Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 6 de 6
Filtrar
Mais filtros










Base de dados
Intervalo de ano de publicação
1.
Nat Commun ; 14(1): 692, 2023 02 08.
Artigo em Inglês | MEDLINE | ID: mdl-36754966

RESUMO

Huntington's disease (HD) is caused by an expanded CAG repeat in the huntingtin gene, yielding a Huntingtin protein with an expanded polyglutamine tract. While experiments with patient-derived induced pluripotent stem cells (iPSCs) can help understand disease, defining pathological biomarkers remains challenging. Here, we used cryogenic electron tomography to visualize neurites in HD patient iPSC-derived neurons with varying CAG repeats, and primary cortical neurons from BACHD, deltaN17-BACHD, and wild-type mice. In HD models, we discovered sheet aggregates in double membrane-bound organelles, and mitochondria with distorted cristae and enlarged granules, likely mitochondrial RNA granules. We used artificial intelligence to quantify mitochondrial granules, and proteomics experiments reveal differential protein content in isolated HD mitochondria. Knockdown of Protein Inhibitor of Activated STAT1 ameliorated aberrant phenotypes in iPSC- and BACHD neurons. We show that integrated ultrastructural and proteomic approaches may uncover early HD phenotypes to accelerate diagnostics and the development of targeted therapeutics for HD.


Assuntos
Doença de Huntington , Células-Tronco Pluripotentes Induzidas , Animais , Camundongos , Inteligência Artificial , Modelos Animais de Doenças , Proteína Huntingtina/genética , Proteína Huntingtina/metabolismo , Doença de Huntington/metabolismo , Células-Tronco Pluripotentes Induzidas/metabolismo , Mitocôndrias/metabolismo , Neurônios/metabolismo , Fenótipo , Proteômica , Humanos
2.
JMIR Pediatr Parent ; 5(2): e35406, 2022 Apr 14.
Artigo em Inglês | MEDLINE | ID: mdl-35436234

RESUMO

BACKGROUND: Autism spectrum disorder (ASD) is a neurodevelopmental disorder that results in altered behavior, social development, and communication patterns. In recent years, autism prevalence has tripled, with 1 in 44 children now affected. Given that traditional diagnosis is a lengthy, labor-intensive process that requires the work of trained physicians, significant attention has been given to developing systems that automatically detect autism. We work toward this goal by analyzing audio data, as prosody abnormalities are a signal of autism, with affected children displaying speech idiosyncrasies such as echolalia, monotonous intonation, atypical pitch, and irregular linguistic stress patterns. OBJECTIVE: We aimed to test the ability for machine learning approaches to aid in detection of autism in self-recorded speech audio captured from children with ASD and neurotypical (NT) children in their home environments. METHODS: We considered three methods to detect autism in child speech: (1) random forests trained on extracted audio features (including Mel-frequency cepstral coefficients); (2) convolutional neural networks trained on spectrograms; and (3) fine-tuned wav2vec 2.0-a state-of-the-art transformer-based speech recognition model. We trained our classifiers on our novel data set of cellphone-recorded child speech audio curated from the Guess What? mobile game, an app designed to crowdsource videos of children with ASD and NT children in a natural home environment. RESULTS: The random forest classifier achieved 70% accuracy, the fine-tuned wav2vec 2.0 model achieved 77% accuracy, and the convolutional neural network achieved 79% accuracy when classifying children's audio as either ASD or NT. We used 5-fold cross-validation to evaluate model performance. CONCLUSIONS: Our models were able to predict autism status when trained on a varied selection of home audio clips with inconsistent recording qualities, which may be more representative of real-world conditions. The results demonstrate that machine learning methods offer promise in detecting autism automatically from speech without specialized equipment.

3.
JMIR Pediatr Parent ; 5(2): e26760, 2022 Apr 08.
Artigo em Inglês | MEDLINE | ID: mdl-35394438

RESUMO

BACKGROUND: Automated emotion classification could aid those who struggle to recognize emotions, including children with developmental behavioral conditions such as autism. However, most computer vision emotion recognition models are trained on adult emotion and therefore underperform when applied to child faces. OBJECTIVE: We designed a strategy to gamify the collection and labeling of child emotion-enriched images to boost the performance of automatic child emotion recognition models to a level closer to what will be needed for digital health care approaches. METHODS: We leveraged our prototype therapeutic smartphone game, GuessWhat, which was designed in large part for children with developmental and behavioral conditions, to gamify the secure collection of video data of children expressing a variety of emotions prompted by the game. Independently, we created a secure web interface to gamify the human labeling effort, called HollywoodSquares, tailored for use by any qualified labeler. We gathered and labeled 2155 videos, 39,968 emotion frames, and 106,001 labels on all images. With this drastically expanded pediatric emotion-centric database (>30 times larger than existing public pediatric emotion data sets), we trained a convolutional neural network (CNN) computer vision classifier of happy, sad, surprised, fearful, angry, disgust, and neutral expressions evoked by children. RESULTS: The classifier achieved a 66.9% balanced accuracy and 67.4% F1-score on the entirety of the Child Affective Facial Expression (CAFE) as well as a 79.1% balanced accuracy and 78% F1-score on CAFE Subset A, a subset containing at least 60% human agreement on emotions labels. This performance is at least 10% higher than all previously developed classifiers evaluated against CAFE, the best of which reached a 56% balanced accuracy even when combining "anger" and "disgust" into a single class. CONCLUSIONS: This work validates that mobile games designed for pediatric therapies can generate high volumes of domain-relevant data sets to train state-of-the-art classifiers to perform tasks helpful to precision health efforts.

