- Problem Statement ID: SIH1712
- Theme: Smart Education
- Category: Software
- Team Name: Bitsentinal
- About MindFlow
- Key Features
- Technical Approach
- Impact and Benefits
- Feasibility and Viability
- Research and References
- License
MindFlow is an innovative Virtual Reality (VR) based application designed to help individuals with Autism Spectrum Disorder (ASD) and Intellectual Disabilities (ID) improve their social skills, learn essential life skills, and enhance their employability.

- 1 in 36 children are diagnosed with ASD (CDC report)
- 30% of individuals with ASD have savant syndrome but lack opportunities to contribute
- Individuals with ASD and ID face significant challenges in securing employment
MindFlow addresses these challenges through:
-
Interactive VR environments for learning social and life skills
-
Gamification and simulations for engaging learning experiences
-
Quietplace feature to create calm environments using mixed reality
-
Certification system to enhance employability
- 🎮 Gamified Applied Behavior Analysis for social skills development
- 🚦 Interactive simulations for life skills (e.g., fire safety, road crossing)
- 🧘 Quietplace feature for sensory-friendly focus sessions
- 🤖 AI monitoring for personalized learning
- 🏆 Social skill certifications for improved employability

MindFlow's user interface consists of four main tabs:
- Learn social skills
- Learn life essential skills
- Enable Quietplace
- See progress
The VR environment adapts to individual needs, ensuring a stress-free and personalized experience.
- Improved Social Skills: Develop crucial interpersonal abilities
- Increased Independence: Gain confidence through life skills training
- Tailored Learning: Personalized VR environments
- Reduced Sensory Overload: Quietplace feature minimizes triggers
- Career Opportunities: Certifications enhance employability
- Boosted Confidence: Progress tracking builds self-esteem
- Advances in VR and exposure therapy support MindFlow's practicality
- Growing awareness of neurodiversity
- Increasing affordability of VR technology
- Access to VR equipment
- Solution: Provide affordable VR devices
- Technical issues (e.g., motion sickness)
- Solution: Incorporate sensory-friendly features and minimize moving elements
- User engagement
- Solution: Implement gamification, rewards, and personalized learning paths
Our project is based on extensive research in the following areas:
- Applied Behavior Analysis
- Blue Room Therapy
- Learning social skills using VR
- Treating phobias in Autism Using VR
- Cognitive Behavior Therapy for Autism
- Behavioral Management Therapy for Autism
This project is licensed under the MIT License.
Developed with ❤️ by Team Bitsentinal for Smart India Hackathon 2024