A Feasibility Clinical Trial to Improve Social Attention in Autistic Spectrum Disorder (ASD) Using a Brain Computer Interface

Carlos Amaral, Susana Mouga, Marco Simões, Helena C Pereira, Inês Bernardino, Hugo Quental, Rebecca Playle, Rachel McNamara, Guiomar Oliveira, Miguel Castelo-Branco, Carlos Amaral, Susana Mouga, Marco Simões, Helena C Pereira, Inês Bernardino, Hugo Quental, Rebecca Playle, Rachel McNamara, Guiomar Oliveira, Miguel Castelo-Branco

Abstract

Deficits in the interpretation of others' intentions from gaze-direction or other social attention cues are well-recognized in ASD. Here we investigated whether an EEG brain computer interface (BCI) can be used to train social cognition skills in ASD patients. We performed a single-arm feasibility clinical trial and enrolled 15 participants (mean age 22y 2m) with high-functioning ASD (mean full-scale IQ 103). Participants were submitted to a BCI training paradigm using a virtual reality interface over seven sessions spread over 4 months. The first four sessions occurred weekly, and the remainder monthly. In each session, the subject was asked to identify objects of interest based on the gaze direction of an avatar. Attentional responses were extracted from the EEG P300 component. A final follow-up assessment was performed 6-months after the last session. To analyze responses to joint attention cues participants were assessed pre and post intervention and in the follow-up, using an ecologic "Joint-attention task." We used eye-tracking to identify the number of social attention items that a patient could accurately identify from an avatar's action cues (e.g., looking, pointing at). As secondary outcome measures we used the Autism Treatment Evaluation Checklist (ATEC) and the Vineland Adaptive Behavior Scale (VABS). Neuropsychological measures related to mood and depression were also assessed. In sum, we observed a decrease in total ATEC and rated autism symptoms (Sociability; Sensory/Cognitive Awareness; Health/Physical/Behavior); an evident improvement in Adapted Behavior Composite and in the DLS subarea from VABS; a decrease in Depression (from POMS) and in mood disturbance/depression (BDI). BCI online performance and tolerance were stable along the intervention. Average P300 amplitude and alpha power were also preserved across sessions. We have demonstrated the feasibility of BCI in this kind of intervention in ASD. Participants engage successfully and consistently in the task. Although the primary outcome (rate of automatic responses to joint attention cues) did not show changes, most secondary neuropsychological outcome measures showed improvement, yielding promise for a future efficacy trial. (clinical-trial ID: NCT02445625-clinicaltrials.gov).

Keywords: EEG; autism; brain-computer interface; clinical trial; social attention; virtual reality.

Figures

Figure 1
Figure 1
Representation of the used scenarios. (A) Cafe scenario; (B) Classroom scenario; (C) Kiosk scenario; (D) Zebra crossing scenario.
Figure 2
Figure 2
Areas of interest in each scenario of JAAT.
Figure 3
Figure 3
BCI apparatus overview. (Top) Person wearing Oculus Rift and g.Nautilus EEG system (part of the virtual reality P300-based BCI) and the observer's viewing window on the screen. (Bottom) Block design of the system. Informed consent was obtained from the individual for the publication of this image.
Figure 4
Figure 4
Sequence of events of the trials in the BCI online phase.
Figure 5
Figure 5
Balanced accuracy of target object detection on online phase across sessions.
Figure 6
Figure 6
Average P300 maximum amplitude across sessions.
Figure 7
Figure 7
Grand-average of event-related potentials in each BCI session of Cz channel.
Figure 8
Figure 8
Average alpha power across sessions.

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