| Literature DB >> 25018866 |
Sylvie Serret1, Stephanie Hun1, Galina Iakimova2, Jose Lozada3, Margarita Anastassova3, Andreia Santos1, Stephanie Vesperini1, Florence Askenazy4.
Abstract
BACKGROUND: It is widely accepted that emotion processing difficulties are involved in Autism Spectrum Conditions (ASC). An increasing number of studies have focused on the development of training programs and have shown promising results. However, most of these programs are appropriate for individuals with high-functioning ASC (HFA) but exclude individuals with low-functioning ASC (LFA). We have developed a computer-based game called JeStiMulE based on logical skills to teach emotions to individuals with ASC, independently of their age, intellectual, verbal and academic level. The aim of the present study was to verify the usability of JeStiMulE (which is its adaptability, effectiveness and efficiency) on a heterogeneous ASC group. We hypothesized that after JeStiMulE training, a performance improvement would be found in emotion recognition tasks.Entities:
Keywords: Computer-based Intervention; Emotion Recognition; High-functioning Autism; Low-functioning Autism; Serious game; Social Skills Training
Year: 2014 PMID: 25018866 PMCID: PMC4094670 DOI: 10.1186/2040-2392-5-37
Source DB: PubMed Journal: Mol Autism Impact factor: 7.509
Participants’ characteristics
| Gender | 31 male, 2 female | |
| Autism | 23 | - |
| Asperger syndrome | 4 | - |
| PDD-NOS | 6 | - |
| Readers | 19 | - |
| Non-readers | 14 | - |
| | Mean score (Standard deviation) | Range |
| Age (years) | 11.4 (3.16) | 6 to17 |
| WASI | 70.5 (27.6) | 35 to 129 |
| Age of semantic-syntactic language (years) | 4 (4.7) | < 1 to 12 |
| Schooling (hours/week) | 15.1 (9.7) | 0 to 28 |
| Special care (hours/week) | 10.6 (10.1) | 0 to 28 |
PDD-NOS, Pervasive Developmental Disorder-Not Otherwise Specified; WASI, Wechsler Abbreviated Scale of Intelligence.
Figure 1Illustration of JeStiMulE’s content and equipment. (a) Facial expressions, (b) Visual non-verbal code, (c) Gamepad with actuators.
Figure 2Illustration of JeStiMulE’s design.
Figure 3Illustration of the learning phase.
Figure 4Illustration of the training phase (part 1).
Figure 5Illustration of the training phase (part 2).
Figure 6Example of scenes used in JeStiMulE. (1a) Recognize the emotion in context, (1b) Deduce the emotion with context, (2) Recognize the emotion in context with special detail, (3) Recognize the emotion after discussion.
Figure 7Example of the stimuli used in the experimental tasks. (a) Avatar faces. (b) Avatar gestures. (c) Real-life character faces. (d) Real-life character gestures. (e) Real-life social scenes.
Figure 8Procedure.
