
Neurodiversity, perceptual variation, and communication through immersive & creative technologies
At the core, Sarune’s work explores how cognitive and perceptual differences associated with neurodivergence (autism, ADHD, possibly synesthesia and other perceptual variations) may be better understood and expressed via immersive technologies (VR/XR), mixed-method research (behavioural, drawing, qualitative), and inclusive, person-centred design. The goal is both scientific — to map perceptual variation — and applied: to develop tools and environments that support communication, creativity, expression, and accessibility for neurodiverse individuals.

Individual Differences in Visual Perception and Processing Styles
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In her PhD thesis, titled “Using Virtual Reality to Explore Individual Differences in Perception due to Neurodiversity,” Sarune investigates how autistic and ADHD traits relate to differences in visual perception (local vs. global processing) and organizational drawing behaviour.
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She uses both standard (2D) drawing tasks (e.g. copying complex figures) and immersive VR-based drawing tasks to compare performance — highlighting that attention-related traits (e.g. “Attention to Detail”) can predict drawing organisation/performance.
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This line of research challenges one-size-fits-all assumptions: it shows that perceptual processing is variable, even within “neurotypical” and subclinical populations, depending on trait expression.
Use of Immersive Virtual Reality (VR/XR) for Research and Expression
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A central methodological and conceptual focus is on employing immersive VR as not just a research tool but also a medium for expression. In the thesis, Sarune adapts the classic neuropsychological test (the Rey–Osterrieth Complex Figure (ROCF)) to immersive 3D VR environments.
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This methodological innovation allows a richer exploration of how individuals perceive, interpret, and recreate visual information in 3D space — potentially revealing aspects of perception standard 2D or questionnaire-only studies miss.
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The VR approach is also more participatory and expressive: participants can draw freely in VR, allowing for creative, phenomenological, and qualitative data about their perceptual experiences.
Mixed-Methods & Arts-Based Approaches (Quantitative + Qualitative + Creative / Drawing)
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Rather than relying solely on standard psychometric tasks or self-report questionnaires, Sarune combines quantitative experiments (e.g. drawing accuracy, organisational scores) with qualitative / thematic-analysis approaches (e.g. free-drawing, “think-aloud,” participants’ own descriptions of perceptual experience).
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This mixed-methods design allows capturing both measurable differences and subjective, lived experiences — especially important when studying neurodiversity, where variation is often highly individual and context- dependent.
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The arts-based component (drawing, VR-drawing) is not just a method — also a bridge between scientific research and personal expression, giving neurodivergent individuals more agency in representing their inner perceptual world.
Neurodiversity Paradigm: Strengths, Variability, and Inclusive Research Design
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Sarune frames neurodivergence not as pathology or deficit, but as natural variation — focusing on strengths, differences, and the value of individual perceptual/cognitive diversity. This “person-centred research” approach is explicitly described in her thesis.
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Her work calls for inclusive, participatory, and accessible research practices — e.g. allowing participants to express themselves freely in VR, reducing “power imbalance” between researcher and participant, acknowledging heterogeneity within neurodivergent populations.
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This aligns with broader shifts in psychology/neuroscience toward respecting neurodiversity, and contributes empirical evidence for variation rather than deficit.

VR and Psychology research
Animacy Perception in VR
How motion cues in 3D spaces influence judgments of agency and “lifelike” behaviour.
Embodiment & Interoception
Examining virtual body ownership and how traits like alexithymia modulate responses to sensory conflict.
Reddit Secondary Data: UX & Accessibility Patterns
Analysing large-scale user discussions to extract XR usability insights, accessibility barriers, and design expectations.
Accessibility & Efficiency Framework for Immersive Education
Onboarding, cognitive load reduction, lesson flow, inclusion strategies—developed from real classroom deployments.
Metaverse Platforms for Higher Education (FrameVR)
Evaluating lightweight virtual spaces for accessibility, interaction design, and support for diverse learners.