Social impairment is a core feature of schizophrenia that presents a major barrier toward recovery. Some of the psychotic symptoms are partly ameliorated by medication but the route to recovery is hampered by social impairments. Since existing social skills interventions tend to suffer from lack of availability, high-burden and low adherence, there is a dire need for an effective, alternative strategy. The present study examined the feasibility and acceptability of Multimodal Adaptive Social Intervention in Virtual Reality (MASI-VR) for improving social functioning and clinical outcomes in schizophrenia. Out of eighteen patients with schizophrenia who enrolled, seventeen participants completed the pre-treatment assessment and 10 sessions of MASI-VR, but one patient did not complete the post-treatment assessments. Therefore, the complete training plus pre- and post-treatment assessment data are available from sixteen participants. Clinical ratings of symptom severity were obtained at pre- and post-training. Retention rates were very high and training was rated as extremely satisfactory for the majority of participants. Participants exhibited a significant reduction in overall clinical symptoms, especially negative symptoms following 10 sessions of MASI-VR. These preliminary results support the feasibility and acceptability of a novel virtual reality social skills training program for individuals with schizophrenia.
objective To build group-level classification models capable of recognizing affective states and mental workload of individuals with autism spectrum disorder (ASD) during driving skill training. Methods Twenty adolescents with ASD participated in a six-session virtual reality driving simulator based experiment, during which their electroencephalogram (EEG) data were recorded alongside driving events and a therapist’s rating of their affective states and mental workload. Five feature generation approaches including statistical features, fractal dimension features, higher order crossings (HOC)-based features, power features from frequency bands, and power features from bins (Δf = 2 Hz) were applied to extract relevant features. Individual differences were removed with a two-step feature calibration method. Finally, binary classification results based on the k-nearest neighbors algorithm and univariate feature selection method were evaluated by leave-one-subject-out nested cross-validation to compare feature types and identify discriminative features. Results The best classification results were achieved using power features from bins for engagement (0.95) and boredom (0.78), and HOC-based features for enjoyment (0.90), frustration (0.88), and workload (0.86). Conclusion Offline EEG-based group-level classification models are feasible for recognizing binary low and high intensity of affect and workload of individuals with ASD in the context of driving. However, while promising the applicability of the models in an online adaptive driving task requires further development. Significance The developed models provide a basis for an EEG-based passive brain computer interface system that has the potential to benefit individuals with ASD with an affect- and workload-based individualized driving skill training intervention.
Autism Spectrum Disorder (ASD) is a highly prevalent neurodevelopmental disorder with enormous individual and social cost. In this paper, a novel virtual reality (VR)-based driving system was introduced to teach driving skills to adolescents with ASD. This driving system is capable of gathering eye gaze, electroencephalography, and peripheral physiology data in addition to driving performance data. The objective of this paper is to fuse multimodal information to measure cognitive load during driving such that driving tasks can be individualized for optimal skill learning. Individualization of ASD intervention is an important criterion due to the spectrum nature of the disorder. Twenty adolescents with ASD participated in our study and the data collected were used for systematic feature extraction and classification of cognitive loads based on five well-known machine learning methods. Subsequently, three information fusion schemes—feature level fusion, decision level fusion and hybrid level fusion—were explored. Results indicate that multimodal information fusion can be used to measure cognitive load with high accuracy. Such a mechanism is essential since it will allow individualization of driving skill training based on cognitive load, which will facilitate acceptance of this driving system for clinical use and eventual commercialization.
In addition to social and behavioral deficits, individuals with Autism Spectrum Disorder (ASD) often struggle to develop the adaptive skills necessary to achieve independence. Driving intervention in individuals with ASD is a growing area of study, but it is still widely under-researched. We present the development and preliminary assessment of a gaze-contingent adaptive virtual reality driving simulator that uses real-time gaze information to adapt the driving environment with the aim of providing a more individualized method of driving intervention. We conducted a small pilot study of 20 adolescents with ASD using our system: 10 with the adaptive gaze-contingent version of the system and 10 in a purely performance-based version. Preliminary results suggest that the novel intervention system may be beneficial in teaching driving skills to individuals with ASD.
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