TY - JOUR
T1 - Applying machine learning to dissociate between stroke patients and healthy controls using eye movement features obtained from a virtual reality task
AU - Brouwer, Veerle H.E.W.
AU - Stuit, Sjoerd
AU - Hoogerbrugge, Alex
AU - Ten Brink, Antonia F.
AU - Gosselt, Isabel K.
AU - Van der Stigchel, Stefan
AU - Nijboer, Tanja C.W.
N1 - Funding Information:
This work was supported by HandicapNL under Grant [ R2015010 and R201705758 ] to Tanja C.W. Nijboer, seed money grants by Focus Areas DataScience and Research IT from Utrecht University to Tanja C.W. Nijboer, and ERC [ ERC-CoG-863732 ] to Stefan Van der Stigchel.
Publisher Copyright:
© 2022 The Authors
PY - 2022/4
Y1 - 2022/4
N2 - Conventional neuropsychological tests do not represent the complex and dynamic situations encountered in daily life. Immersive virtual reality simulations can be used to simulate dynamic and interactive situations in a controlled setting. Adding eye tracking to such simulations may provide highly detailed outcome measures, and has great potential for neuropsychological assessment. Here, participants (83 stroke patients and 103 healthy controls) we instructed to find either 3 or 7 items from a shopping list in a virtual super market environment while eye movements were being recorded. Using Logistic Regression and Support Vector Machine models, we aimed to predict the task of the participant and whether they belonged to the stroke or the control group. With a limited number of eye movement features, our models achieved an average Area Under the Curve (AUC) of .76 in predicting whether each participant was assigned a short or long shopping list (3 or 7 items). Identifying participant as either stroke patients and controls led to an AUC of .64. In both classification tasks, the frequency with which aisles were revisited was the most dissociating feature. As such, eye movement data obtained from a virtual reality simulation contain a rich set of signatures for detecting cognitive deficits, opening the door to potential clinical applications.
AB - Conventional neuropsychological tests do not represent the complex and dynamic situations encountered in daily life. Immersive virtual reality simulations can be used to simulate dynamic and interactive situations in a controlled setting. Adding eye tracking to such simulations may provide highly detailed outcome measures, and has great potential for neuropsychological assessment. Here, participants (83 stroke patients and 103 healthy controls) we instructed to find either 3 or 7 items from a shopping list in a virtual super market environment while eye movements were being recorded. Using Logistic Regression and Support Vector Machine models, we aimed to predict the task of the participant and whether they belonged to the stroke or the control group. With a limited number of eye movement features, our models achieved an average Area Under the Curve (AUC) of .76 in predicting whether each participant was assigned a short or long shopping list (3 or 7 items). Identifying participant as either stroke patients and controls led to an AUC of .64. In both classification tasks, the frequency with which aisles were revisited was the most dissociating feature. As such, eye movement data obtained from a virtual reality simulation contain a rich set of signatures for detecting cognitive deficits, opening the door to potential clinical applications.
KW - Cognitive assessment
KW - Eye tracking
KW - Machine learning
KW - Stroke
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85127512984&partnerID=8YFLogxK
U2 - 10.1016/j.heliyon.2022.e09207
DO - 10.1016/j.heliyon.2022.e09207
M3 - Article
AN - SCOPUS:85127512984
SN - 2405-8440
VL - 8
SP - 1
EP - 9
JO - Heliyon
JF - Heliyon
IS - 4
M1 - E09207
ER -