4,743 research outputs found

    Gaining Computational Insight into Psychological Data: Applications of Machine Learning with Eating Disorders and Autism Spectrum Disorder

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    Over the past 100 years, assessment tools have been developed that allow us to explore mental and behavioral processes that could not be measured before. However, conventional statistical models used for psychological data are lacking in thoroughness and predictability. This provides a perfect opportunity to use machine learning to study the data in a novel way. In this paper, we present examples of using machine learning techniques with data in three areas: eating disorders, body satisfaction, and Autism Spectrum Disorder (ASD). We explore clustering algorithms as well as virtual reality (VR). Our first study employs the k-means clustering algorithm to explore eating disorder behaviors. Our results show that the Eating Disorder Examination Questionnaire (EDE-Q) and Clinical Impairment Assessment (CIA) are good predictors of eating disorder behavior. Our second study uses a hierarchical clustering algorithm to find patterns in the dataset that were previously not considered. We found four clusters that may highlight the unique differences between participants who had positive body image versus participants who had negative body image. The final chapter presents a case study with a specific VR tool, Bob’s Fish Shop, and users with ASD and Attention Deficit Hyperactivity Disorder (ADHD). We hypothesize that, through the repetition and analysis of these virtual interactions, users can improve social and conversational understanding. Through the implementation of various machine learning algorithms and programs, we can study the human experience in a way that has never been done. We can account for neurodiverse populations and assist them in ways that are not only helpful but also educational

    Effectiveness and safety of Nintendo Wii Fit PlusTM training in children with migraine without aura: a preliminary study

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    Background: Migraine without aura (MoA) is a painful syndrome, particularly in childhood; it is often accompanied by severe impairments, including emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, sleep habits, and motor coordination. Materials and methods: The study population consisted of 71 patients affected by MoA (32 females, 39 males) (mean age: 9.13±1.94 years); the control group consisted of 93 normally developing children (44 females, 49 males) (mean age: 8.97±2.03 years) recruited in the Campania school region. The entire population underwent a clinical evaluation to assess total intelligence quotient level, visual-motor integration (VMI) skills, and motor coordination performance, the later using the Movement Assessment Battery for Children (M-ABC). Children underwent training using the Wii-balance board and Nintendo Wii Fit Plusℱ software (Nintendo Co, Ltd, Kyoto, Japan); training lasted for 12 weeks and consisted of three 30-minute sessions per week at their home. Results: The two starting populations (MoA and controls) were not significantly different for age (P=0.899) and sex (P=0.611). M-ABC and VMI performances at baseline (T0) were significantly different in dexterity, balance, and total score for M-ABC (P,0.001) and visual (P=0.003) and motor (P,0.001) tasks for VMI. After 3 months of Wii training (T1), MoA children showed a significant improvement in M-ABC global performance (P,0.001), M-ABC dexterity (P,0.001), M-ABC balance (P,0.001), and VMI motor task (P,0.001). Conclusion: Our study reported the positive effects of the Nintendo Wii Fit PlusTM system as a rehabilitative device for the visuomotor and balance skills impairments among children affected by MoA, even if further research and longer follow-up are needed

    IoT Based Virtual Reality Game for Physio-therapeutic Patients

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    Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game

    Coming to terms with risk-factors for obesity and eating disorders in childhood and early adulthood: a contribution to the bio-psycho-social etiology model of pathological eating behavior

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    This thesis incorporates three studies addressing different bio-psycho-social correlates of eating pathology. Each of the presented publications is reflecting a new development in the corresponding research field, as it employs novel methodological approaches and provides enhancements to the already existing etiological models. In the Publication 1, psychosocial factors such as familial role modeling and social network were investigated on the background of peer selection using an immersive virtual reality environment. School-aged children were confronted with normal weight and overweight avatars that were either eating or playing. As a main result, parental BMI was the strongest predictor for the children’s minimal distance to the avatars. In the Publication 2, body dissatisfaction (BD), emotion dysregulation, and a specific type of food-related cognitive distortion (Thought-Shape Fusion, TSF) were integrated in a model of disturbed eating and compensatory behavior (DECB). Using cross-sectional data from an online-survey, the model was tested on a subpopulation of healthy young male university students. The results of this study indicated the susceptibility to body-related cognitive distortions (TSF) as a potential mediator in the relationship between BD and disturbed eating in men. In the study presented in the Publication 3, impulsivity impairments occurring within clinical symptoms of Attention-Deficit/Hyperactivity Disorder (ADHD) and Binge Eating Disorder (BED) as well as the two nonverbal self-control strategies, attentional deployment and self-touch movement were examined as psychological factors affecting the ability to delay food-related gratification (DOG). The findings suggest that besides attentional deployment, the left-handed self-touch constitutes an effective strategy that might enhance the ability to resist snacking during the DOG

    Cerebral Palsy

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    Nowadays, cerebral palsy (CP) rehabilitation, along with medical and surgical interventions in children with CP, leads to better motor and postural control and can ensure ambulation and functional independence. In achieving these improvements, many modern practices may be used, such as comprehensive multidisciplinary assessment, clinical decision making, multilevel surgery, botulinum toxin applications, robotic ambulation applications, treadmill, and other walking aids to increase the quality and endurance of walking. Trainings are based on neurodevelopmental therapy, muscle training and strength applications, adaptive equipment and orthotics, communication, technological solves, and many others beyond the scope of this book. In the years of clinical and academic experiences, children with cerebral palsy have shown us that the world needs a book to give clinical knowledge to health professionals regarding these important issue. This book is an attempt to fulfill and to give “current steps” about CP. The book is intended for use by physicians, therapists, and allied health professionals who treat/rehabilitate children with CP. We focus on the recent concepts in the treatment of body and structure problems and describe the associated disability, providing suggestions for further reading. All authors presented the most frequently used and accepted treatment methods with scientifically proven efficacy and included references at the end of each chapter

