Peak End-Rule - Affective computing

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Transcript Peak End-Rule - Affective computing

Managing Auditory Sensitivity in Autism Spectrum Disorder:
New Technologies for Customized Intervention
Rob Morris - Affective Computing
Thesis Presentation
Motivation
- Auditory sensitivity is extremely common in Autism Spectrum
Disorder
- It creates extreme anxiety, and it can interfere with sensory processing
and social development
Thesis Presentation
Current Treatment Options
- Sound-isolators
- Auditory Integration Therapy (AIT)
- Exposure Therapy
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Exposure Therapy
- Method: present stimulus at progressively closer ranges until habituation ensues
- extremely effective for a wide range of disorders
- used with autistic children with auditory sensitivity
- Koegel, Oppendum, & Koegel (2004)
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Automating Exposure Therapy
- Virtual Reality Exposure Therapy
- eliminates clinician oversight, but design phase is slow and costly
- Sound sensitivities may be uniquely suited for automated
exposure therapy
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Approach
- Create Scratch programs to automate exposure therapy
- Present feared/aversive sounds in a graded, hierarchical fashion
- Incorporate sounds into programs
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Specific Aims
- Serve the whole spectrum
- many therapies are only suitable for high-functioning autistic individuals
- consider possible motor/verbal difficulties of patient
- Engaging
- represent unique interests of the patient
- ideally, patient should willingly engage in the treatment
Thesis Presentation
Specific Aims
- Inexpensive
- use free software to keep cost down
- e.g., Scratch, Gimp, Audacity
- Humane
- consider unique stress levels of autistic individuals
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Evaluation
Uncomfortable Loudness Study
Objective:
- pilot test materials
- evaluate UCL test
- explore pairings of aversive sounds
Participants:
- 20 healthy college students without an Autism diagnosis
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Evaluation
Case Studies
Objective:
- assess therapeutic potential of the proposed intervention
Participants:
- 3 autistic individuals with auditory sensitivity issues
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Uncomfortable Loudness Study
How should aversive sounds be placed in the media programs?
At random?
Paired directly with events in the program?
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Evaluation
Experimental Groups
1)
Paired: Aversive sounds paired with positive elements in
2)
Randomized: Aversive sounds placed randomly
Both groups received the same amount of exposures. The only difference was how the
exposures were placed within the game.
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Evaluation
Experimental Design
Subjects were randomly assigned to either the “paired” or “randomized” group
Pre-test (UCL tests)
Exposure Game
Post-Test (UCL tests)
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Results
Paired: [F(1, 14) = 9.24, p = .009]
Randomized: [F(1,14) = .13, p = .726].
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Case Studies
JH:
- 26 yr old male
- Audio Sensitivities: coughing sounds
- Interests: babies, family photos
CC:
- 22 yr old female
- Audio Sensitivities: sneezing and throat-clearing sounds
- Interests: Disney princesses
Thesis Presentation
Case Studies
BL:
- 20 yr old male
- Audio Sensitivities: roosters, soda being poured into a can
- Interests: Herbie the Love Bug
Identify preferred media content
Identify problem sounds
Find and download media
Search for sounds via freesound.org
Upload into Scratch
Design Scratch program
Assess Interest
Pair sounds with
positive reinforcers
Introduce sounds in
hierarchical fashion
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Case Study Results
JH:
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Case Study Results
CC: Session 1
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Case Study Results
CC: Session 2
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Case Study Results
BL: Study discontinued
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Conclusions
Intervention shows potential
Specific Aims Upheld:
JH showed signs of complete remission
Serve the whole spectrum
CC is improving in follow-up sessions
Engaging
Inexpensive
Humane
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Future Directions
Assess Therapeutic Efficacy of Intervention
-
Increase study enrollment
-
Complete 4-6 additional case studies
-
Evaluate case studies using single-case across stimulus design
-
Conduct rigorous pre- and post-test analyses
Thesis Presentation
Future Directions
Proliferate Techniques
-
Create training videos and forums
-
Create team of designers (skilled in Scratch or Flash)