Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games – seven Imitations and four JA – were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child’s initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child’s progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child’s progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, ). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child’s concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents–child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.
Our explorations show that WPTEMD consistently gives best artifact cleaning performance not only in semi-simulated scenario but also in the case of real EEG data containing artifacts.
BackgroundTo meet the required hours of intensive intervention for treating children with autism spectrum disorder (ASD), we developed an automated serious gaming platform (11 games) to deliver intervention at home (GOLIAH) by mapping the imitation and joint attention (JA) subset of age-adapted stimuli from the Early Start Denver Model (ESDM) intervention. Here, we report the results of a 6-month matched controlled exploratory study.MethodsFrom two specialized clinics, we included 14 children (age range 5–8 years) with ASD and 10 controls matched for gender, age, sites, and treatment as usual (TAU). Participants from the experimental group received in addition to TAU four 30-min sessions with GOLIAH per week at home and one at hospital for 6 months. Statistics were performed using Linear Mixed Models.ResultsChildren and parents participated in 40% of the planned sessions. They were able to use the 11 games, and participants trained with GOLIAH improved time to perform the task in most JA games and imitation scores in most imitation games. GOLIAH intervention did not affect Parental Stress Index scores. At end-point, we found in both groups a significant improvement for Autism Diagnostic Observation Schedule scores, Vineland socialization score, Parental Stress Index total score, and Child Behavior Checklist internalizing, externalizing and total problems. However, we found no significant change for by time × group interaction.ConclusionsDespite the lack of superiority of TAU + GOLIAH versus TAU, the results are interesting both in terms of changes by using the gaming platform and lack of parental stress increase. A large randomized controlled trial with younger participants (who are the core target of ESDM model) is now discussed. This should be facilitated by computing GOLIAH for a web platform. Trial registration Clinicaltrials.gov NCT02560415
Abstract-The Selvester score is an effective means for estimating the extent of myocardial scar in a patient from lowcost ECG recordings. Automation of such a system is deemed to help implementing low-cost high-volume screening mechanisms of scar in the primary care. This article describes, for the first time to the best of our knowledge, an automated implementation of the updated Selvester scoring system for that purpose, where fractionated QRS morphologies and patterns are identified and classified using a novel Stationary Wavelet Transform (SWT) based fractionation detection algorithm. This stage informs the two principal steps of the updated Selvester scoring schemethe confounder classification and the point awarding rules. The complete system is validated on 51 ECG records of patients detected with ischemic heart disease. Validation has been carried out using manually detected confounder classes and computation of the actual score by expert cardiologists as the ground truth. Our results show that as a stand-alone system it is able to classify different confounders with 94.1% accuracy whereas it exhibits 94% accuracy in computing the actual score. When coupled with our previously proposed automated ECG delineation algorithm, that provides the input ECG parameters, the overall system shows 90% accuracy in confounder classification and 92% accuracy in computing the actual score and thereby showing comparable performance to the stand-alone system proposed here, with the added advantage of complete automated analysis without any human intervention.
In order to reduce the muscle artifacts in multi-channel pervasive Electroencephalogram (EEG) signals, we here propose and compare two hybrid algorithms by combining the concept of wavelet packet transform (WPT), empirical mode decomposition (EMD) and Independent Component Analysis (ICA). The signal cleaning performances of WPT-EMD and WPT-ICA algorithms have been compared using a signal-to-noise ratio (SNR)-like criterion for artifacts. The algorithms have been tested on multiple trials of four different artifact cases viz. eye-blinking and muscle artifacts including left and right hand movement and head-shaking.
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