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1.
Artigo em Inglês | MEDLINE | ID: mdl-28344643

RESUMO

BACKGROUND: To meet the required hours of intensive intervention for treating children with autism spectrum disorder (ASD), we developed an automated serious gaming platform (11 games) to deliver intervention at home (GOLIAH) by mapping the imitation and joint attention (JA) subset of age-adapted stimuli from the Early Start Denver Model (ESDM) intervention. Here, we report the results of a 6-month matched controlled exploratory study. METHODS: From two specialized clinics, we included 14 children (age range 5-8 years) with ASD and 10 controls matched for gender, age, sites, and treatment as usual (TAU). Participants from the experimental group received in addition to TAU four 30-min sessions with GOLIAH per week at home and one at hospital for 6 months. Statistics were performed using Linear Mixed Models. RESULTS: Children and parents participated in 40% of the planned sessions. They were able to use the 11 games, and participants trained with GOLIAH improved time to perform the task in most JA games and imitation scores in most imitation games. GOLIAH intervention did not affect Parental Stress Index scores. At end-point, we found in both groups a significant improvement for Autism Diagnostic Observation Schedule scores, Vineland socialization score, Parental Stress Index total score, and Child Behavior Checklist internalizing, externalizing and total problems. However, we found no significant change for by time × group interaction. CONCLUSIONS: Despite the lack of superiority of TAU + GOLIAH versus TAU, the results are interesting both in terms of changes by using the gaming platform and lack of parental stress increase. A large randomized controlled trial with younger participants (who are the core target of ESDM model) is now discussed. This should be facilitated by computing GOLIAH for a web platform. Trial registration Clinicaltrials.gov NCT02560415.

2.
Front Psychiatry ; 7: 70, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27199777

RESUMO

Children with Autism need intensive intervention and this is challenging in terms of manpower, costs, and time. Advances in Information Communication Technology and computer gaming may help in this respect by creating a nomadically deployable closed-loop intervention system involving the child and active participation of parents and therapists. An automated serious gaming platform enabling intensive intervention in nomadic settings has been developed by mapping two pivotal skills in autism spectrum disorder: Imitation and Joint Attention (JA). Eleven games - seven Imitations and four JA - were derived from the Early Start Denver Model. The games involved application of visual and audio stimuli with multiple difficulty levels and a wide variety of tasks and actions pertaining to the Imitation and JA. The platform runs on mobile devices and allows the therapist to (1) characterize the child's initial difficulties/strengths, ensuring tailored and adapted intervention by choosing appropriate games and (2) investigate and track the temporal evolution of the child's progress through a set of automatically extracted quantitative performance metrics. The platform allows the therapist to change the game or its difficulty levels during the intervention depending on the child's progress. Performance of the platform was assessed in a 3-month open trial with 10 children with autism (Trial ID: NCT02560415, Clinicaltrials.gov). The children and the parents participated in 80% of the sessions both at home (77.5%) and at the hospital (90%). All children went through all the games but, given the diversity of the games and the heterogeneity of children profiles and abilities, for a given game the number of sessions dedicated to the game varied and could be tailored through automatic scoring. Parents (N = 10) highlighted enhancement in the child's concentration, flexibility, and self-esteem in 78, 89, and 44% of the cases, respectively, and 56% observed an enhanced parents-child relationship. This pilot study shows the feasibility of using the developed gaming platform for home-based intensive intervention. However, the overall capability of the platform in delivering intervention needs to be assessed in a bigger open trial.

3.
J Physiol Paris ; 107(4): 291-7, 2013 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-23583461

RESUMO

The main mechanisms of children's imitative exchanges with peers are highlighted here through a developmental approach taking into account the importance of rhythmicity and synchrony. We focused on spontaneous motor imitation to describe a playful dynamic that is paradoxical: in the experience of play in which roles are not clearly distributed, mutual discovery of the self and others gradually arises. From an integrative perspective, this form of interaction, produced by positional reversal and turn taking, is apprehended through two axis. On the temporal plan, it can be considered as a rhythmic pattern with repetition and synchrony. Moreover, these mutual exchanges between the self and others challenge visuo-spatial abilities in children who must be able to change their reference point through an operation of mental rotation. Based on this description of the intersubjective experience produced through a succession of spatial and symbolic viewpoint changes, a developmental model of empathy is offered and discussed. According to this model, the capacity of empathy has two dimensions, emotional and cognitive, and is understood as a process involved in child development. In this article, we propose that empathy is more than the "mere" capacity of decentration corresponding to the acquisition of a theory of mind. It involves an individual in relationship with others and who has the ability to integrate perspectives.


Assuntos
Desenvolvimento Infantil/fisiologia , Empatia/fisiologia , Comportamento Imitativo/fisiologia , Grupo Associado , Periodicidade , Criança , Pré-Escolar , Humanos
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