS System Usability Scale
PHR Personal Health Record
TBI Technology-based Intervention
VM Video Modeling
VR Virtual Reality
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