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1.
Comput Biol Med ; 171: 108194, 2024 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-38428095

RESUMO

Clinical assessment procedures encounter challenges in terms of objectivity because they rely on subjective data. Computational psychiatry proposes overcoming this limitation by introducing biosignal-based assessments able to detect clinical biomarkers, while virtual reality (VR) can offer ecological settings for measurement. Autism spectrum disorder (ASD) is a neurodevelopmental disorder where many biosignals have been tested to improve assessment procedures. However, in ASD research there is a lack of studies systematically comparing biosignals for the automatic classification of ASD when recorded simultaneously in ecological settings, and comparisons among previous studies are challenging due to methodological inconsistencies. In this study, we examined a VR screening tool consisting of four virtual scenes, and we compared machine learning models based on implicit (motor skills and eye movements) and explicit (behavioral responses) biosignals. Machine learning models were developed for each biosignal within the virtual scenes and then combined into a final model per biosignal. A linear support vector classifier with recursive feature elimination was used and tested using nested cross-validation. The final model based on motor skills exhibited the highest robustness in identifying ASD, achieving an AUC of 0.89 (SD = 0.08). The best behavioral model showed an AUC of 0.80, while further research is needed for the eye-movement models due to limitations with the eye-tracking glasses. These findings highlight the potential of motor skills in enhancing objectivity and reliability in the early assessment of ASD compared to other biosignals.


Assuntos
Transtorno do Espectro Autista , Transtorno Autístico , Realidade Virtual , Humanos , Transtorno Autístico/diagnóstico , Transtorno do Espectro Autista/diagnóstico , Reprodutibilidade dos Testes , Aprendizado de Máquina
2.
Cyberpsychol Behav Soc Netw ; 27(4): 268-274, 2024 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-38394167

RESUMO

Prior research on affect elicitation indicates that stimuli with social content (pictures or videos) are more arousing than nonsocial stimuli. In particular, they elicit stronger physiological arousal as measured by electrodermal activity (EDA; i.e., social EDA effect). However, it is unclear how this effect applies to virtual reality (VR), which enables an enhanced sense of presence (SoP) and ecological validity. The study here approached this question from a social-emotional VR framework. A sample of N = 72 participants (55 percent women) experienced a set of six virtual environments (VEs) in the form of emotional parks specifically designed to elicit positive, negative, or neutral affectivity. Half of these VEs included human-shaped agents (social context) and the other half omitted these agents (nonsocial context). The results supported the social EDA effect, which in addition was amplified by the reported SoP. Importantly, the VE featuring a social negative content qualified this observed social EDA effect. The finding is discussed in the light of a negativity bias reported in affect literature, through which negative stimuli typically mobilize attention and bodily activation as a mechanism linked to stress responses. The study's implications extend to the use of VR in both research and practical applications, emphasizing the role of social content in influencing affective and physiological responses.


Assuntos
Resposta Galvânica da Pele , Realidade Virtual , Humanos , Resposta Galvânica da Pele/fisiologia , Feminino , Masculino , Adulto , Adulto Jovem , Afeto/fisiologia , Emoções/fisiologia , Nível de Alerta/fisiologia , Adolescente
3.
Front Psychol ; 14: 1140731, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37089733

RESUMO

Many symptoms of the autism spectrum disorder (ASD) are evident in early infancy, but ASD is usually diagnosed much later by procedures lacking objective measurements. It is necessary to anticipate the identification of ASD by improving the objectivity of the procedure and the use of ecological settings. In this context, atypical motor skills are reaching consensus as a promising ASD biomarker, regardless of the level of symptom severity. This study aimed to assess differences in the whole-body motor skills between 20 children with ASD and 20 children with typical development during the execution of three tasks resembling regular activities presented in virtual reality. The virtual tasks asked to perform precise and goal-directed actions with different limbs vary in their degree of freedom of movement. Parametric and non-parametric statistical methods were applied to analyze differences in children's motor skills. The findings endorsed the hypothesis that when particular goal-directed movements are required, the type of action could modulate the presence of motor abnormalities in ASD. In particular, the ASD motor abnormalities emerged in the task requiring to take with the upper limbs goal-directed actions with low degree of freedom. The motor abnormalities covered (1) the body part mainly involved in the action, and (2) further body parts not directly involved in the movement. Findings were discussed against the background of atypical prospective control of movements and visuomotor discoordination in ASD. These findings contribute to advance the understanding of motor skills in ASD while deepening ecological and objective assessment procedures based on VR.

