ICT and Autism Care: State of The Art: Review
ICT and Autism Care: State of The Art: 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
0951-7367 Copyright ß 2018 Wolters Kluwer Health, Inc. All rights reserved. www.co-psychiatry.com 475
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
                                                                                                                                                  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
                                                                    0951-7367 Copyright ß 2018 Wolters Kluwer Health, Inc. All rights reserved.
                                                                                                                                                  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
                                                                    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
Table 2. Main robots used with individuals with ASD during the years of 2017 and 2018
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
0951-7367 Copyright ß 2018 Wolters Kluwer Health, Inc. All rights reserved. www.co-psychiatry.com 479
Table 2 (Continued)
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
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
0951-7367 Copyright ß 2018 Wolters Kluwer Health, Inc. All rights reserved. www.co-psychiatry.com 481
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
robots with ASD individuals seems to be relevant         REFERENCES AND RECOMMENDED
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