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ICT and Autism Care: State of The Art: Review

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ICT and Autism Care: State of The Art: Review

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REVIEW

CURRENT
OPINION ICT and autism care: state of the art
Charline Grossard a,b, Giuseppe Palestra b, Jean Xavier a,b,
Mohamed Chetouani b, Ouriel Grynszpan b, and David Cohen a,b

Purpose of review
Over the past 10 years, the use of information and communication technologies (ICTs) has increased in
regard to the treatment of individuals with autism spectrum disorders (ASDs). ICT support mechanisms (e.g.
computers, laptops, robots) are particularly attractive and are adapted to children with ASD. In addition,
ICT algorithms can offer new perspectives for clinicians, outside direct apps or gaming proposals. Here,
we will focus on the use of serious games and robots because of their attractiveness and their value in
working on social skills.
Recent findings
The latest knowledge regarding the use of ICT in the forms of serious games and robotics applied to
individuals with ASD shows that the field of serious games has already achieved interesting and promising
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results, although the clinical validations are not always complete. In the field of robotics, there are still
many limitations on the use of ICT (e.g. most interaction are similar to the wizard of Oz), and questions
remain concerning their eventual effectiveness.
Summary
To describe the implications of the findings for clinical practice or research, we describe two large projects,
namely, JEMImE and Michelangelo, as examples of current studies that are aimed at enhancing social skills
in children with ASD by including novel algorithms with clinical insights in robots or serious games.
Keywords
autism spectrum disorder, information and communication technologies, serious games, social robots, social skills

INTRODUCTION categories [7]. First, iPod and iPad apps aim to facili-
Autism spectrum disorders (ASDs) are developmen- tate specific aspects of social life. Despite some
tal disorders characterized by deficits in social inter- promising apps (e.g. Rubycube or the Social Detec-
action, communication and repetitive behavior. tive app), most available apps have received limited
Among these deficits, all social skills, which include empirical clinical validation [7]. Second, serious
social initiation, social interaction rules, emotion games can be described as ‘digital games and equip-
production and recognition, can be affected. As a ment with an agenda of educational design and
consequence, integration into society is a major ASD beyond entertainment’ [8]. Finally, ICT interven-
burden [1]. ASD patients may also present with tions include the use of robots with children with
different difficulties that can affect attention and ASD [7,9–11]. In this subdomain, clinical validation
executive learning [2], general cognition or oral is also limited, as many studies have focused on the
language [3]. Academic skills are often impaired, development of novel social skills for robots, thus
thus impacting academic achievement [4].
Information and communication technologies a
Service de psychiatrie de l’enfant et de l’adolescent, APHP, GHU
(ICTs) have opened new ways to help people with Pitié-Salpêtrière Charles-Foix, 47, boulevard de l’Hôpital and bCNRS
ASD. These technologies allow creation of real-life UMR 7222, Institut des systèmes intelligents et robotiques (ISIR),
Sorbonne Université, 75005 Paris, France
situations in a controlled area and offer clinicians
different supports to work with [5]. Moreover, the Correspondence to David Cohen, Service de psychiatrie de l’enfant et de
l’adolescent, APHP, GHU Pitié-Salpêtrière Charles-Foix, 47, boulevard
presentation of information seems to be particularly de l’Hôpital, 75013 Paris, France; CNRS UMR 7222, Institut des
adapted to individuals with ASD, and some studies systèmes intelligents et robotiques (ISIR), Sorbonne Université,
have found that persons with ASD are particularly 75005 Paris, France. Tel: +33 142162351;
interested by ICT [6]. e-mail: david.cohen@aphp.fr
Information and communication technology- Curr Opin Psychiatry 2018, 31:474–483
based interventions can be classified into three main DOI:10.1097/YCO.0000000000000455

www.co-psychiatry.com Volume 31  Number 6  November 2018

Copyright © 2018 Wolters Kluwer Health, Inc. All rights reserved.


ICT and autism care Grossard et al.