4.
Cancers (Basel) ; 15(6)2023 Mar 15.
Artigo em Inglês | MEDLINE | ID: mdl-36980661

RESUMO

Mobile Health (mHealth) has a great potential to enhance the self-management of cancer patients and survivors. Our study aimed to perform a scoping review to evaluate the impact and trends of mobile application-based interventions on adherence and their effects on health outcomes among the cancer population. In addition, we aimed to develop a taxonomy of mobile-app-based interventions to assist app developers and healthcare researchers in creating future mHealth cancer care solutions. Relevant articles were screened from the online databases PubMed, EMBASE, and Scopus, spanning the time period from 1 January 2016 to 31 December 2022. Of the 4135 articles initially identified, 55 were finally selected for the review. In the selected studies, breast cancer was the focus of 20 studies (36%), while mixed cancers were the subject of 23 studies (42%). The studies revealed that the usage rate of mHealth was over 80% in 41 of the 55 studies, with factors such as guided supervision, personalized suggestions, theoretical intervention foundations, and wearable technology enhancing adherence and efficacy. However, cancer progression, technical challenges, and unfamiliarity with devices were common factors that led to dropouts. We also proposed a taxonomy based on diverse theoretical foundations of mHealth interventions, delivery methods, psycho-educational programs, and social platforms. We suggest that future research should investigate, improve, and verify this taxonomy classification to enhance the design and efficacy of mHealth interventions.

5.
JMIR Res Protoc ; 11(11): e38536, 2022 Nov 29.
Artigo em Inglês | MEDLINE | ID: mdl-36445734

RESUMO

BACKGROUND: Stress and anxiety are psychophysiological responses commonly experienced by patients during the perioperative process that can increase presurgical and postsurgical complications to a comprehensive and positive recovery. Preventing and intervening in stress and anxiety can help patients achieve positive health and well-being outcomes. Similarly, the provision of education about surgery can be a crucial component and is inversely correlated with preoperative anxiety levels. However, few patients receive stress and anxiety relief support before surgery, and resource constraints make face-to-face education sessions untenable. Digital health interventions can be helpful in empowering patients and enhancing a more positive experience. Digital health interventions have been shown to help patients feel informed about the possible benefits and risks of available treatment options. However, they currently focus only on providing informative content, neglecting the importance of personalization and patient empowerment. OBJECTIVE: This study aimed to explore the feasibility of a digital health intervention called the Adhera CARINAE Digital Health Program, designed to provide evidence-based, personalized stress- and anxiety-management methods enabled by a comprehensive digital ecosystem that incorporates wearable, mobile, and virtual reality technologies. The intervention program includes the use of advanced data-driven techniques for tailored patient education and lifestyle support. METHODS: The trial will include 5 hospitals across 3 European countries and will use a randomized controlled design including 30 intervention participants and 30 control group participants. The involved surgeries are cardiopulmonary and coronary artery bypass surgeries, cardiac valve replacement, prostate or bladder cancer surgeries, hip and knee replacement, maxillofacial surgery, or scoliosis. The control group will receive standard care, and the intervention group will additionally be exposed to the digital health intervention program. RESULTS: The recruitment process started in January 2022 and has been completed. The primary impact analysis is currently ongoing. The expected results will be published in early 2023. CONCLUSIONS: This manuscript details a comprehensive protocol for a study that will provide valuable information about the intervention program, such as the measurement of comparative intervention effects on stress; anxiety and pain management; and usability by patients, caregivers, and health care professionals. This will contribute to the evidence planning process for the future adoption of diverse digital health solutions in the field of surgery. TRIAL REGISTRATION: ClinicalTrials.gov NCT05184725; https://www.clinicaltrials.gov/ct2/show/NCT05184725. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/38536.

6.
JMIR Res Protoc ; 11(10): e37704, 2022 Oct 14.
Artigo em Inglês | MEDLINE | ID: mdl-36166648

RESUMO

BACKGROUND: COVID-19 pandemic has revealed the weaknesses of most health systems around the world, collapsing them and depleting their available health care resources. Fortunately, the development and enforcement of specific public health policies, such as vaccination, mask wearing, and social distancing, among others, has reduced the prevalence and complications associated with COVID-19 in its acute phase. However, the aftermath of the global pandemic has called for an efficient approach to manage patients with long COVID-19. This is a great opportunity to leverage on innovative digital health solutions to provide exhausted health care systems with the most cost-effective and efficient tools available to support the clinical management of this population. In this context, the SENSING-AI project is focused on the research toward the implementation of an artificial intelligence-driven digital health solution that supports both the adaptive self-management of people living with long COVID-19 and the health care staff in charge of the management and follow-up of this population. OBJECTIVE: The objective of this protocol is the prospective collection of psychometric and biometric data from 10 patients for training algorithms and prediction models to complement the SENSING-AI cohort. METHODS: Publicly available health and lifestyle data registries will be consulted and complemented with a retrospective cohort of anonymized data collected from clinical information of patients diagnosed with long COVID-19. Furthermore, a prospective patient-generated data set will be captured using wearable devices and validated patient-reported outcomes questionnaires to complement the retrospective cohort. Finally, the 'Findability, Accessibility, Interoperability, and Reuse' guiding principles for scientific data management and stewardship will be applied to the resulting data set to encourage the continuous process of discovery, evaluation, and reuse of information for the research community at large. RESULTS: The SENSING-AI cohort is expected to be completed during 2022. It is expected that sufficient data will be obtained to generate artificial intelligence models based on behavior change and mental well-being techniques to improve patients' self-management, while providing useful and timely clinical decision support services to health care professionals based on risk stratification models and early detection of exacerbations. CONCLUSIONS: SENSING-AI focuses on obtaining high-quality data of patients with long COVID-19 during their daily life. Supporting these patients is of paramount importance in the current pandemic situation, including supporting their health care professionals in a cost-effective and efficient management of long COVID-19. TRIAL REGISTRATION: Clinicaltrials.gov NCT05204615; https://clinicaltrials.gov/ct2/show/NCT05204615. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/37704.

