| Literature DB >> 31304314 |
Jena Daniels1, Jessey N Schwartz1, Catalin Voss2, Nick Haber1, Azar Fazel1, Aaron Kline1, Peter Washington2, Carl Feinstein3, Terry Winograd2, Dennis P Wall1,3,4.
Abstract
Although standard behavioral interventions for autism spectrum disorder (ASD) are effective therapies for social deficits, they face criticism for being time-intensive and overdependent on specialists. Earlier starting age of therapy is a strong predictor of later success, but waitlists for therapies can be 18 months long. To address these complications, we developed Superpower Glass, a machine-learning-assisted software system that runs on Google Glass and an Android smartphone, designed for use during social interactions. This pilot exploratory study examines our prototype tool's potential for social-affective learning for children with autism. We sent our tool home with 14 families and assessed changes from intake to conclusion through the Social Responsiveness Scale (SRS-2), a facial affect recognition task (EGG), and qualitative parent reports. A repeated-measures one-way ANOVA demonstrated a decrease in SRS-2 total scores by an average 7.14 points (F(1,13) = 33.20, p = <.001, higher scores indicate higher ASD severity). EGG scores also increased by an average 9.55 correct responses (F(1,10) = 11.89, p = <.01). Parents reported increased eye contact and greater social acuity. This feasibility study supports using mobile technologies for potential therapeutic purposes.Entities:
Keywords: Autism spectrum disorders; Empathy; Social behaviour; Translational research
Year: 2018 PMID: 31304314 PMCID: PMC6550272 DOI: 10.1038/s41746-018-0035-3
Source DB: PubMed Journal: NPJ Digit Med ISSN: 2398-6352
Participant demographic information
| Demographics | Sub-category | Mean (SD)/percent ( |
|---|---|---|
| Age (years) | 9.57 (3.37) | |
| Gender (% male) | 79.58% ( | |
| Diagnosis | ASD diagnosis (DSM-5) | 79.58% ( |
| Asperger’s diagnosis (DSM-IV) | 21.42% ( | |
| Confirmed diagnosis (via ADOS report) | 100% ( | |
| Comorbidity | Comorbid diagnoses of ASD/PDD-NOS, ADHD, Generalized anxiety disorder, clinical depression, and a learning disability | 7.14% ( |
| Comorbid diagnoses of ASD, ADHD, and dysgraphia | 7.14% ( | |
| Comorbid diagnoses of ASD and ADHD | 14.28% ( | |
| Only diagnosed with an ASD | 72.43% ( | |
| Race | Caucasian/White (%) | 42.85% ( |
| Asian (%) | 50.00% ( | |
| Native Hawaiian or other Pacific Islander (%) | 7.14% ( | |
| Ethnicity | Hispanic/Latino/Spanish origin (%) | 7.14% ( |
| Non-hispanic/latino (%) | 92.86% ( | |
|
| ||
| Social Communication Questionnaire (SCQ[ | 21.64 (6.79) | |
| Stanford Binet ABIQ[ | 95.14 (22.36) | |
| ABIQs for each ASD severity classification | Low-functioning ASD severity ( | 73.80 (15.95) |
| Moderate ASD severity ( | 92.20 (7.53) | |
| High-functioning ASD severity ( | 118.00 (9.72) | |
| Child behavior checklist (CBCL[ | Total problems | 65.21 (7.88) |
| Internalizing problems | 64.57 (9.30) | |
| Externalizing problems | 58.43 (6.02) | |
| Stress problems | 64.86 (8.14) | |
| Depressive problems | 63.93 (9.19) | |
| Anxiety problems | 65.21 (11.76) | |
| Attention deficit/hyperactivity problems | 61.93 (10.02) | |
| Oppositional defiant problems | 59.21 (7.28) | |
| Multidimensional Social Competence Scale (MSCS[ | Total score | 198.31 (31.13) |
| Social motivation | 26.23 (7.87) | |
| Social inference | 25.15 (7.57) | |
| Demonstrating empathic concern | 28.00 (7.48) | |
| Social knowledge | 28.31 (7.15) | |
| Verbal conversation skills | 27.38 (7.76) | |
| Nonverbal conversation skills | 33.54 (6.79) | |
| Emotional regulation | 29.69 (3.95) | |
Interview questions asked during conclusion appointments
| Interview questions to parents | Responded “yes” |
|---|---|
| (1) Do you feel that additional games and/or more complex games would increase your engagement? | |
| (2) Did you find charging the device to be burdensome or challenging? | |
| (3) Did you use some sort of a reward system to get your child to use the system? | |
| (4) Would you use the system more if the entire experience was gamified? | |
| (5) During the sessions, did you ever change your facial expression to be more emotive as a result of the emotion recognition accuracy? | |
| (6) Did you find that your child made increased eye contact when not wearing the device? | |
| (7) Did you find that your child made increased social interaction when not wearing the device? | |
| (8) Did you find that your child exhibited increased emotional recognition when not wearing the device? | |
| (9) Did you find that your child increased spontaneous conversation when not wearing the device? | |
| (10) Did you find that your child showed increased patience when not wearing the device? | |
| (11) Did you find that your child showed increased empathy when not wearing the device? | |
| (12) Did you find that using the device resulted in an overall increase in quality family time? | |
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| (1) Would you want to use this tool in social settings outside of the home? | |
| (2) (Asked only to 10 participants who had siblings) Did you use the device with your siblings? | |