Regarding the efficacy of serious games in both


KEY POINTS domains, Grynszpan et al. [15] recently reviewed the
 ICTs are particularly attractive to children with ASD and literature and performed a meta-analysis to measure
are adapted to their needs. clinical impact through a nonspecific variable (stan-
dardized effect size) in individuals with ASD. The
 Serious games and robots are two support mechanisms results showed that the use of ICT has a significant
that are particularly used for the treatment of social
impact on the targeted skills. However, no study has
skills in children with ASD.
evaluated the maintenance of treatment effects and
 Previous studies showed benefits in using ICT for the the generalization to real life. Equally, the research-
treatment of social skills. ers could not contend that the use of ICT is more
 The field needs more robust studies to conclude that ICT adapted to a subgroup of children with ASD. Finally,
is effective and that the skills learned during treatment the authors reported that the use of ICT seems more
can be generalized to real life. efficient when a professional is involved during the
session than when the child has to play alone
at home.
Since this review, an interesting study described
the use of the game SEMA-TIC [16], which aims to
narrowing down the expectation of social training teach literacy skills. SEMA-TIC was developed by the
[10]. Cobtek laboratory and is novel in the literature
The present study aims to briefly review the because it aims to teach literacy to children with
recent literature about the use of ICT in the form poor functional language skills and ASD. The design
of serious games and robotics applied to individuals of the game is thought to specifically increase the
with ASD. ICT can be used to not only train abilities motivation of these individuals. The game includes
but also to compensate difficulties. We do not feedback and reinforcements that align with the
describe assistive technologies (see [12] and [13] interests of the children, such as bright, moving
for a review), but rather focus on serious games objects and illustrations from mechanics. The player
and robotics studies with a treatment agenda. Then, can follow his/her progression with a colored gauge,
to illustrate how ICT research can integrate clinician which gives him/her visual information. In addi-
insights into multidisciplinary research, we describe tion, each game is thought to train specific literacy
two large projects, namely, JEMImE and Michelan- skills, such as word recognition, alphabet knowl-
gelo, as examples of current studies that seek to edge, syntactic rule, and so on. A 23-week study
enhance social skills of children with ASD by includ- enrolled 25 children and showed good game usabil-
ing novel machine learning algorithms based on ity and adaptability in the targeted population. The
clinical expectations. children exposed to SEMA-TIC (experimental
group) improved their literacy skills on the targeted
exercise significantly better than children in the
SERIOUS GAMES control group. Moreover, three of the trained chil-
dren were able to decode words after training.
Generality
Serious games can be described as a combination of
education and entertainment. At present, many Serious games to teach social skills
applications exist on portable devices that aim to A large part of the recent research on serious games
be playful and to teach a targeted skill. However, in ASD has dealt with games that try to teach social
most of these applications have not been the object skills to patients. This interest is supported by two
of specific research in a clinical population and facts: the development of social skills represents a
cannot be evaluated (see [14] for a list). Here, we challenge for the integration of individuals with
focus on serious games created and evaluated on ASD [1]; and ICTs provide very good support in
other platforms such as computers, multitouch tab- creating social situations in an immersive way [5],
letops, and screens. Generally, the object of their contrary to the classic therapy in an office.
training can be separated into two distinct areas. On &
In a recent review, Grossard et al. [17 ] listed 31
the contrary, we found serious games teaching a serious games that aim to teach social interaction.
specific cognitive domain (e.g. executive function) We separated those games into two groups: the first
and academic skills (e.g. reading). On the contrary, group was composed of 15 games that teach social
there are several serious games that teach the core skills, such as joint attention, collaboration or adap-
difficulties of ASD, such as social skills and emotion tation to social context; and the other group
recognition. included 16 games that teach emotion recognition

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Child and adolescent psychiatry