7.
BMC Med Inform Decis Mak ; 22(1): 215, 2022 08 13.
Artigo em Inglês | MEDLINE | ID: mdl-35964116

RESUMO

BACKGROUND: Caregivers of children undergoing growth hormone treatment often face stress and stigma. In this regard, family-centered approaches are increasingly considered, wherein caregivers' mental wellbeing is taken into account to optimize children's health-related outcomes and behaviors (e.g., treatment adherence). Here, mindfulness and parenting-based programs have been developed to support the mental wellbeing of caregivers and, in turn, promote richer interactions with the children. Nevertheless, this type of program can face drawbacks, such as the scheduling and availability of family members. Recent digital health (DH) solutions (e.g., mobile apps) are showing promising advantages as self-management support tools for improving wellbeing and behaviors related to the treatments. Although, further evidence is necessary in the field of Growth Hormone Treatment (GHt). Accordingly, this study aims to examine the usability of a mobile DH solution and the feasibility of a DH intervention designed to promote emotional and mental wellbeing of caregivers of children undergoing GHt. METHODS: This is a prospective mixed-methods (qualitative-quantitative) exploratory study composed of two sub-studies, including caregivers of children undergoing GHt. Sub-study one (SS1; n = 10) focuses on the usability of the DH solution (detecting potential barriers and facilitators) and an ad hoc semi-structured interview will be administered to the caregivers after using the DH solution for one month. Sub-study two (SS2; n = 55) aims to evaluate the feasibility of the DH intervention on caregivers' perceived distress, positive affectivity, mental wellbeing, self-efficacy, together with the children's quality of life and treatment adherence. All these parameters will be assessed via quantitative methods before and after 3-months of the DH intervention. Usability and engagement will also be assessed during and at the end of the study. RESULTS: It is expected that significant amounts of data will be captured with regards of the feasibility of the DH solution. DISCUSSION: The manuscript provides a complete protocol for a study that will include qualitative and quantitative information about, on one hand, the user-friendliness of the DH solution, and on the other, the effects on caregivers' emotional, as well as, behavioral parameters in terms of the usability and engagement to the DH solution. The findings will contribute to the evidence planning process for the future adoption of digital health solutions for caregiver support and better health-related outcomes. Trial registration ClinicalTrials.gov, ID: NCT04812665.


Assuntos
Cuidadores , Autogestão , Cuidadores/psicologia , Criança , Estudos de Viabilidade , Hormônio do Crescimento , Humanos , Estudos Prospectivos , Qualidade de Vida/psicologia
8.
BMJ Open ; 12(7): e058486, 2022 07 13.
Artigo em Inglês | MEDLINE | ID: mdl-35831051

RESUMO

INTRODUCTION: Impulsivity is present in a range of mental disorders and has been associated with suicide. Traditional measures of impulsivity have certain limitations, such as the lack of ecological validity. Virtual reality (VR) may overcome these issues. This study aims to validate the VR assessment tool 'Spheres & Shield Maze Task' and speech analysis by comparing them with traditional measures. We hypothesise that these innovative tools will be reliable and acceptable by patients, potentially improving the simultaneous assessment of impulsivity and decision-making. METHODS AND ANALYSIS: This study will be carried out at the University Hospital Fundación Jiménez Díaz (Madrid, Spain). Our sample will consist of adults divided into three groups: psychiatric outpatients with a history of suicidal thoughts and/or behaviours, psychiatric outpatients without such a history and healthy volunteers. The target sample size was established at 300 participants (100 per group). Participants will complete the Barratt Impulsiveness Scale 11; the Urgency, Premeditation, Perseverance, Sensation Seeking, Positive Urgency, Impulsive Behaviour Scale; Iowa Gambling Task; Continuous Performance Test; Stop signal Task, and Go/no-go task, three questions of emotional affect, the Spheres & Shield Maze Task and two satisfaction surveys. During these tasks, participant speech will be recorded. Construct validity of the VR environment will be calculated. We will also explore the association between VR-assessed impulsivity and history of suicidal thoughts and/or behaviour, and the association between speech and impulsivity and decision-making. ETHICS AND DISSEMINATION: This study was approved by the Ethics Committee of the University Hospital Fundación Jiménez Díaz (PIC128-21_FJD). Participants will be required to provide written informed consent. The findings will be presented in a series of manuscripts that will be submitted to peer-reviewed journals for publication. TRIAL REGISTRATION NUMBER: NCT05109845; Pre-results.


