Contents

#### **Preface XI**


## Chapter 8 **How to Create Suitable Augmented Reality Application to Teach Social Skills for Children with ASD 119**

I-Jui Lee, Ling-Yi Lin, Chien-Hsu Chen and Chi-Hsuan Chung

Preface

development life cycle of VR/AR systems.

mental validations and high scientific value.

our in disseminating knowledge globally.

and content developers.

Virtual reality (VR) and augmented reality (AR) have long been attributed to science fiction movies and gaming industry. Although VR was popular for decades, AR has been democra‐ tised through famous Pokemon Go. Combination of VR/AR and the physical environment commonly called mixed reality on smartphones has prompted developers towards new heights of creativity and innovation. No need for high-tech wearables to experience VR/AR environments the cloud is quite helpful in processing large multimedia and code processing. One may think that VR/AR is more about multimedia development and visualisation techni‐ ques; nevertheless, there is a huge algorithmic component behind VR/AR systems. Major ICT players have come up with libraries for digital objects that have further accelerated the

Regarding challenges, there are technical limitations but also reluctance from users to adopt VR/AR technology. Nonetheless, few mobile manufacturers are not willing to implement such technologies. The main challenge remains dynamic content that would keep the inter‐ est of the users and with exciting user experience so that applications do not fall obsolete within a short time span. Like Multimedia Message Service (MMS), VR/AR has had poor adoption due to lack of content and appropriate business models between service providers

On the other hand, VR/AR has proven to be very much useful in healthcare and engineering fields, without mentioning educational technologies where it is already a legacy. Medical scientists, educators and engineers require deeper understanding of how VR/AR can assist them in their daily activities as well as pertinent issues. So far from user perspective, this book showcases research and development to enlighten readers with background in VR/AR. Moreover, it compiles latest advancement in the fields of VR/AR from a broad perspective. Chapters cover core areas where presently VR/AR technologies are applied, namely, health‐ care, education, building industry and visualisation. The chapters' content provides experi‐

We would like to express our whole-hearted appreciations to all the authors and their re‐ spective institutions who have contributed for the accomplishment of this book. Everything has been possible thanks to the InTech publishing process managers Mr. Julian Virag and Mrs. Danijela Vladika, the technical board, and the commissioning editor for their endeav‐

**Associate Professor (Dr) Nawaz Mohamudally**

University of Technology, Mauritius