and production. Regarding the games to teach social (Table 1). It is designed to be not only fun and
skills, half of them try to teach collaboration due to engaging but also to provide the player with several
ICTs that force collaboration. The other half uses visual indications to understand and progress in the
virtual reality to work on how a player must adapt to game, such as in the training part, different gauges
a given context (e.g. how to sit in a restaurant) [18]. of emotion that fill with pieces and when they are
In the second group, a large part of the serious games full, the game stops; and a wallet in the game part;
focus only on emotion recognition. Although emo- when it’s full, the game stops. The specificity of the
tion recognition is multimodal in nature [19], most game in terms of ICT research is the computation
of these games only propose static visual stimuli. and implementation of an algorithm (Fig. 1a) that
Four games try to teach emotion production, but provides feedback in real time regarding the quality
only one of them aims to train this skill in a social of the child’s production. This feedback allows the
situation [20]. Of the 31 games reviewed, we found children to correct their productions instantly in
that only a minority included a study trying to assess response to the colored gauges that represent a
the clinical interest of the game with evidence-base specific emotion (Fig. 1b). The performance of the
&
methodology [17 ]. In Table 1, we summarize, for algorithm has been evaluated recently and reached
both domains (social skills training and emotion excellent performance, with an average accuracy of
recognition), the games that also reported a clinical 82% [34]. A study evaluating the usability of JEMImE
study. We also added Emotiplay, which is a serious by children with ASD is currently underway. Ini-
game developed within a European project that was tially, the results seem to indicate that children have
&
reported recently [21 ]. fun playing JEMImE and that they quickly learn how
Most of the games present limitations regarding to adapt their productions to meet the expectations
the evidence of their clinical benefits. Studies are of the algorithm. However, we must now develop
often conducted with individuals with ASD and more social scenarios to significantly increase train-
high IQs, omitting a large population of individuals ing duration and settle a clinical study.
with ASD. The studies do not include large samples
of patients nor do they have control groups. How-
ever, in addition, most of the games are not attrac- AUTISM SPECTRUM DISORDER AND
tive in terms of design and do not use the large SOCIAL ROBOTS
possibilities offered by ICT regarding playability.
Most of the games only use static images, do not Generality
include virtual environments and do not involve The use of robots for people with ASD began 20 years
the player as a regular game does. This is particularly ago, and has specifically increased over the past
the case for the games that target emotion recogni- 10 years [35]. Different robots exist, and their char-
tion and production, whereas games targeting social acteristics depend on the research interaction. The
skills are often more attractive. However, the games robots can take humanoid, nonhumanoid, animal,
targeting social skills were evaluated with weaker or biomechanical forms. The possibility of control-
methodologies, contrary to the games targeting ling them, their capacities to move, to offer feedback
emotion recognition and expression. Despite these and rewards, and to socially interact do not allow
limitations, we believe that the use of serious games the same type scenario when one wants to settle an
to train people with ASD is promising. Accessibility experiment or a therapy session with a child–robot
has not been a major focus but may also impact the interaction [10]. However, what is the purpose of
way ICT can be used. The GOLIAH team (Table 1) is researching the use of a robot with a child with ASD?
currently computing a novel version of the game e- This is not an easy problem to grasp. However, the
GOLIAH that will be able, via a web platform, to literature can be classified as follows: research aim-
provide easy use for families at home in combina- ing to induce a targeted behavior, such as joint
tion with automatic gaming information that will attention, imitation, emotional expression, or spon-
be sent to therapists to follow a child’s progress [32]. taneous interaction; research used to teach special
tasks to the children; and less research attempting to
The JEMImE project study the quality and quantity of interactions
As said previously regarding serious games that between a child and a robot [10], which could help
teach emotion, these games usually lack education clinicians in their diagnosis [11].
of emotion production and social context. In this
context, we are developing a novel serious game
called JEMImE [33], which aims to train facial Social robots and autism spectrum disorder
expression production in social contexts in children As for serious games, children with autism seem to
with ASD. The game is the next step of JeStimule have greater interest in robots than typical children

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Table 1. Description of the main serious games targeting social interaction
Games targeting emotion recognition and production
Name Population Targeted skills Design Playability Results

Junior detective program Children with AS Emotion recognition and social RCT (49 patients) Game in 3D allowing a good Improvement in social skills after
[22] skills in context immersive experience training and at 5 month follow-up
FaceSay2 [23] Children with ASD Facial expression recognition RCT (49 patients) Static photos not allowing a Significant improvement in emotion
and joint attention real game experience recognition for the individuals with
HF-ASD after training
JeStimule [24] Children with ASD Emotion recognition in context Open trial (33 patients) Game in 3D allowing a good Significant effect of
immersive experience session  task  emotion interaction
for avatars and near significance for
pictures of real-life characters
Let’s Face it [25] Children with ASD and AS Emotion recognition RCT (42 patients) Static photographs, not Significant improvement in attention to
allowing a real game eyes and mouth in the treatment
experience group
LifeIsGame [20] Individuals with ASD Emotion recognition and Qualitative study Use of an avatar in 3D Participants enjoyed playing the game.
production in context No assessment
MindReading [26] Individuals with HF ASD Emotion recognition in context 2 non-RCTs (experiment 1 : 19 children Films and written examples, Improvement in emotion recognition
with ASD and 2 control groups with 22 not allowing a real game only in close but not distant
children with ASD and 24 typical experience generalization tasks
children; experiment 2: 13 children in
each group – ASD expe, ASD control
and typical control
The transporters [27] Children with ASD Emotion comprehension in non-RCT (56 children) Series of videos with QCM at Improvement in emotion recognition
context the end
&
Emotiplay [21 ] Children with HF ASD Emotion recognition non-RCT (89 children) 3D environment and short Improvement in all emotion recognition
games with photos measures and parents reported
reductions in autistic symptoms