Assuntos
Jogo de Azar , Realidade Virtual , Adulto , Jogo de Azar/psicologia , Humanos , Comportamento Impulsivo , Testes Neuropsicológicos , Fala , Inquéritos e Questionários
9.
Front Psychol ; 13: 864266, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35712148

RESUMO

The aim of this study was to evaluate the viability of a new selection procedure based on machine learning (ML) and virtual reality (VR). Specifically, decision-making behaviours and eye-gaze patterns were used to classify individuals based on their leadership styles while immersed in virtual environments that represented social workplace situations. The virtual environments were designed using an evidence-centred design approach. Interaction and gaze patterns were recorded in 83 subjects, who were classified as having either high or low leadership style, which was assessed using the Multifactor leadership questionnaire. A ML model that combined behaviour outputs and eye-gaze patterns was developed to predict subjects' leadership styles (high vs low). The results indicated that the different styles could be differentiated by eye-gaze patterns and behaviours carried out during immersive VR. Eye-tracking measures contributed more significantly to this differentiation than behavioural metrics. Although the results should be taken with caution as the small sample does not allow generalization of the data, this study illustrates the potential for a future research roadmap that combines VR, implicit measures, and ML for personnel selection.

10.
Medicina (B.Aires) ; 82(supl.1): 54-58, mar. 2022. graf
Artigo em Espanhol | LILACS-Express | LILACS | ID: biblio-1375895

RESUMO

Resumen Los individuos con trastornos del espectro autista suelen describirse con deficiencias comunicativas, sociales, emocionales y de comportamiento. A menudo están aislados y son pasivos, con pocas oportunidades de interacción positiva y constructiva con el mundo exterior. Por otra parte, pueden mostrar comportamientos retraídos, estereotipados y disruptivos. Estas condiciones pueden dificultar seriamente sus habilidades adaptativas al ambiente, con consecuencias negativas en su calidad de vida. La heterogeneidad fenotípica y la manifestación, así como la gravedad de los síntomas, pueden variar considerablemente según el niño. Esos determinan la necesidad de intervenciones personalizadas y adaptivas según las necesidades específicas, incluyendo factores como la edad, las habilidades intelectuales y las áreas afectadas específicas. Una intervención temprana promovería las habilidades adaptativas, la autodeterminación y la autonomía hacia el entorno. No obstante, los tiempos de esperas y los costes no permiten una evaluación temprana y como consecuencia los tiempos de intervención se retrasan afectando la cualidad de vida de los niños y de los pa dres. Además, los programas tradicionales de intervención dependen de la experiencia de los terapeutas. Una posible forma de superar este problema es el uso de tecnología adaptativa objetiva según las necesidades. El objetivo de este artículo es proporcionar una visión general de las pruebas empíricas disponible en los últimos siete años. En total, se seleccionaron 8 estudios, con 132 participantes que utilizaron 4 sistemas tecnológicos. Por último, se discuten las implicaciones tecnológicas, clínicas, psicológicas y rehabilitadoras de los hallazgos. Se esbozaron directrices prácticas dentro de esta área temática como perspectivas de investigación futuras.


Abstract Individuals with autistic spectrum disorder are often described as having communication, social, emo tional, and behavioral impairments. They are often isolated and passive, with few opportunities for positive and constructive interaction with the outside world. Moreover, they may exhibit withdrawn, stereotyped and disruptive behaviors. The aforementioned conditions can seriously hamper their ability to adapt to the environment, with negative consequences on their quality of life. Phenotypic heterogeneity and manifestation, as well as symptom severity, can vary greatly from child to child. These determine the need for individualized and adaptive interventions according to specific needs, including factors such as age, intellectual ability, and specific affected areas. Early intervention would promote adaptive skills, self-determination, and autonomy towards the environment. However, wait times and costs do not allow for early assessment, and therefore intervention times are delayed, affecting the quality of life of children and parents. In addition, traditional intervention programs depend on the expertise of the therapists. One possible way to overcome this problem is by using objective adaptive technologies based on needs. This article aims to provide an overview of the empirical evidence available over the past seven years. Overall, 8 studies were selected, with 132 participants using 4 technological systems. Finally, the technological, clinical, psychological, and rehabilitative implications of the findings are discussed. Practical guidelines within this topic area are outlined as future research perspectives.