JeStiMulE’s adaptability
| (1a) Play with tactile stimulation | 100 | |
| | Strong | 15 |
| | Medium | 48 |
| | Weak | 36 |
| | Inactive | 0 |
| (1a) Move the avatar around the platform | 100 | |
| (1b) Learning by association (learning phase) | - | |
| | Visual non | 91 |
| | Visual non | 79 |
| (1c) User | - | |
| | Visual non | 43 |
| | Emotional words | 39 |
| | Idiomatic expressions | 18 |
| (1d) Games adapted to the ASC cognitive style | - | |
| | Matching games (Games 1.2, 1.3 and 2.3) | 83 |
| | Attention to detail (Game 1.2) | 91 |
| | Implicit learning (Games 1.2 | 80 |
| | Categorization (Games 1.4a | 80 |
| Analogical reasoning (Modules 1 | 91 | |
JeStiMulE’s effectiveness
| Learning visual non | - | |||
| Validation | Visual non | 91 | ||
| Validation | Visual non | 79 | ||
| Recognition of emotions displayed in social scenes (with user | - | |||
| | Visual non-verbal code (%) | Emotional words (%) | Idiomatic expressions (%) | - |
| Playing (training phase) | 43 | 39 | 18 | 100 |
| Validation module 1 | 33 | 39 | 18 | 91 |
| Validation module 1 | 27 | 39 | 18 | 85 |
JeStiMulE’s efficiency
| Number of sessions | 6 (1.68) | 3 to 8 |
| Session time (minutes) | 49 (8.32) | 30 to 60 |
Results obtained for JeStiMulE’s avatars and for real-life characters
| | |||||||
|---|---|---|---|---|---|---|---|
| | | ||||||
| Face | Happy | 50.5 (6.5) | 81.8 (5.4) | <.001 | 60.1 (7.4) | 84.8 (6.1) | <.001 |
| | Anger | 49.5 (7) | 65.7 (6.1) | .47 NS | 46.5 (6.2) | 64.1 (6.4) | .03 |
| | Surprise | 36.4 (7.2) | 71.7 (6.2) | <.001 | 37.4 (7.1) | 61.6 (6.4) | <.001 |
| | Disgust | 21.2 (6.1) | 43.4 (6.7) | .02 | 23.2 (5.8) | 55.6 (7.3) | <.001 |
| | Sadness | 48.5 (7) | 79.8 (6.5) | <.001 | 47.5 (6.7) | 71.7 (6.2) | <.001 |
| | Pain | 16.2 (4.4) | 60.6 (6.4) | <.001 | 20.2 (5.2) | 47 (6.5) | <.001 |
| | Fear | 21.2 (5) | 63.6 (6.5) | <.001 | 31.3 (6) | 63.1 (6.7) | <.001 |
| Gesture | Happy | 39.4 (6.5) | 69.7 (6.2) | <.001 | 38.4 (5.5) | 63.1 (5.3) | <.001 |
| | Anger | 33.3 (5.6) | 68.7 (6.1) | <.001 | 48 (7) | 75.3 (6.1) | <.001 |
| | Surprise | 9.1 (3.6) | 43.4 (6.1) | <.001 | 19.7 (5) | 40.9 (5.5) | <.001 |
| | Disgust | 13.1 (3.2) | 57.6 (6.8) | <.001 | 14.1 (4) | 57.1 (6.2) | <.001 |
| | Sadness | 41.4 (5.8) | 77.8 (6.1) | <.001 | 41 (6.3) | 60.6 (5) | .004 |
| | Pain | 20.2 (4.3) | 57.6 (6.4) | <.001 | 33.8 (5.3) | 72.2 (5.7) | <.001 |
| | Fear | 36.4 (6) | 63.6 (6.5) | <.001 | 24.2 (5) | 38.9 (4.3) | .26 NS |
| Social scene | Happy | - | - | - | 64.4 (6.8) | 81.1 (6.3) | .069 NS |
| | Anger | - | - | - | 60.6 (7) | 73.5 (6.2) | .058 NS |
| | Surprise | - | - | - | 28.8 (5.6) | 47.7 (5.7) | .009 |
| | Disgust | - | - | - | 39.4 (6.9) | 66.7 (7) | <.001 |
| | Sadness | - | - | - | 23.5 (4.5) | 44.7 (6.1) | <.001 |
| | Pain | - | - | - | 37.9 (6.4) | 59.1 (6) | <.001 |
| Fear | - | - | - | 45.5 (6.3) | 56.8 (5.4) | .85 NS | |
Figure 9JeStiMulE’s results. Percentage of correct responses found on avatars (top) and on photographs of real-life characters (bottom) before (T0) and after (T1) training for each Emotion (happy, anger, surprise, disgust, sad, pain and fear) in each Task (avatar faces and gestures (top); real-life character faces, gestures and social situations (bottom)).