Abstract:In this work, we introduce a technique of deriving symmetric connectivity matrices from regional histograms of grey-matter volume estimated from T1-weighted MRIs. We then validated the technique by inputting the connectivity matrices into a convolutional neural network (CNN) to classify between participants with autism and age-, motion-, and intracranial-volume-matched controls from six different databases (29,288 total connectomes, mean age = 30.72, range 0.42-78.00, including 1555 subjects with autism). We compared this method to similar classifications of the same participants using fMRI connectivity matrices as well as univariate estimates of grey-matter volumes. We further applied graph-theoretical metrics on output class activation maps to identify areas of the matrices that the CNN preferentially used to make the classification, focusing particularly on hubs. Our results gave AUROCs of 0.7298 (69.71% accuracy) when classifying by only structural connectivity, 0.6964 (67.72% accuracy) when classifying by only functional connectivity, and 0.7037 (66.43% accuracy) when classifying by univariate grey matter volumes. Combining structural and functional connectivities gave an AUROC of 0.7354 (69.40% accuracy). Graph analysis of class activation maps revealed no distinguishable network patterns for functional inputs, but did reveal localized differences between groups in bilateral Heschl's gyrus and upper vermis for structural connectivity. This work provides a simple means of feature extraction for inputting large numbers of structural MRIs into machine learning models.
Abstract:Individuals with Autism Spectrum Conditions (ASC) have marked difficulties using verbal and non-verbal communication for social interaction. The running ASC-Inclusion project aims to help children with ASC by allowing them to learn how emotions can be expressed and recognised via playing games in a virtual world. The platform includes analysis of users' gestures, facial, and vocal expressions using standard microphone and web-cam or a depth sensor, training through games, text communication with peers, animation, video and audio clips. We present the state of play in realising such a serious game platform and provide results for the different modalities.