11.
Medicina (B Aires) ; 82 Suppl 1: 54-58, 2022 Feb 02.
Artigo em Espanhol | MEDLINE | ID: mdl-35171809

RESUMO

Individuals with autistic spectrum disorder are often described as having communication, social, emotional, nd behavioral impairments. They are often isolated and passive, with few opportunities for positive and constructive interaction with the outside world. Moreover, they may exhibit withdrawn, stereotyped and disruptive behaviors. The aforementioned conditions can seriously hamper their ability to adapt to the environment, with negative consequences on their quality of life. Phenotypic heterogeneity and manifestation, as well as symptom severity, can vary greatly from child to child. These determine the need for individualized and adaptive interventions according to specific needs, including factors such as age, intellectual ability, and specific affected areas. Early intervention would promote adaptive skills, self-determination, and autonomy towards the environment. However, wait times and costs do not allow for early assessment, and therefore intervention times are delayed, affecting the quality of life of children and parents. In addition, traditional intervention programs depend on the expertise of the therapists. One possible way to overcome this problem is by using objective adaptive technologies based on needs. This article aims to provide an overview of the empirical evidence available over the past seven years. Overall, 8 studies were selected, with 132 participants using 4 technological systems. Finally, the technological, clinical, psychological, and rehabilitative implications of the findings are discussed. Practical guidelines within this topic area are outlined as future research perspectives.


Los individuos con trastornos del espectro autista suelen describirse con deficiencias comunicativas, sociales, emocionales y de comportamiento. A menudo están aislados y son pasivos, con pocas oportunidades de interacción positiva y constructiva con el mundo exterior. Por otra parte, pueden mostrar comportamientos retraídos, estereotipados y disruptivos. Estas condiciones pueden dificultar seriamente sus habilidades adaptativas al ambiente, con consecuencias negativas en su calidad de vida. La heterogeneidad fenotípica y la manifestación, así como la gravedad de los síntomas, pueden variar considerablemente según el niño. Esos determinan la necesidad de intervenciones personalizadas y adaptivas según las necesidades específicas, incluyendo factores como la edad, las habilidades intelectuales y las áreas afectadas específicas. Una intervención temprana promovería las habilidades adaptativas, la autodeterminación y la autonomía hacia el entorno. No obstante, los tiempos de esperas y los costes no permiten una evaluación temprana y como consecuencia los tiempos de intervención se retrasan afectando la cualidad de vida de los niños y de los padres. Además, los programas tradicionales de intervención dependen de la experiencia de los terapeutas. Una posible forma de superar este problema es el uso de tecnología adaptativa objetiva según las necesidades. El objetivo de este artículo es proporcionar una visión general de las pruebas empíricas disponible en los últimos siete años. En total, se seleccionaron 8 estudios, con 132 participantes que utilizaron 4 sistemas tecnológicos. Por último, se discuten las implicaciones tecnológicas, clínicas, psicológicas y rehabilitadoras de los hallazgos. Se esbozaron directrices prácticas dentro de esta área temática como perspectivas de investigación futuras.


Assuntos
Transtorno do Espectro Autista , Qualidade de Vida , Transtorno do Espectro Autista/psicologia , Transtorno do Espectro Autista/terapia , Criança , Cognição , Humanos , Tecnologia
12.
J Autism Dev Disord ; 52(5): 2187-2202, 2022 May.
Artigo em Inglês | MEDLINE | ID: mdl-34101081

RESUMO

The assessment of autism spectrum disorder (ASD) is based on semi-structured procedures addressed to children and caregivers. Such methods rely on the evaluation of behavioural symptoms rather than on the objective evaluation of psychophysiological underpinnings. Advances in research provided evidence of modern procedures for the early assessment of ASD, involving both machine learning (ML) techniques and biomarkers, as eye movements (EM) towards social stimuli. This systematic review provides a comprehensive discussion of 11 papers regarding the early assessment of ASD based on ML techniques and children's social visual attention (SVA). Evidences suggest ML as a relevant technique for the early assessment of ASD, which might represent a valid biomarker-based procedure to objectively make diagnosis. Limitations and future directions are discussed.


