ICNAS
Coimbra, 3000 548, Portugal
Location status: Recruiting
Location contact
Joana Amaral, MsC
CONTACT
Miguel Castelo Branco, MD PhD
CONTACT
NCT Number: NCT06829303
Social cognition seems to develop atypically in autism, particularly in processes such as faces perception, joint attention and social information processing. In this sense, and using an Emotional Paradigm of Facial Expressions (EFP) with a Brain-Computer Interface (BCI) based on Electroencephalography (EEG), the investigators intend to evaluate its effectiveness as a medical device in Autism Spectrum Disorder (ASD), namely: improving 1) social skills and 2) reducing generalized anxiety, 3) improve error monitoring, and consequently verify 4) an increase in motivation. To this end, the investigators will test a gamified intervention (EFP), using personalized feedback in real time. In this gamified interface, there is an artificial agent that learns rules through Reinforcement Learning using the evoked potentials from the participant as they observe the agent's right or wrong actions. The hypothesis is that this approach allows, during the gamified task (EFP), not only the agent/interface to learn, but also the participant through operant conditioning and implicit scrutiny of errors, which makes it particularly interesting for disorders in which error monitoring processes are compromised, as in ASD.
Interested in participating?
Request Info16 year–55 year
All sexes
Interventional
Not applicable
Coimbra, 3000 548, Portugal
Location status: Recruiting
Joana Amaral, MsC
CONTACT
Miguel Castelo Branco, MD PhD
CONTACT
Healthy volunteers accepted: No
Only the study team can determine whether someone qualifies for participation.
Inclusion criteria
Exclusion criteria
The experimental intervention is a social cognition gamified training, through a software that implements communication between a participant and a computer, using a detection and classification algorithm based on EEG signal. The training consists of a visual stimulation model, specifically an emotional facial paradigm, where the subject is asked to observe the movements of a facial expression (referred to as cue image) expressing either happiness or sadness and to adapt the visual gaze according the cue image.
The control intervention is a executive function gamified training, through a software that implements communication between a participant and a computer, using a detection and classification algorithm based on the P300 EEG signal. The task consists of a speller, in which the participant is asked to write a word, by sequentially focusing the attention on the necessary letters.
Time frame: From baseline to the end of treatment (maximum of 8 weeks)
Responses consist on the time spent to complete 3 mazes, using computer mouse navigation. Responses are measured in seconds and the best outcomes correspond to the fastest responses.
Time frame: From baseline to the end of treatment (maximum of 8 weeks).
Participants scores ranges from 0 (best outcome) to 21 (worst outcome).
Time frame: At each intervention session, from first to last (intervention lasts up to 8 weeks and starts within 2 weeks after baseline)
Improvement of the amplitude/discrimination of waveform morphology of Event-Related Potentials (ERPs).
Time frame: From baseline to the end of treatment (maximum of 8 weeks)
Higher scores indicate greater interest/enjoyment when practicing the task (better outcome). Scores are calculated by averaging the item scores of the subscale.
Time frame: From baseline to the end of treatment (maximum of 8 weeks).
Responses consist on the time spent to complete 3 mazes, using eye gaze. Responses are measured in seconds and the best outcomes correspond to the fastest responses.
Time frame: At each intervention session, from first to last (intervention lasts up to 8 weeks)
Results consist in the spelling accuracy, i.e. correctly identified letters overall.
Time frame: From baseline to the end of treatment (maximum of 8 weeks)
The ATEC is a checklist to assess treatment effectiveness in ASD comprising 4 subtests: I. Speech/Language Communication (14 items, min.0-max.28); II. Sociability (20 items, min.0-max.40); III. Sensory/Cognitive Awareness (18 items, min.0-max.36); and IV. Health/Phys./Behavior (25 items, min.0-max.75). Total score (sum) ranges from min.0-max.179.
The lower the score, the fewer the problems.
Time frame: From baseline to the end of treatment (maximum of 8 weeks)
Participants scores ranges from 20 (best outcome) to 100 (worst outcome).
Time frame: From baseline to the end of treatment (maximum of 8 weeks) and across the intervention.
Higher scores indicate a greater degree of mood disturbance.
Time frame: From baseline to the end of treatment (maximum of 8 weeks).
Participants scores ranges from 0 (best outcome) to 60 (worst outcome). A total score of ≥ 28 on the ASA-A may indicate the presence of significant levels of anxiety.
Time frame: Immediately after each intervention session
The questionnaire will cover the participant's strategies applied on the intervention; their general experience of the intervention process; and safety assessment (adverse effects).
Contact information is provided by the study sponsor or research team.
University of Coimbra
Other
Improving Social Cognition and Error Monitoring in Autism Spectrum Disorder Through a Brain Computer Interface Based on Reinforcement Learning
Acronym: LEARNAUT
OpenTrials presents study information sourced from ClinicalTrials.gov. The official registry record should be consulted for the latest information.
View the official ClinicalTrials.gov record (opens in a new tab)This listing is for discovery and informational purposes only. It is not medical advice, does not guarantee that a study is recruiting, and does not determine eligibility. Contact the study team and a qualified healthcare professional when considering participation.
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