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Games targeting social skills

Cooperative Puzzle Game Children with HF ASD Collaborative skills 2 open group studies (22 boys with ASD Puzzle game with enforced Higher number of ‘negotiation moves’
[28,29] in experiment 1 and 16 boys with ASD collaboration on a
in experiment 2) multitouch tabletop
ECHOES [30] Children with ASD Joint attention and symbol use Open group study (19 children) Interaction with an avatar who The children responded significantly
can adapt his responses to more often to the practitioner after
the child’s behavior the sessions
Teachtown [31] Children with ASD Social, adaptative and non-RCT study (40 children) Software educational program The treatment group performed better
emotional skills, language with photos and video. Not than the control group on the
an immersive game Brigance Inventory of Early
Development, but these differences
were not significant
Goliah [32] Children with ASD Imitation and joint attention Study 1: Non-RCT (24 patients) Short tasks with enforced Improvement in both groups with no
(IQ > 60) Study 2: Open 6-month study with EEG collaboration on 2 tabletops significant superiority of the training
correlates connected to each other group

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AS, Asperger syndrome; ASD, autism spectrum disorders; HF, high functioning.

www.co-psychiatry.com
ICT and autism care Grossard et al.

477
Child and adolescent psychiatry

FIGURE 1. JEMImE game. Due to the creation of an algorithm of facial expression recognition (a), the player can receive real-
time feedback on his/her production (b).

[36]. Robots present some characteristics that make attention, imitation, and social behavior, and less
them less anxiety-inducing for people with ASD. often language. Very few studies have focused on
They interact in a simple manner and make social the reduction in stereotypes, but the results are
&
situations less complex [37]. This is why researchers actually promising [38 ]. Given the number of
focus their experiments on robots and children with experiments and robotics platforms, it is not within
ASD in order to work on social and communication the scope of this brief review to summarize all the
skills [35]. These researchers generally target joint literature. At a glance, Table 2 presents the main

478 www.co-psychiatry.com Volume 31  Number 6  November 2018

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ICT and autism care Grossard et al.

Table 2. Main robots used with individuals with ASD during the years of 2017 and 2018

Robots Description Targeted skills

Nao [39–53] 50 cm tall Joint attention


25 degrees of freedom Imitation
2 cameras Turn taking
Microphones Eye contact
Speakers Pointing
Touch sensors Basic academic skills
LEDS Facial expressions
Sonars Verbal communication
Wi-Fi and ethernet connection Improve spontaneous social interaction
Software allows personalization Improve robot responses to children’s
Can be used in classroom, hospital, etc. affective state and engagement
Kaspar [54 ,55,56,57] Semiautonomous Support interaction
&

Software allows creation of new Support simple facial and body


scenarios expressions, gestures and speech
Child sized Learn about socially acceptable tactile
Touch sensors interaction
Head, arm and hand movements Imitation
Customizable Turn taking
Speaker Collaboration skills
Hygiene or food learning

Charlie [58] Low cost (200 USD) Joint attention


2 degrees of freedom in arms Imitation
2 degrees of freedom in the head Turn taking
1 webcam
1 speaker
Can be connected to a PC via USB
Can detect hands and head

TEO4 [59] 80 cm tall Teo was used in the krog project [60] as
2.5 h autonomy a companion for the child during
Possibility to stick different faces game sessions on a large screen. It
magnetically reacts when it is touched.
Dedicated to children with ASD
Distance sensors
Touch sensors
1 camera
Autonomous reactions but can also be
driven by an operator
Can move and speak

Riby [59] The new version of the TEO robot Engaging interaction
Dedicated to adults with ASD
130 cm tall
Sonar sensors

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Child and adolescent psychiatry

