Aaron Sujar

Dr. Aaron Sujar

Universidad Rey Juan Carlos, Madrid, Spain
orcid

Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 August 2022 in JMIR Serious Games
Verified
Journal Article
Open access
Aaron SujarAaron Sujar
Aaron Sujar
MMMarina Martin-Moratinos
Marina Martin-Moratinos
MYMaría Rodrigo Yanguas
María Rodrigo Yanguas
MBMarcos Bella-Fernández
Marcos Bella-Fernández
CGCarlos González-Tardón
Carlos González-Tardón
Hilario Blasco-FontecillaHilario Blasco-Fontecilla
Hilario Blasco-Fontecilla
Video game–based therapeutic interventions have demonstrated some effectiveness in decreasing the symptoms of attention deficit hyperactivity disorder (ADHD). Compared with more traditional strategies within the multimodal treatment of ADHD, video games have certain advantages such as being comfortable, flexible, and cost-efficient. However, establishing the most appropriate type(s) of video games that should be used for this treatment remains a matter of debate, including the commercial existing video games or serious video games that are specifically constructed to target specific disorders. This guide represents a starting point for developing serious video games aimed at treating ADHD. We summarize the key points that need to be addressed to generate an effective and motivating game-based treatment. Following recommendations from the literature to create game-based treatments, we describe the development stages of a serious video game for treating ADHD. Game design should consider the interests of future users; game mechanics should be based on cognitive exercises; and therapeutic mechanisms must include the control of difficulty, engagement, motivation, time constraints, and reinforcement. To elaborate upon this guide, we performed a narrative review focused on the use of video games for the treatment of ADHD, and were inspired by our own experience during the development of the game “The Secret Trail of Moon.”

9 October 2020 in Brain Sciences
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Journal Article
Open access
PDF file
DDDavid Delgado-Gómez
David Delgado-Gómez
Aaron SujarAaron Sujar
Aaron Sujar
JAJuan Ardoy-Cuadros
Juan Ardoy-Cuadros
ABAlejandro Bejarano-Gómez
Alejandro Bejarano-Gómez
DADavid Aguado
David Aguado
IPInmaculada Peñuelas-Calvo
Inmaculada Peñuelas-Calvo
In the last few years, several computerized tasks have been developed to increase the objectivity of the diagnosis of attention-deficit hyperactivity disorder (ADHD). This article proposes the “running raccoon” video game to assess the severity of inattention in patients diagnosed with ADHD. Unlike existing tests, the proposed tool is a genuine video game in which the patient must make a raccoon avatar jump to avoid falling into different gaps. The distance to the gap is recorded for each jump. To evaluate the proposed game, an experiment was conducted in which 32 children diagnosed with ADHD participated. For each participant, the median and interquartile range of these distances were calculated, along with the number of omissions. Experimental results showed a significant correlation between the participants’ inattention (measured by the Attention-Deficit/Hyperactivity Disorder Symptoms and Normal Behavior rating scale (SWAN) inattention subscale) with each of these three measures. In addition to its accuracy, other benefits are its short duration and the possibility of being run on both standard computers and mobile devices. These characteristics facilitate its acceptance in clinical environments or even its telematic use. The obtained results, together with the characteristics of the video game, make it an excellent tool to support clinicians in the diagnosis of ADHD.

13 October 2021 in International Journal of Computer Assisted Radiology and Surgery
Verified
Journal Article
Open access
PDF file
Aaron SujarAaron Sujar
Aaron Sujar
GKGraham Kelly
Graham Kelly
MGMarcos Garcia-Lorenzo
Marcos Garcia-Lorenzo
FVFranck P. Vidal
Franck P. Vidal
Purpose: Traditional undergraduate radiographer training mixes academic lectures and clinical practice. Our goal is to bridge the current disconnection between theory and practice in a safe environment, avoiding the risk of radiation for both practitioners and patients. To this end, this research proposes a new software to teach diagnostic radiography using real-time interactive X-ray simulation and patient positioning. Methods: The proposed medical simulator is composed of three main modules. A fast and accurate character animation technique is in charge of simulating the patient positioning phase and adapts their internal anatomy accordingly. gVirtualXRay is an open-source X-ray simulation library and generates the corresponding radiographs in real time. Finally, the courseware allows going through all the diagnostic radiology steps from the patient positioning and the machine configuration to the final image enhancing. Results: A face and content validation study has been conducted; 18 radiology professionals were recruited to evaluate our software using a questionnaire. The results show that our tool is realistic in many ways (72% of the participants agreed that the simulations are visually realistic), useful (67%) and suitable (78%) for teaching X-ray radiography. Conclusions: The proposed tool allows simulating the most relevant steps of the projectional radiography procedure. The virtual patient posing system and X-ray simulation module execute at interactive rates. These features enable the lectures to show their students the results of good and bad practices in a classroom environment, avoiding radiation risk.

