Trial Outcomes & Findings for Training Attention and Eye Movement in ASD (NCT NCT02403817)
NCT ID: NCT02403817
Last Updated: 2019-12-04
Results Overview
This behavioral task assesses the participant's baseline ability to rapidly and accurately shift visual attention to different spatial locations. This task also reveals whether a participant becomes overly-focused ('stuck') at specific locations.
COMPLETED
NA
30 participants
Pre-intervention
2019-12-04
Participant Flow
Participant milestones
| Measure |
Eye Movement Game Control
Cognitive Training Eye Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Eye Motor Training: Gameplay will be controlled by the player's eye movements (via an eye tracking device)
|
Hand Movement Game Control
Cognitive Training Hand Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Hand Motor Training: Gameplay will be controlled by the player's hand movements (via a joystick).
|
|---|---|---|
|
Overall Study
STARTED
|
28
|
2
|
|
Overall Study
COMPLETED
|
23
|
2
|
|
Overall Study
NOT COMPLETED
|
5
|
0
|
Reasons for withdrawal
| Measure |
Eye Movement Game Control
Cognitive Training Eye Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Eye Motor Training: Gameplay will be controlled by the player's eye movements (via an eye tracking device)
|
Hand Movement Game Control
Cognitive Training Hand Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Hand Motor Training: Gameplay will be controlled by the player's hand movements (via a joystick).
|
|---|---|---|
|
Overall Study
Withdrawal by Subject
|
5
|
0
|
Baseline Characteristics
Training Attention and Eye Movement in ASD
Baseline characteristics by cohort
| Measure |
Eye Movement Game Control
n=23 Participants
Cognitive Training Eye Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Eye Motor Training: Game play will be controlled by the player's eye movements (via an eye tracking device)
|
Hand Movement Game Control
n=2 Participants
Cognitive Training Hand Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Hand Motor Training: Game play will be controlled by the player's hand movements (via a joystick).
|
Total
n=25 Participants
Total of all reporting groups
|
|---|---|---|---|
|
Age, Continuous
|
17.31 years
STANDARD_DEVIATION 4.3 • n=5 Participants
|
21.41 years
STANDARD_DEVIATION .4 • n=7 Participants
|
17.62 years
STANDARD_DEVIATION 4.3 • n=5 Participants
|
|
Sex: Female, Male
Female
|
5 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
5 Participants
n=5 Participants
|
|
Sex: Female, Male
Male
|
18 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
20 Participants
n=5 Participants
|
|
Race (NIH/OMB)
American Indian or Alaska Native
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Asian
|
4 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
4 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Black or African American
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Race (NIH/OMB)
White
|
12 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
14 Participants
n=5 Participants
|
|
Race (NIH/OMB)
More than one race
|
7 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
7 Participants
n=5 Participants
|
|
Race (NIH/OMB)
Unknown or Not Reported
|
0 Participants
n=5 Participants
|
0 Participants
n=7 Participants
|
0 Participants
n=5 Participants
|
|
Region of Enrollment
United States
|
23 participants
n=5 Participants
|
2 participants
n=7 Participants
|
25 participants
n=5 Participants
|
|
Autism Diagnosis
|
23 Participants
n=5 Participants
|
2 Participants
n=7 Participants
|
25 Participants
n=5 Participants
|
PRIMARY outcome
Timeframe: Pre-interventionPopulation: All participants who completed the 8 weeks of game-based training were analyzed.
This behavioral task assesses the participant's baseline ability to rapidly and accurately shift visual attention to different spatial locations. This task also reveals whether a participant becomes overly-focused ('stuck') at specific locations.
Outcome measures
| Measure |
Eye Movement Game Control
n=23 Participants
Cognitive Training Eye Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Eye Motor Training: Gameplay will be controlled by the player's eye movements (via an eye tracking device)
|
Hand Movement Game Control
n=2 Participants
Cognitive Training Hand Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Hand Motor Training: Gameplay will be controlled by the player's hand movements (via a joystick).
|
|---|---|---|
|
Spatial Attention Baseline
|
80.3 Percent Correct
Standard Deviation 14.8
|
43.0 Percent Correct
Standard Deviation 26.9
|
PRIMARY outcome
Timeframe: Pre-interventionPopulation: Because of technical difficulties we have only partial data for this measure.
This task uses an eyetracker to measure the baseline speed and accuracy of a participant's saccadic eye movements in response to various stimuli. Measure is accuracy of first saccade in the anti-saccade task.
Outcome measures
| Measure |
Eye Movement Game Control
n=16 Participants
Cognitive Training Eye Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Eye Motor Training: Gameplay will be controlled by the player's eye movements (via an eye tracking device)
|
Hand Movement Game Control
Cognitive Training Hand Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Hand Motor Training: Gameplay will be controlled by the player's hand movements (via a joystick).
|
|---|---|---|
|
Saccadic Eye Movements Baseline
|
49.20 percent correct direction
Standard Deviation 2.8
|
—
|
PRIMARY outcome
Timeframe: end of Week 8Population: All participants who completed 8 weeks of training were analyzed.
This behavioral task assesses the change in the participant's ability to rapidly and accurately shift visual attention to different spatial locations as a result of the intervention.
Outcome measures
| Measure |
Eye Movement Game Control
n=23 Participants
Cognitive Training Eye Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Eye Motor Training: Gameplay will be controlled by the player's eye movements (via an eye tracking device)
|
Hand Movement Game Control
n=2 Participants
Cognitive Training Hand Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Hand Motor Training: Gameplay will be controlled by the player's hand movements (via a joystick).
|
|---|---|---|
|
Change in Spatial Attention at 8 Weeks
|
88.07 Percent Correct
Standard Deviation 13.9
|
77.5 Percent Correct
Standard Deviation 16.3
|
PRIMARY outcome
Timeframe: end of Week 8Population: Because of technical difficulties we have data for only part of the sample.
This task uses an eyetracker to measure the change in the speed and accuracy of a participant's saccadic eye movements in response to various stimuli as a result of the intervention. Measure is accuracy of first saccade in an anti-saccade task.
Outcome measures
| Measure |
Eye Movement Game Control
n=16 Participants
Cognitive Training Eye Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Eye Motor Training: Gameplay will be controlled by the player's eye movements (via an eye tracking device)
|
Hand Movement Game Control
Cognitive Training Hand Motor Training
Cognitive Training: A collection of video games that rely on various aspects of visual behavior (i.e. sustained attention, vigilance, rapid discrimination, etc) for successful play.
Hand Motor Training: Gameplay will be controlled by the player's hand movements (via a joystick).
|
|---|---|---|
|
Change in Saccadic Eye Movements at 8 Weeks
|
59.4 Percent Correct Direction
Standard Deviation 2.7
|
—
|
Adverse Events
Eye Movement Game Control
Hand Movement Game Control
Serious adverse events
Adverse event data not reported
Other adverse events
Adverse event data not reported
Additional Information
Jeanne Townsend, PhD, Professor of Neurosciences
University of California, San Diego
Results disclosure agreements
- Principal investigator is a sponsor employee
- Publication restrictions are in place