| Literature DB >> 36035501 |
Nicholas Deveau1, Peter Washington2, Emilie Leblanc3, Arman Husic3, Kaitlyn Dunlap3, Yordan Penev3, Aaron Kline3, Onur Cezmi Mutlu4, Dennis P Wall1,3.
Abstract
Digitally-delivered healthcare is well suited to address current inequities in the delivery of care due to barriers of access to healthcare facilities. As the COVID-19 pandemic phases out, we have a unique opportunity to capitalize on the current familiarity with telemedicine approaches and continue to advocate for mainstream adoption of remote care delivery. In this paper, we specifically focus on the ability of GuessWhat? a smartphone-based charades-style gamified therapeutic intervention for autism spectrum disorder (ASD) to generate a signal that distinguishes children with ASD from neurotypical (NT) children. We demonstrate the feasibility of using "in-the-wild", naturalistic gameplay data to distinguish between ASD and NT by children by training a random forest classifier to discern the two classes (AU-ROC = 0.745, recall = 0.769). This performance demonstrates the potential for GuessWhat? to facilitate screening for ASD in historically difficult-to-reach communities. To further examine this potential, future work should expand the size of the training sample and interrogate differences in predictive ability by demographic.Entities:
Year: 2022 PMID: 36035501 PMCID: PMC9398788 DOI: 10.1016/j.ibmed.2022.100057
Source DB: PubMed Journal: Intell Based Med ISSN: 2666-5212
Fig. 1Mobile Intervention User Experience. a) GuessWhat is a charades-style mobile game available for any a smartphone device. In a typical game session, b) the parent holds the smartphone to their forehead and tries to guess the emotion mimicked by the child in response to the prompt shown on the phone's screen. Upon guessing, the parent tilts the phone to proceed to the next prompt through the end of the 90-second session. c) After each 90s game, parent and child can review together. In-app d) game modes, e) unlocking deck and character choices based on coins earned, and f) activity-based achievement badges reinforce positive progression and ensure optimal child engagement through time.
Summary of tested classifiers. Hypermarameter names correspond to those used by scikit-learn v. 1.0.1
| Hyperparameter | Values Tested | |
|---|---|---|
| XGBoost | learning_rate | 0.05, 0.10, 0.15, 0.20, 0.25, 0.30 |
| max_depth | 1, 2, 3 | |
| min_child_weight | 1, 3, 5, 7 | |
| gamma | 0.1, 0.2, 0.3, 0.4 | |
| colsample_bytree | 0.3, 0.4, 0.5, 0.7 | |
| Random Forest | max_depth | 1, 2, 3 |
| min_samples_leaf | 2, 3, 4, 5 | |
| Logistic Regeession | penalty | L1, L2 |
| C | 0.1 to 10, 20 values log-spaced | |
| Linear SVM | C | −7 to 4, 50 values log-spaced |
Fig. 6Repeated Nested Cross Validation Procedure Used to separately tune model hyperparameters and evaluate out-of-sample performance.
Fig. 2Heatmaps of relative feature importance for each classier type (all features). The y axis corresponds to the 28 iterations of cross-validation. Plots are presented in decreasing order of ROC-AUC performance (as read left to right). Duration-based features tended to be most important in models that produced a higher AU-ROC.
Fig. 4Difference in average feature importance by feature type.
Cross-validated performance metrics for each classifier type obtained through hyperparameter grid search. Minority class (NT) was sampled using SMOTE to obtain equal class size as majority class (ASD).
| Features | Mean AU-ROC | Mean Recall | Mean Accuracy | Mean Precision | ||||
|---|---|---|---|---|---|---|---|---|
| All | Duration | All | Duration | All | Duration | All | Duration | |
| Model | ||||||||
| XGBoost | 0.70 | 0.72 | 0.71 | 0.67 | 0.64 | 0.61 | ||
| Random Forest | 0.73 | 0.76 | 0.65 | |||||
| Logistic Regression | 0.67 | 0.69 | 0.67 | 0.69 | 0.65 | 0.68 | 0.60 | 0.67 |
| Linear SVM | 0.70 | 0.71 | 0.70 | 0.74 | 0.69 | 0.69 | 0.65 | |
Fig. 3Heatmaps of relative feature importance for each classier type (duration-only features). The y axis corresponds to the 28 iterations of cross-validation Plots are presented in decreasing order of AU-ROC performance (as read left to right).
Fig. 5Feature importances aggregated by emotion across all 4 families of classifiers.
| ANGRY_2 | |
| ANGRY_3 | |
| DISGUST | |
| DISGUST_2 | |
| DISGUST_3 | |
| DISGUST_4 | |
| HAPPY_2 | |
| HAPPY_3 | |
| NEUTRAL |
| ANGRY_2_duration | ANGRY_2_accuracy | DISGUST_2_duration | DISGUST_2_accuracy | ... | SURPRISED_3_duration | SURPRISED_3_accuracy |