    A review of the effectiveness of lower limb orthoses used in cerebral palsy

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    To produce this review, a systematic literature search was conducted for relevant articles published in the period between the date of the previous ISPO consensus conference report on cerebral palsy (1994) and April 2008. The search terms were 'cerebral and pals* (palsy, palsies), 'hemiplegia', 'diplegia', 'orthos*' (orthoses, orthosis) orthot* (orthotic, orthotics), brace or AFO

    One Drug, Two Drugs, Three Drugs, More: A Critical Habilitative Narrative Inquiry into Autism Spectrum Disorder

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    With increasing prevalence of Autism Spectrum Disorder (ASD) being diagnosed since its inception, there is reason for significant concern in regards to the cause, treatment, and prognosis of the disorder. This work investigates some of the political, economic and social factors that impact treatment for persons identified with ASD in the context of public education. Utilizing a grounded theory approach to critically analyze current legislation and practices governing special education services in the public school setting, a disturbing picture is revealed of not only how we educate persons labeled as disordered, but also how we respond to them socially. Future implications to our society, as a result of those perceptions, are also pondered. Through an interview process, the concepts of care, social justice, personal advocacy, and fear are deliberated in respect to those identified as the ASD other

    Use of Active Video Gaming in Children with Neromotor Dysfunction: A Systematic Review

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    Background and Purpose: Active video games (AVG) are gaining popularity as a strategy for improving motor function in children with neurologically-based movement disorders, but there is no consensus regarding AVG’s utility or effectiveness in this population. The purpose of this systematic review was to examine current evidence on the use of AVG to improve motor function in children 2-17 years of age with neurologically-based movement disorders. Methods: Authors followed standard criteria for systematic review conduct and rating quality of evidence including the PRISMA checklist. Databases searched were Scopus, MEDLINE, Cochrane Library, EMBASE, and CINAHL. Systematic reviews, randomized control trials, or longitudinal studies were included if they investigated AVG for improving movement-related outcomes in children aged 2-17 years with neurologically-based movement disorders. Parameters studied included: health condition, strength of evidence, delivery methods or systems for AVG, capacity for adjusting to individual needs and skill levels, outcomes addressed with AVG, effectiveness for achieving targeted outcomes [primarily activity-level motor outcomes (n=36)], and challenges/limitations. Results: The 20 articles included in the review varied in quality from high (n=6), to moderate (n=4) to low (n=8) with two strong quality single subject research design (SSRD) studies. Studies involved children with 6 neurologic conditions using AVG in clinical, home or school settings for 49 different outcomes. Frequency and duration of dosage varied. Choice of games played and difficulty level were controlled by therapists (n=6) or the child (n=14). The most commonly reported limitations were small sample sizes and difficulty providing task-specific practice of functional movements via AVG. All studies reported improvement with AVG, though differences were not consistently significant compared to traditional therapy. Discussion: Heterogeneity of measurement tools and target outcomes prevented meta-analysis or development of formal recommendations. However, AVG has demonstrated feasibility and shows potential for improving activity-level outcomes (including those assessing balance, gross motor function, and upper and lower limb function) of children with neuromotor disorders, and should be considered when developing plans of care for this population. Additional research with larger samples, and investigations that explore dosing variables and utility for extending practice by home programming are merited

    The words of the body: psychophysiological patterns in dissociative narratives

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    Trauma has severe consequences on both psychological and somatic levels, even affecting the genetic expression and the cell\u2019s DNA repair ability. A key mechanism in the understanding of clinical disorders deriving from trauma is identified in dissociation, as a primitive defense against the fragmentation of the self originated by overwhelming experiences. The dysregulation of the interpersonal patterns due to the traumatic experience and its detrimental effects on the body are supported by influent neuroscientific models such as Damasio\u2019s somatic markers and Porges\u2019 polyvagal theory. On the basis of these premises, and supported by our previous empirical observations on 40 simulated clinical sessions, we will discuss the longitudinal process of a brief psychodynamic psychotherapy (16 sessions, weekly frequency) with a patient who suffered a relational trauma. The research design consists of the collection of self-report and projective tests, pre-post therapy and after each clinical session, in order to assess personality, empathy, clinical alliance and clinical progress, along with the verbatim analysis of the transcripts trough the Psychotherapy Process Q-Set and the Collaborative Interactions Scale. Furthermore, we collected simultaneous psychophysiological measures of the therapeutic dyad: skin conductance and hearth rate. Lastly, we employed a computerized analysis of non-verbal behaviors to assess synchrony in posture and gestures. These automated measures are able to highlight moments of affective concordance and discordance, allowing for a deep understanding of the mutual regulations between the patient and the therapist. Preliminary results showed that psychophysiological changes in dyadic synchrony, observed in body movements, skin conductance and hearth rate, occurred within sessions during the discussion of traumatic experiences, with levels of attunement that changed in both therapist and the patient depending on the quality of the emotional representation of the experience. These results go in the direction of understanding the relational process in trauma therapy, using an integrative language in which both clinical and neurophysiological knowledge may take advantage of each other
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