Table 2 (Continued)

Robots Description Targeted skills

R50-Alice « Mina »
[41,61] 69 cm tall Facial expression production
32 degrees of freedom with 11 degrees Facial expression recognition
of freedom in the head of which 8 are Imitation
for facial expression and 3 are for
neck movements
Speaker

QT Robot [62] Screen as his face Training emotional abilities


14 degrees of freedom for upper-body Body language
gestures Increasing the efficiency of therapy by
3d camera encouraging an active and engaged
1 microphone interaction
Connection by Wi-Fi

IRobiQ [63] 45 cm tall IrobiQ showed the following four


Speakers emotions with the different shapes of
1 touch screen its mouth: happiness, sadness,
Touch sensors surprise, and shyness. It is a
Sonars sensors commercial robot that had access to
IR sensors many children’s songs that were
1 RGB camera in the head accompanied by adjustable arm
LEDS movements

CARO [63] 93 cm tall Caro is specially designed to engage in


1 touch screen emotional interplay that is focused on
Touch sensors emotions that are expressed through
Depth camera the eyes of children with ASD
RGB camera
LEDS

KiliRo [64,65] Semiautonomous Improves learning and social interaction


2 degrees of freedom in each leg abilities
Head can move down, up, right and left
Tail can move right and left
One speaker attached on the robot

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ICT and autism care Grossard et al.

robots used in relation to autism in 2017 and 2018. and France. One task was dedicated to the design of
&
Previous studies were reviewed in [9–11,38 ]. GOLIAH – a serious game that aims to improve joint
Some studies reported that the maximum child attention and imitation that was based on the Early
engagement appears with nonhumanoid robots. Start Denver Model agenda [67]. Two experiments
However, humanoid robots elicit a better generali- were also performed to investigate scenarios for
zation of the skills learned by the child during the controlled social interactions between children with
child–robot interaction [66]. A key limitation in the ASD and the Nao robot. The first experiment was
use of robotics is the fact that most of the interac- designed to induce the behavior of joint attention
tions provided thus far are similar to the wizard of with the child. Nao proposed different behaviors to
Oz, meaning that an operator is teleoperating the solicit a response from the child: the robot could
robot during the child–robot interaction [10]. In look at a picture, look at it and point it, or point to it
comparison with serious games, the clinical appli- and ask the child to look at it. During the experi-
cation of robotics in ASD is still limited, although ment, automatic measures were collected with
progress has been great in recent years. An interest- three-dimensional (3D) cameras, and specific algo-
ing achievement is the formulation of a deep learn- rithms were used to assess the child’s movements.
ing algorithm for the automatic perception of the The results showed that, contrary to some expecta-
affective state and engagement of children during tions, children with ASD more easily produced joint
robot-assisted autism therapy that can offer a better attention behavior with a human partner than with
tailored robot response to tackle the heterogeneity Nao. However, the experiment showed us that chil-
among individuals with ASD [53]. dren with autism produce more micromovements
and are more unstable in their posture than typical
children [51]. The second experiment targeted
The Michelangelo project motor imitation and imitation learning. Children
The FP7 Michelangelo project is a European project had to imitate movements that the robot produced
involving partners in Malta, the UK, Ireland, Italy, randomly. The robot was able to recognize when

FIGURE 2. Nao imitating a child’s movement. Reproduce from [68].

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Child and adolescent psychiatry

he/she was imitating. After 2 min of interaction, the Financial support and sponsorship
robot learned to imitate, and the two roles could be The JEMImE project was supported by the Agence Natio-
exchanged: the child proposed the movement and nale pour la Recherche (ANR) in his program CONTINT
the robot imitated him (Fig. 2). When we compared (JEMImE, ANR-13-CORD-0004).
how the robot was able to learn with adults, with The Michelangelo project was supported by the Euro-
typically developing children, and with children pean Commission (FP7: MICHELANGELO under Grant
with ASD, we found that, despite adequate learning Agreement No. 288241) and the endowment fund
in the three groups of partners, the number of ‘Entreprendre pour aider’.
computational neurons recruited to allow learning
increased significantly during interaction involving
children with ASD [52]. In other words, it seems that Conflicts of interest
the robot was able to identify a form of social There are no conflicts of interest.
signature in ASD children motricity.
To conclude, regarding robotics, the use of
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