TY - GEN
T1 - Assessing Adaptive Behavior in Individuals with Intellectual Disability through Head Movement Analysis in Virtual Reality
AU - You, Dana
AU - Kim, Sion
AU - Kwon, Jong Soo
AU - Lee, Youngsoo
AU - Seo, Kyoungwon
N1 - Publisher Copyright:
© 2026 Copyright held by the owner/author(s).
PY - 2026/4/13
Y1 - 2026/4/13
N2 - Adaptive behavior plays a central role in independent functioning for individuals with intellectual disabilities (ID), yet existing assessments rely on caregiver reports, limiting objectivity and ecological validity. We present a virtual reality (VR)-based adaptive behavior assessment leveraging head movement features. Using a head-mounted display, we collected head movement data from 32 individuals with ID as they completed a virtual greeting test consisting of response selection, gesture selection, and bodily greeting tasks. Four head movement features (i.e., linear displacement linear velocity, angular displacement, and angular velocity) were extracted and compared between high and low adaptive behavior groups. While no significant group differences were observed in the response and gesture selection tasks, all features significantly differentiated the two groups during the bodily greeting task, where a support vector machine classifier achieved 80.95% accuracy. These findings suggest that embodied head movement in VR provides meaningful behavioral signals for assessing adaptive behavior in ID.
AB - Adaptive behavior plays a central role in independent functioning for individuals with intellectual disabilities (ID), yet existing assessments rely on caregiver reports, limiting objectivity and ecological validity. We present a virtual reality (VR)-based adaptive behavior assessment leveraging head movement features. Using a head-mounted display, we collected head movement data from 32 individuals with ID as they completed a virtual greeting test consisting of response selection, gesture selection, and bodily greeting tasks. Four head movement features (i.e., linear displacement linear velocity, angular displacement, and angular velocity) were extracted and compared between high and low adaptive behavior groups. While no significant group differences were observed in the response and gesture selection tasks, all features significantly differentiated the two groups during the bodily greeting task, where a support vector machine classifier achieved 80.95% accuracy. These findings suggest that embodied head movement in VR provides meaningful behavioral signals for assessing adaptive behavior in ID.
KW - Adaptive Behavior
KW - Intellectual Disability
KW - Machine Learning
KW - Virtual Reality
UR - https://www.scopus.com/pages/publications/105038109176
U2 - 10.1145/3772363.3798933
DO - 10.1145/3772363.3798933
M3 - Conference contribution
AN - SCOPUS:105038109176
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2026 - Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems
A2 - Oliver, Nuria
A2 - Shamma, David A.
A2 - Candello, Heloisa
A2 - Cesar, Pablo
A2 - Lopes, Pedro
A2 - Artizzu, Valentino
A2 - Draxler, Fiona
A2 - Lopez, Gustavo
A2 - Reinschluessel, Anke V.
A2 - Tong, Xin
A2 - Toups Dugas, Phoebe O.
PB - Association for Computing Machinery
T2 - Extended Abtracts of the 2026 CHI Conference on Human Factors in Computing Systems, CHI 2026
Y2 - 13 April 2026 through 17 April 2026
ER -