December 2022
Volume 22, Issue 14
Open Access
Vision Sciences Society Annual Meeting Abstract  |   December 2022
Evaluating the ability of serious game intervention to alter visual processing strategies in autism during eye gaze processing using computational modeling
Author Affiliations & Notes
  • Jason Griffin
    Pennsylvania State University
  • Janet Hsiao
    University of Hong Kong
  • Suzy Scherf
    Pennsylvania State University
  • Footnotes
    Acknowledgements  This work was supported by the National Institute of Mental Health (R61/33 MH11‐624) and by Pennsylvania State University (RGSO Dissertation Award)
Journal of Vision December 2022, Vol.22, 3956. doi:https://doi.org/10.1167/jov.22.14.3956
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      Jason Griffin, Janet Hsiao, Suzy Scherf; Evaluating the ability of serious game intervention to alter visual processing strategies in autism during eye gaze processing using computational modeling. Journal of Vision 2022;22(14):3956. https://doi.org/10.1167/jov.22.14.3956.

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      © ARVO (1962-2015); The Authors (2016-present)

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Abstract

Atypical visual attention to faces and difficulty interpreting eye gaze cues are core deficits of autism that have widespread consequences for social communication. We evaluated if serious game intervention could improve visual processing strategies used to interpret shifts in eye gaze for social communication in autistic adolescents. To capture both spatial and temporal dimensions of visual processing strategies during eye gaze processing, we utilized a novel, data-driven computational modeling approach. This approach summarizes a participant's eye movements (fixation locations and sequence) with person-specific regions of interest (ROIs) and transition probabilities among ROIs using a hidden Markov model; These can be clustered to discover common patterns among all participants. In this study, intervention (n=19) and control participants (n=20) completed an eye gaze perception task pre- and post-intervention. In this task, participants viewed an image of a person in a complex scene looking at a target object (TO); they had to identify the TO from a list of 4 plausible alternatives from the scene while we collected accuracy and eye-tracking data. We discovered “focused” (fixating narrowly to face first then to TO area) and “explorative” (fixating at diffuse area around the face then to TO area) patterns. At baseline, intervention participants did not differ in their likelihood of using focused or explorative patterns. However, post-intervention, the treatment group was more likely to use a focused pattern compared to the control group. Finally, we found that change in eye movement patterns across time were differentially associated with change in task performance across time between intervention and control participants. Therefore, we conclude that the serious game intervention altered the visual processing strategies used in autistic adolescents during eye gaze processing.

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