| Literature DB >> 27553971 |
Anna Anzulewicz1,2, Krzysztof Sobota2, Jonathan T Delafield-Butt3.
Abstract
Autism is a developmental disorder evident from infancy. Yet, its clinical identification requires expert diagnostic training. New evidence indicates disruption to motor timing and integration may underpin the disorder, providing a potential new computational marker for its early identification. In this study, we employed smart tablet computers with touch-sensitive screens and embedded inertial movement sensors to record the movement kinematics and gesture forces made by 37 children 3-6 years old with autism and 45 age- and gender-matched children developing typically. Machine learning analysis of the children's motor patterns identified autism with up to 93% accuracy. Analysis revealed these patterns consisted of greater forces at contact and with a different distribution of forces within a gesture, and gesture kinematics were faster and larger, with more distal use of space. These data support the notion disruption to movement is core feature of autism, and demonstrate autism can be computationally assessed by fun, smart device gameplay.Entities:
Mesh:
Year: 2016 PMID: 27553971 PMCID: PMC4995518 DOI: 10.1038/srep31107
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Figure 1The two serious tablet games employed for data capture.
(A) ‘Sharing’ where the main gameplay involved touching the fruit (centre forward), which sliced it into four equal pieces, then sliding each piece to a child’s plate. When all four children had a slice of fruit, they would jump for joy for 3 seconds before the fruit was replaced with another food, and the children would return to their neutral position. (B) ‘Creativity’ where the children were free to choose an object or animal shape, then trace the shape before colouring it in freely, choosing a colour from the colour wheel. When the children were satisfied, they could choose a new shape by selecting the return button in the top right-hand corner.
Figure 2The child’s purposeful movements were sensed by the touch screen and the inertial sensors inside the tablet.
AUC mean (and standard deviation) determined by 10 repetitions of 10-fold cross-validation.
| Algorithm | Sharing Food | Creativity | Average |
|---|---|---|---|
| ET (5000 trees) | 0.785 (σ = 0.016) | 0.893 (σ = 0.01) | 0.881 (σ = 0.01) |
| RF (5000 trees) | 0.802 (σ = 0.017) | 0.892 (σ = 0.006) | 0.885 (σ = 0.006) |
| RGF (500 trees, L2 = sL2 = 1.0, square loss) | 0.835 (σ = 0.017) | 0.921 (σ = 0.012) | 0.927 (σ = 0.011) |
| RGF2 | 0.848 (σ = 0.025) | 0.926 (σ = 0.013) | 0.932 (σ = 0.016) |
The last column (Average) denotes AUC obtained by taking a mean of predictions of both games for each child.
Figure 3Receiver operating characteristic curves (ROC) of the RGF2 models.
For higher classification thresholds (moving to the left on the plot; higher specificity, lower sensitivity) Creativity is the best performer. The plot was obtained by aggregating all predictions from 10 repetitions of 10-fold cross-validation (740 observations).
Sensitivity and specificity of RGF2 for the Sharing Food and Creativity games with thresholds selected at 0.50 and 0.55 to show the performance of models more intuitively.
| Sensitivity [%] | Specificity [%] | |
|---|---|---|
| Sharing Food (0.50) | 0.81 | 0.67 |
| Sharing Food (0.55) | 0.76 | 0.73 |
| Creativity (0.50) | 0.83 | 0.85 |
| Creativity (0.55) | 0.80 | 0.88 |
Selecting a lower threshold (here 0.5) corresponds to moving to the right on the ROC curve, thus raising sensitivity, while decreasing specificity.
Features with the greatest Kolmogorov-Smirnov distance between Autism and Control groups for the Creativity and Sharing games.
| KS distance ranking | Inertial (I) or Touch (T) | Feature name | Description |
|---|---|---|---|
| Creativity | |||
| 1 | I | AccelZeroCrossing_x | Accelerometer x-axis (longitudinal) value sign (+/−) change count. |
| 2 | T | Velocity | Mean gesture velocity. |
| 3 | I | Accel RMS_y | Root mean square of accelerometer y-axis (lateral) values. |
| 4 | T | AvgGestArea | Mean area occupied by a gesture, computed as the area occupied by a minimal adaptive polygon fitted to the gesture. |
| 5 | I | RotationZeroCrossing_z | Gyroscope z-axis (vertical) value sign (+/−) change count. |
| 6 | T | GesturesHeightStdDev | Standard deviation of height (x-axis in landscape) values. |
| 7 | T | GesturesHeightMax | Maximum value of height (x-axis in landscape). |
| 8 | I | AccelerationMagnitudeMax | Maximum accelerometer value irrespective of axis. |
| 9 | I | AvgGesturesHeight | Mean height (x-axis in landscape) value. |
| 10 | T | GestureDurationMin | Minimum duration of a touch gesture. |
| Sharing | |||
| 1 | I | AccelZeroCrossing_x | Accelerometer x-axis (longitudinal) value sign (+/−) change count. |
| 2 | I | RotationCorrelation_1_2 | Pearson product-moment correlation coefficient between gyroscope y- and z-axis rotation values. |
| 3 | I | AttitudeStdDev_y | Standard deviation of the gyroscope static y-axis values. |
| 4 | I | AttitudeMean_y | Mean of the gyroscope static y-axis values. |
| 5 | I | RotationCorrelation_0_1 | Pearson product-moment correlation coefficient between gyroscope x- and y-axis rotation values. |
| 6 | I | AttitudeRMS_x | Room mean square of the gyroscope static x-axis values. |
| 7 | I | AttitudeZeroCrossRate_x | Frequency of the sign (+/−) change of gyroscope x-axis. |
| 8 | I | RotationMean_z | Mean value of the gyroscope z-axis rotation. |
| 9 | I | RotationMeanMagnitude | Mean value of the norm of the gyroscope rotation. |
| 10 | I | RotationMin_z | Minimum value of the gyroscope z-axis rotation. |
Figure 4Boxplots of the ten features with the greatest Kolmogorov-Smirnov distance between Autism and Control groups for the Creativity and Sharing games.
Descriptions of these features are given in Table 3. Boxplots show median values (horizontal line), interquartile range (box outline), minimum and maximum values of the upper and lower quartiles (whiskers) and outliers (circles).
Figure 5The machine learning approach.