| (3) Did you ever try to disable to Superpower Glass application on the Android device to access the other features of the phone? | |
| (4) Did you find the technical component of the system “cool”? | |
| (5) Did the Google Glass make you interested in the study? | |
| (6) Did you enjoy playing the games provided with the system? | |
| (7) Do you feel that additional games and/or more complex games would increase your engagement? | |
| (8) Did you notice the Google Glass heating up when using it? | |
| (9) Did you notice errors in the software’s emotion recognition capabilities? | |
| (10) Would you use the system more if the entire experience was gamified? | |
| (11) Would you prefer a more personalized experience? | |
| (12) Did you enjoy the free play activity? | |
| (13) Did you enjoy the guess the emotion activity? | |
| (14) Did you enjoy the capture the smile activity? | |
| (15) What was your preferred method of feedback: both audio and visual? | |
| What was your preferred method of feedback: visual feedback only? | |
| What was your preferred method of feedback: audio feedback only? | |
Statistics from a repeated measures ANOVA analysis of the SRS-2 at intake and at conclusion
| SRS-2 subsection T-scores | Mean (SD) | Sig. | SEM | ||
|---|---|---|---|---|---|
| Intake | Conclusion | Intake | Conclusion | ||
| SRS total | 80.07 (9.531) | 72.93 (10.292) | 2.547 | 2.751 | |
| SRS social awareness | 78.07 (11.194) | 71.21 (11.544) | 2.992 | 3.085 | |
| SRS social cognition | 74.86 (8.160) | 69.93 (10.594) | 2.181 | 2.831 | |
| SRS communication | 78.93 (10.477) | 72.57 (10.308) | 2.8000 | 2.755 | |
| SRS social motivation | 68.71 (9.523) | 64.79 (9.784) | 2.545 | 2.615 | |
| SRS autistic mannerisms | 83.07 (18.036) | 72.07 (11.737) | 4.820 | 3.137 | |
SRS-2 Item-level analysis based on a Wilcoxon Rank Sum test and Benjamini–Hochberg correction
| SRS-2 question | Domain | Mean (SD) | Mean change | Uncorrected sig. | Sig. after correction (two-tailed) | |
|---|---|---|---|---|---|---|
| Intake | Conclusion | |||||
| Q5. Doesn’t recognize when others are trying to take advantage of him or her. | Theory of mind | 3.29 (.73) | 2.64 (.84) | −.65 (less true) | .003 | .033 |
| Q23. Does not join group activities unless told to do so. | Social initiation | 2.86 (.95) | 2.36 (.93) | −.50 (less true) | .020 | .055 |
| Q30. Becomes upset in a situation with lots of things going on. | Sensory sensitivity | 3.00 (.78) | 2.36 (.84) | −.74 (less true) | .021 | .055 |
| Q35. Has trouble keeping up with the flow of a normal conversation. | Social overtures | 2.93 (.73) | 2.14 (.95) | −.79 (less true) | .005 | .033 |
| Q45. Focuses his or her attention to where others are looking or listening. | Eye contact/joint attention | 1.79 (.42) | 2.36 (.84) | +.57 (more true) | .021 | .055 |
ANOVA analysis on the Emotion Guessing Game from intake to conclusion
| Emotion Guessing Game, sample size | Mean (SD) | |||
|---|---|---|---|---|
| Intake | Conclusion |
| ||
| 28.45 (11.00) | 38.00 (2.68) | 11.893 | .006 | |
Fig. 1Overview of the Superpower Glass System. The Android app connects to the Google Glass worn by the child participant. The app receives facial-tracked data from the Glass camera and computes the emotion expressed by the person the child is interacting with and returns the emotion as social feedback to the child, all the while recording the social interaction for parent–child review when the session is complete
Fig. 2Example of the superpower glass–system interface. (a) Emoticons are displayed on the Google Glass heads-up display, corresponding to the emotion recognized by the emotion classifier in real-time. (b) The app dashboard on the Android phone allows parents to scroll through a newsfeed of previously recorded sessions or to start a new session. Parents can select the game mode on the app dashboard. Selecting “Unstructured Activity” produces a list of activities for Free Play (the selection does not change the experience). Selecting “Guess the Emotion” produces the screen on the right. (c) Parents and children can review a recorded video session on the Android phone app with a color-coded scrub bar representing when each emotion was expressed and recognized by the system during the video session
Evaluations administered to families during appointments
| Instrument name | Behaviors measured |
|---|---|
| Social Communication Questionnaire (SCQ[ | Measures general ASD symptomatology using social and emotional behaviors. |
| Social Responsiveness Scale 2 (SRS-2[ | Presence and severity of social impairment. |
| Child Behavior Checklist (CBCL[ | Behavioral and emotional problems. |
| Multidimensional Social Competence Scale (MSCS[ | Social competence measurement. |
| Vineland Adaptive Behavior Scales, 2nd edition (Vineland-II[ | Adaptive behavior in communication, daily living skills, socialization, and motor skills. |
| Stanford Binet Intelligence Scale (ABIQ[ | Uses two subdomains of verbal/nonverbal sections to determine IQ. |
| Emotion Guessing Game (EGG) | A 40-question measure developed to assess how well participants can label the eight emotions examined on a live clinical researcher. |