4.
Appl Clin Inform ; 12(5): 1030-1040, 2021 10.
Artigo em Inglês | MEDLINE | ID: mdl-34788890

RESUMO

BACKGROUND: Many children with autism cannot receive timely in-person diagnosis and therapy, especially in situations where access is limited by geography, socioeconomics, or global health concerns such as the current COVD-19 pandemic. Mobile solutions that work outside of traditional clinical environments can safeguard against gaps in access to quality care. OBJECTIVE: The aim of the study is to examine the engagement level and therapeutic feasibility of a mobile game platform for children with autism. METHODS: We designed a mobile application, GuessWhat, which, in its current form, delivers game-based therapy to children aged 3 to 12 in home settings through a smartphone. The phone, held by a caregiver on their forehead, displays one of a range of appropriate and therapeutically relevant prompts (e.g., a surprised face) that the child must recognize and mimic sufficiently to allow the caregiver to guess what is being imitated and proceed to the next prompt. Each game runs for 90 seconds to create a robust social exchange between the child and the caregiver. RESULTS: We examined the therapeutic feasibility of GuessWhat in 72 children (75% male, average age 8 years 2 months) with autism who were asked to play the game for three 90-second sessions per day, 3 days per week, for a total of 4 weeks. The group showed significant improvements in Social Responsiveness Score-2 (SRS-2) total (3.97, p <0.001) and Vineland Adaptive Behavior Scales-II (VABS-II) socialization standard (5.27, p = 0.002) scores. CONCLUSION: The results support that the GuessWhat mobile game is a viable approach for efficacious treatment of autism and further support the possibility that the game can be used in natural settings to increase access to treatment when barriers to care exist.


Assuntos
Transtorno Autístico , Aplicativos Móveis , Jogos de Vídeo , Transtorno Autístico/terapia , Criança , Comunicação , Estudos de Viabilidade , Feminino , Humanos , Masculino
5.
Cognit Comput ; 13(5): 1363-1373, 2021 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-35669554

RESUMO

Background/Introduction: Emotion detection classifiers traditionally predict discrete emotions. However, emotion expressions are often subjective, thus requiring a method to handle compound and ambiguous labels. We explore the feasibility of using crowdsourcing to acquire reliable soft-target labels and evaluate an emotion detection classifier trained with these labels. We hypothesize that training with labels that are representative of the diversity of human interpretation of an image will result in predictions that are similarly representative on a disjoint test set. We also hypothesize that crowdsourcing can generate distributions which mirror those generated in a lab setting. Methods: We center our study on the Child Affective Facial Expression (CAFE) dataset, a gold standard collection of images depicting pediatric facial expressions along with 100 human labels per image. To test the feasibility of crowdsourcing to generate these labels, we used Microworkers to acquire labels for 207 CAFE images. We evaluate both unfiltered workers as well as workers selected through a short crowd filtration process. We then train two versions of a ResNet-152 neural network on soft-target CAFE labels using the original 100 annotations provided with the dataset: (1) a classifier trained with traditional one-hot encoded labels, and (2) a classifier trained with vector labels representing the distribution of CAFE annotator responses. We compare the resulting softmax output distributions of the two classifiers with a 2-sample independent t-test of L1 distances between the classifier's output probability distribution and the distribution of human labels. Results: While agreement with CAFE is weak for unfiltered crowd workers, the filtered crowd agree with the CAFE labels 100% of the time for happy, neutral, sad and "fear + surprise", and 88.8% for "anger + disgust". While the F1-score for a one-hot encoded classifier is much higher (94.33% vs. 78.68%) with respect to the ground truth CAFE labels, the output probability vector of the crowd-trained classifier more closely resembles the distribution of human labels (t=3.2827, p=0.0014). Conclusions: For many applications of affective computing, reporting an emotion probability distribution that accounts for the subjectivity of human interpretation can be more useful than an absolute label. Crowdsourcing, including a sufficient filtering mechanism for selecting reliable crowd workers, is a feasible solution for acquiring soft-target labels.

6.
J Mol Neurosci ; 24(1): 49-53, 2004.
Artigo em Inglês | MEDLINE | ID: mdl-15314249

RESUMO

Successful development of iodinated ligands for various neurotransmitter receptors prompted us to explore the feasability of having iodinated ligands to target amyloid plaques of Alzheimer's disease. Several potential iodinated tracers based on various chemical backbone structures have been successfully prepared and evaluated toward this purpose. High binding affinities for Abeta aggregates were consistently observed for those ligands. However, the desirable in vivo properties were generally missing in the majority of those iodinated ligands. Only ligands with the promising in vitro and in vivo characteristics such as IMPY will likely warrant their success to be potential imaging agents mapping amyloid plaques in living human brain.


Assuntos
Doença de Alzheimer/diagnóstico por imagem , Encéfalo/diagnóstico por imagem , Radioisótopos do Iodo , Placa Amiloide/diagnóstico por imagem , Tomografia Computadorizada de Emissão de Fóton Único/métodos , Doença de Alzheimer/patologia , Doença de Alzheimer/fisiopatologia , Animais , Ligação Competitiva/fisiologia , Encéfalo/patologia , Encéfalo/fisiopatologia , Humanos , Ligantes , Camundongos , Sondas Moleculares/química , Placa Amiloide/patologia , Pirazóis
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...