31 March 2023 in Computer Methods and Programs in Biomedicine
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Journal Article
Open access
JPJamie Lea Pointon
Jamie Lea Pointon
TWTianci Wen
Tianci Wen
JTJenna Tugwell-Allsup
Jenna Tugwell-Allsup
Aaron SujarAaron Sujar
Aaron Sujar
Jean Michel LétangJean Michel Létang
Jean Michel Létang
FVFranck P. Vidal
Franck P. Vidal
This study provides a quantitative comparison of images created using gVirtualXray (gVXR) to both Monte Carlo (MC) and real images of clinically realistic phantoms. gVirtualXray is an open-source framework that relies on the Beer-Lambert law to simulate X-ray images in realtime on a graphics processor unit (GPU) using triangular meshes. Images are generated with gVirtualXray and compared with a corresponding ground truth image of an anthropomorphic phantom: (i) an X-ray projection generated using a Monte Carlo simulation code, (ii) real digitally reconstructed radiographs (DRRs), (iii) computed tomography (CT) slices, and (iv) a real radiograph acquired with a clinical X-ray imaging system. When real images are involved, the simulations are used in an image registration framework so that the two images are aligned. The mean absolute percentage error (MAPE) between the images simulated with gVirtualXray and MC is 3.12%, the zero-mean normalised cross-correlation (ZNCC) is 99.96% and the structural similarity index (SSIM) is 0.99. The run-time is 10 days for MC and 23 ms with gVirtualXray. Images simulated using surface models segmented from a CT scan of the Lungman chest phantom were similar to (i) DRRs computed from the CT volume and (ii) an actual digital radiograph. CT slices reconstructed from images simulated with gVirtualXray were comparable to the corresponding slices of the original CT volume. When scattering can be ignored, accurate images that would take days using MC can be generated in milliseconds with gVirtualXray. This speed of execution enables the use of repetitive simulations with varying parameters, e.g. to generate training data for a deep-learning algorithm, and to minimise the objective function of an optimisation problem in image registration. The use of surface models enables the combination of X-ray simulation with real-time soft-tissue deformation and character animation, which can be deployed in virtual reality applications.

24 September 2023 in Brain and Behavior
Verified
Journal Article
Open access
LCLucía Caselles‐Pina
Lucía Caselles‐Pina
Aaron SujarAaron Sujar
Aaron Sujar
AQAlejandro Quesada‐López
Alejandro Quesada‐López
DDDavid Delgado‐Gómez
David Delgado‐Gómez
Background: Attention‐deficit/hyperactivity disorder (ADHD) is a prevalent neurodevelopmental disorder in children and adolescents. Recent studies show that video games have great potential for the treatment and rehabilitation of ADHD patients.The aim of the present review is to systematically review the scientific literature on the relationship between video games and ADHD, focusing on adherence to treatment, frequency of the intervention, and the long‐term follow‐up of video games in children and adolescents with ADHD.Methods: The preferred reporting items for systematic reviews and meta‐analyses guidelines were adopted. The review protocol was registered in PROSPERO database. We searched in three databases, PubMed, Medline, and Web of Science to identify studies examining the association between video game interventions in ADHD patients.Results: A total of 18 empirical studies met the established inclusion criteria. The results showed that video games‐based interventions can be used to improve ADHD symptoms and display high adherence to treatment. In addition, in the studies reviewed, the most common intervention frequency is 30 min three to five times per week. However, there is little evidence from studies with video games showing long‐term effects in patients with ADHD.Conclusion: Video games are useful and effective interventions that can complement traditional treatments in patients with ADHD.

5 January 2024 in Sensors
Verified
Journal Article
Open access
PDF file
CLChao Li
Chao Li
DDDavid Delgado-Gómez
David Delgado-Gómez
Aaron SujarAaron Sujar
Aaron Sujar
PWPing Wang
Ping Wang
MMMarina Martin-Moratinos
Marina Martin-Moratinos
Hilario Blasco-FontecillaHilario Blasco-Fontecilla
Hilario Blasco-Fontecilla
Attention-Deficit/Hyperactivity Disorder (ADHD) is a neurodevelopmental disorder known for its significant heterogeneity and varied symptom presentation. Describing the different subtypes as predominantly inattentive (ADHD–I), combined (ADHD–C), and hyperactive–impulsive (ADHD–H) relies primarily on clinical observations, which can be subjective. To address the need for more objective diagnostic methods, this pilot study implemented a Microsoft Kinect-based Stroop Color–Word Test (KSWCT) with the objective of investigating the potential differences in executive function and motor control between different subtypes in a group of children and adolescents with ADHD. A series of linear mixture modeling were used to encompass the performance accuracy, reaction times, and extraneous movements during the tests. Our findings suggested that age plays a critical role, and older subjects showed improvements in KSWCT performance; however, no significant divergence in activity level between the subtypes (ADHD–I and ADHD–H/C) was established. Patients with ADHD–H/C showed tendencies toward deficits in motor planning and executive control, exhibited by shorter reaction times for incorrect responses and more difficulty suppressing erroneous responses. This study provides preliminary evidence of unique executive characteristics among ADHD subtypes, advances our understanding of the heterogeneity of the disorder, and lays the foundation for the development of refined and objective diagnostic tools for ADHD.