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Hybrid Computerized EF Training Using Virtual Human Stimuli for Autism
Sponsor: Education University of Hong Kong
Summary
The goal of this pilot clinical trial is to learn the preliminary feasibility and efficacy of a home-based hybrid computerized executive function (EF) training program using social stimuli for autistic individuals. The main questions it aims to answer are: 1. Does hybrid EF training using virtual human stimuli improve the EF and symptoms of autistic individuals? 2. What are the parents' attitudes toward the training program? Researchers will compare changes in EF task performance and parent-report autistic symptoms and investigate parents' responses on a feedback questionnaire after autistic individuals undergo two weeks of training. Participants will: 1. Undergo computerized training at home five 30-minute sessions a week, for two weeks 2. Visit the university campus before and after the training program to undertake an assessment
Official title: Developing a Home-based Executive Function Training Program for Autistic Individuals
Key Details
Gender
All
Age Range
8 Years - 17 Years
Study Type
INTERVENTIONAL
Enrollment
15
Start Date
2024-05-02
Completion Date
2027-12-31
Last Updated
2025-12-29
Healthy Volunteers
No
Conditions
Interventions
Hybrid computerized executive function training
The Face-Judgment game trains shifting through 33 trials where players judge a face's sex or emotion based on cues. Trials include repeat or switch judgments, with cue durations decrease from 1,000 ms to 200 ms to increase difficulty. Performance metrics include mean switch RT and switch cost RT for adjusting difficulty. The Gaze-Arrow game enhances inhibition by requiring players to process gaze direction amidst distractors. Each round has 32 trials with faces and arrows pointing left or right. Arrow pairs increase from 1 to 5 across levels, increasing interference in incongruent trials, where gaze and arrow directions mismatch. Players judge gaze direction; performance is measured by mean incongruent RT and interference score. The Running Memory game trains working memory by having players recall face identities from n trials earlier, with n increasing from 1 to 5. Afterward, players select the face matching the cue from five options, with accuracy guiding level adjustments.
Locations (1)
The Education University of Hong Kong
Hong Kong, Hong Kong