Assuntos
Transtorno do Espectro Autista , Transtorno do Espectro Autista/diagnóstico , Biomarcadores , Criança , Movimentos Oculares , Humanos , Aprendizado de Máquina
13.
Autism Res ; 15(1): 131-145, 2022 01.
Artigo em Inglês | MEDLINE | ID: mdl-34811930

RESUMO

The core symptoms of autism spectrum disorder (ASD) mainly relate to social communication and interactions. ASD assessment involves expert observations in neutral settings, which introduces limitations and biases related to lack of objectivity and does not capture performance in real-world settings. To overcome these limitations, advances in technologies (e.g., virtual reality) and sensors (e.g., eye-tracking tools) have been used to create realistic simulated environments and track eye movements, enriching assessments with more objective data than can be obtained via traditional measures. This study aimed to distinguish between autistic and typically developing children using visual attention behaviors through an eye-tracking paradigm in a virtual environment as a measure of attunement to and extraction of socially relevant information. The 55 children participated. Autistic children presented a higher number of frames, both overall and per scenario, and showed higher visual preferences for adults over children, as well as specific preferences for adults' rather than children's faces on which looked more at bodies. A set of multivariate supervised machine learning models were developed using recursive feature selection to recognize ASD based on extracted eye gaze features. The models achieved up to 86% accuracy (sensitivity = 91%) in recognizing autistic children. Our results should be taken as preliminary due to the relatively small sample size and the lack of an external replication dataset. However, to our knowledge, this constitutes a first proof of concept in the combined use of virtual reality, eye-tracking tools, and machine learning for ASD recognition. LAY SUMMARY: Core symptoms in children with ASD involve social communication and interaction. ASD assessment includes expert observations in neutral settings, which show limitations and biases related to lack of objectivity and do not capture performance in real settings. To overcome these limitations, this work aimed to distinguish between autistic and typically developing children in visual attention behaviors through an eye-tracking paradigm in a virtual environment as a measure of attunement to, and extraction of, socially relevant information.


Assuntos
Transtorno do Espectro Autista , Realidade Virtual , Adulto , Transtorno do Espectro Autista/diagnóstico , Biomarcadores , Criança , Fixação Ocular , Humanos , Aprendizado de Máquina
14.
Front Psychol ; 12: 562381, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33762988

RESUMO

Risk taking (RT) is a component of the decision-making process in situations that involve uncertainty and in which the probability of each outcome - rewards and/or negative consequences - is already known. The influence of cognitive and emotional processes in decision making may affect how risky situations are addressed. First, inaccurate assessments of situations may constitute a perceptual bias in decision making, which might influence RT. Second, there seems to be consensus that a proneness bias exists, known as risk proneness, which can be defined as the propensity to be attracted to potentially risky activities. In the present study, we take the approach that risk perception and risk proneness affect RT behaviours. The study hypothesises that locus of control, emotion regulation, and executive control act as perceptual biases in RT, and that personality, sensation seeking, and impulsivity traits act as proneness biases in RT. The results suggest that locus of control, emotion regulation and executive control influence certain domains of RT, while personality influences in all domains except the recreational, and sensation seeking and impulsivity are involved in all domains of RT. The results of the study constitute a foundation upon which to build in this research area and can contribute to the increased understanding of human behaviour in risky situations.

15.
Cyberpsychol Behav Soc Netw ; 24(10): 673-682, 2021 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-33761276

RESUMO

Alcohol use disorder (AUD) is a major global problem. Neuropsychological studies have shown that AUD causes deficits in executive functions (EFs), a set of higher order cognitive skills that govern individual behavior in everyday situations. Many standardized neuropsychological tests are used to evaluate EF. These are reliable and valid but have limitations in predicting real-life performance. To address this, we present a preliminary study to test the virtual cooking task (VCT) as an alternative to standardized neuropsychological tests. The VCT includes four subtasks developed to assess attentional, planning, and cognitive shifting abilities; it was tested in an immersive three-dimensional environment. To evaluate the VCT performance and standardized neuropsychological tests, data were gathered from a sample of healthy subjects (control group [CG]; n = 23) and AUD patients (n = 18). The standardized neuropsychological measures used consisted of questionnaires (Attentional Control Scale, Barratt Impulsiveness Scale, and Cognitive Flexibility Scale) and specific tests (Dot-probe task, Go/No-go test, Stroop test, the trail making test, and Tower of London test). The results showed significant higher correlations for AUD patients than for the CG for the VCT, questionnaires, and specific tests, mainly related to planning and cognitive shifting abilities. Furthermore, comparative analyses of the VCT performance showed that the AUD patients made more errors and had higher latency times than the CG. The present study provides initial evidence that a more ecologically valid assessment can be a useful tool to detect cognitive impairments in many neuropsychological and mental disorders, affecting daily activities.


Assuntos
Alcoolismo , Realidade Virtual , Culinária , Função Executiva , Humanos , Testes Neuropsicológicos , Inquéritos e Questionários
16.
Appl Neuropsychol Adult ; 28(2): 148-157, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-31070055

RESUMO

Executive functions refer to higher-order cognitive processes that supervise and guide goal-directed and adaptive behaviors in response to everyday situations. The traditional measures used to assess executive functions include paper-and-pencil tests and/or computerized tests that have been found to have a moderate level of ecological validity in predicting real-world performance. Serious games (SG) represent a novel methodological approach, allowing investigating subjects' performance in real-simulated situations. Serious games are computer games whose primary purposes include investigating human behaviors and changes. Furthermore, SG can also vary according to the technology used and the interaction. Indeed, a SG can be rendered via a nonimmersive screen-based (2D) or via an immersive virtual reality game (3D). Starting from these premises, we compared a narrative-contextualized SG in 2D and 3D, correlating them with traditional tests. Findings showed different condition correlations with the traditional tasks and the comparison between the two systems have revealed that 3D is able to generate lower reaction times, higher correct answers, and lower perseverative responses in attentional abilities, inhibition control, and cognitive shifting than 2D condition. The present study yielded evidence on the use of more ecological tools to identify the functional cognitive status in real-simulated contexts along with traditional evaluation.


Assuntos
Função Executiva , Realidade Virtual , Humanos , Testes Neuropsicológicos
17.
Cyberpsychol Behav Soc Netw ; 23(11): 773-781, 2020 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-32845725

RESUMO

Risk taking (RT) is an essential component in decision-making process that depicts the propensity to make risky decisions. RT assessment has traditionally focused on self-report questionnaires. These classical tools have shown clear distance from real-life responses. Behavioral tasks assess human behavior with more fidelity, but still show some limitations related to transferability. A way to overcome these constraints is to take advantage from virtual reality (VR), to recreate real-simulated situations that might arise from performance-based assessments, supporting RT research. This article presents results of a pilot study in which 41 individuals explored a gamified VR environment: the Spheres & Shield Maze Task (SSMT). By eliciting implicit behavioral measures, we found relationships between scores obtained in the SSMT and self-reported risk-related constructs, as engagement in risky behaviors and marijuana consumption. We conclude that decontextualized Virtual Reality Serious Games are appropriate to assess RT, since they could be used as a cross-disciplinary tool to assess individuals' capabilities under the stealth assessment paradigm.


Assuntos
Técnicas de Observação do Comportamento/métodos , Tomada de Decisões , Assunção de Riscos , Jogos de Vídeo/psicologia , Realidade Virtual , Adulto , Simulação por Computador , Feminino , Humanos , Masculino , Aprendizagem em Labirinto , Projetos Piloto
18.
J Clin Med ; 9(5)2020 Apr 26.
Artigo em Inglês | MEDLINE | ID: mdl-32357517

RESUMO

Autism spectrum disorder (ASD) is mostly diagnosed according to behavioral symptoms in sensory, social, and motor domains. Improper motor functioning, during diagnosis, involves the qualitative evaluation of stereotyped and repetitive behaviors, while quantitative methods that classify body movements' frequencies of children with ASD are less addressed. Recent advances in neuroscience, technology, and data analysis techniques are improving the quantitative and ecological validity methods to measure specific functioning in ASD children. On one side, cutting-edge technologies, such as cameras, sensors, and virtual reality can accurately detect and classify behavioral biomarkers, as body movements in real-life simulations. On the other, machine-learning techniques are showing the potential for identifying and classifying patients' subgroups. Starting from these premises, three real-simulated imitation tasks have been implemented in a virtual reality system whose aim is to investigate if machine-learning methods on movement features and frequency could be useful in discriminating ASD children from children with typical neurodevelopment. In this experiment, 24 children with ASD and 25 children with typical neurodevelopment participated in a multimodal virtual reality experience, and changes in their body movements were tracked by a depth sensor camera during the presentation of visual, auditive, and olfactive stimuli. The main results showed that ASD children presented larger body movements than TD children, and that head, trunk, and feet represent the maximum classification with an accuracy of 82.98%. Regarding stimuli, visual condition showed the highest accuracy (89.36%), followed by the visual-auditive stimuli (74.47%), and visual-auditive-olfactory stimuli (70.21%). Finally, the head showed the most consistent performance along with the stimuli, from 80.85% in visual to 89.36% in visual-auditive-olfactory condition. The findings showed the feasibility of applying machine learning and virtual reality to identify body movements' biomarkers that could contribute to improving ASD diagnosis.

19.
Front Hum Neurosci ; 14: 90, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32317949

RESUMO

OBJECTIVE: Sensory processing is the ability to capture, elaborate, and integrate information through the five senses and is impaired in over 90% of children with autism spectrum disorder (ASD). The ASD population shows hyper-hypo sensitiveness to sensory stimuli that can generate alteration in information processing, affecting cognitive and social responses to daily life situations. Structured and semi-structured interviews are generally used for ASD assessment, and the evaluation relies on the examiner's subjectivity and expertise, which can lead to misleading outcomes. Recently, there has been a growing need for more objective, reliable, and valid diagnostic measures, such as biomarkers, to distinguish typical from atypical functioning and to reliably track the progression of the illness, helping to diagnose ASD. Implicit measures and ecological valid settings have been showing high accuracy on predicting outcomes and correctly classifying populations in categories. METHODS: Two experiments investigated whether sensory processing can discriminate between ASD and typical development (TD) populations using electrodermal activity (EDA) in two multimodal virtual environments (VE): forest VE and city VE. In the first experiment, 24 children with ASD diagnosis and 30 TDs participated in both virtual experiences, and changes in EDA have been recorded before and during the presentation of visual, auditive, and olfactive stimuli. In the second experiment, 40 children have been added to test the model of experiment 1. RESULTS: The first exploratory results on EDA comparison models showed that the integration of visual, auditive, and olfactive stimuli in the forest environment provided higher accuracy (90.3%) on sensory dysfunction discrimination than specific stimuli. In the second experiment, 92 subjects experienced the forest VE, and results on 72 subjects showed that stimuli integration achieved an accuracy of 83.33%. The final confirmatory test set (n = 20) achieved 85% accuracy, simulating a real application of the models. Further relevant result concerns the visual stimuli condition in the first experiment, which achieved 84.6% of accuracy in recognizing ASD sensory dysfunction. CONCLUSION: According to our studies' results, implicit measures, such as EDA, and ecological valid settings can represent valid quantitative methods, along with traditional assessment measures, to classify ASD population, enhancing knowledge on the development of relevant specific treatments.

20.
Medicina (B Aires) ; 80 Suppl 2: 31-36, 2020.
Artigo em Espanhol | MEDLINE | ID: mdl-32150710

RESUMO

It has been observed that the stratification of Autism Spectrum Disorders (ASD) generated by the current scales is not effective for the personalization of early treatments. The clinical evaluation of ASD requires its consideration as a continuum of deficits, and there is a need to identify biologically significant parameters (biomarkers) that have the power to automatically characterize each individual at different stages of neurological development. The emerging field of computational psychiatry (CP) attempts to meet the needs of precision diagnosis by developing powerful computational and mathematical techniques. A growing scientific activity proposes the use of implicit measures based on biosignals for the classification of ASD. Virtual reality (VR) technologies have demonstrated potential for ASD interventions, but most of the work has used virtual reality for the learning / objective of interventions. Very few studies have used biological signals for recording and detailed analysis of behavioral responses that can be used to monitor or produce changes over time. In this paper the concept of behavioral biomarkers based on VR or VRBB is introduced. VRBB will allow the classification of ASD using a paradigm of computational psychiatry based on implicit brain processes measured through psychophysiological signals and the behavior of subjects exposed to complex replicas of social conditions using virtual reality interfaces.


Se ha observado que la estratificación de trastornos del espectro autista (TEA) generada por las escalas actuales no es efectiva para la personalización de tratamientos tempranos. La evaluación clínica de TEA requiere su consideración como un continuo de déficits, y existe la necesidad de identificar parámetros biológicamente significativos (biomarcadores) que tengan el poder de caracterizar automáticamente a cada individuo en diferentes etapas del desarrollo neurológico. El incipiente campo de la psiquiatría computacional (CP) intenta satisfacer las necesidades de diagnóstico de precisión mediante el desarrollo de potentes técnicas computacionales y matemáticas. Una creciente actividad científica propone el uso de medidas implícitas basadas en bioseñales para la clasificación de ASD. Las tecnologías de realidad virtual (VR) han demostrado potencial para las intervenciones de TEA, pero la mayoría de los trabajos han utilizado la realidad virtual para el aprendizaje / objetivo de las intervenciones. Muy pocos estudios han utilizado señales biológicas para el registro y el análisis detallado de las respuestas conductuales que se pueden utilizar para monitorear o producir cambios a lo largo del tiempo. En el presente trabajo se introduce el concepto de biomarcadores conductuales basados en VR o VRBB. Los VRBB van a permitir la clasificación de TEA utilizando un paradigma de psiquiatría computacional basado en procesos cerebrales implícitos medidos a través de señales psicofisiológicas y el comportamiento de sujetos expuestos a complejas réplicas de condiciones sociales utilizando interfaces de realidad virtual.


Assuntos
Inteligência Artificial , Transtorno do Espectro Autista/diagnóstico , Transtorno do Espectro Autista/terapia , Biomarcadores , Terapia de Exposição à Realidade Virtual/métodos , Transtorno do Espectro Autista/fisiopatologia , Humanos , Informática Médica/métodos , Psiquiatria/métodos
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