Safety and Lack of Negative Effects of Wearable Augmented-Reality Social Communication Aid for Children and Adults with Autism
<p>Head-worn Computers or Displays Vary in Size, Weight, and Face-Obstruction. (<b>A</b>) Glass Explorer Edition (originally known as Google Glass): AR smartglasses with a fully stand-alone onboard computer (weight 42 grams). (<b>B</b>) Microsoft Hololens: AR headset with a fully stand-alone onboard computer and depth camera (weight 579 grams). (<b>C</b>) Oculus Rift: VR headset display, which must be tethered continuously to a powerful computer to drive it (weight 470 grams). VR headsets and some AR devices are large, heavy, and block the social world considerably. Image depicts the study author, NTS.</p> "> Figure 2
<p>Face2Face module. Representative screen-capture image demonstrating a moment of what a Face2Face user experiences. Face2Face is one of the apps or modules of the Empowered Brain wearable system. This module includes artificial intelligence that finds and tracks faces, and is designed to make an engaging video game-like experience out of learning to direct one’s gaze toward a partner when conversing. Through the computer screen of the wearable smartglasses headset (such as Google Glass), the user gets feedback that encourages face-directed gaze. For instance, in the moment represented here, the user is guided to redirect attention back to the partner’s face via tones, visual words, and a dynamic arrow (drawing on “universal design for learning” by engaging multiple alternative senses and channels of reinforcement simultaneously). When mutual gaze is re-established, the user continues to earn points, stars, and temporary cartoon facemasks for achievement levels.</p> "> Figure 3
<p>Emotion Charades <b>module</b>. Snapshot of what appears on the smartglasses screen during a representative moment during the Emotion Charades module. The moment depicted is immediately after the user has correctly chosen the “happy” emoticon as the one that represents the emotional expression on the face of the partner. The user gets multi-sensory automated feedback, and additionally the partner is cued to give the user specific prompts and mini-exercises to reinforce increasing levels of processing of the target emotions.</p> "> Figure 4
<p>Transition Master Module. Spherical, immersive images can readily be taken of a new place such as a new classroom, or stressful environments such as a crowded or noisy mall or restaurant. These images are displayed by the Empowered Brain headset, offering the user exposure to an unfamiliar setting or context and the ability to practice navigating the environment before visiting it in person.</p> "> Figure 5
<p>Empowered Brain User-Caregiver Setup. In each session, the participant and caregiver sit facing one another, promoting a ‘heads-up’ social interaction while trialing the apps. Written and informed consent has been obtained for the publication of these images from the depicted adult and from the parents/legal guardians of the minor.</p> "> Figure 6
<p>Outline of Phases of Study, including orientation to hardware, initial tolerability test of 1-min duration, followed by 60–90 min multi-module testing period.</p> "> Figure 7
<p>(<b>A</b>–<b>D</b>) Smartglasses Platform in Use. Four representative trial participants (<b>A</b>–<b>D</b>) wearing the Empowered Brain. This version of the Empowered Brain used the Glass Explorer Edition device (originally known as Google Glass). Written and informed consent has been obtained from the parents/legal guardians of the minors for the publication of these images.</p> "> Figure 8
<p>All Reported Negative Effects of the Empowered Brain System. Two users reported a total of three negative effects. One user experienced dizziness and nasal discomfort, and one user experienced eye strain. Caregivers reported that they observed no negative effects on users.</p> ">
Abstract
:1. Introduction
2. Aims of Research
2.1. The Empowered Brain System
2.2. Technical Specifications of Empowered Brain
2.3. Face2Face
2.4. Emotion Charades
2.5. Transition Master
3. Methods
User Recruitment
4. Exclusions
Data Collection Procedure
5. Results
6. Discussion
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Abbreviations
AR | Augmented Reality |
ASD | Autism Spectrum Disorder |
BPAS | Brain Power Autism System |
SCQ | Social Communication Questionnaire |
VR | Virtual Reality |
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Empowered Brain App | ASD-Related Challenge | Educational Element | Software Element | Interactivity |
---|---|---|---|---|
Face2Face | Reduced attention to faces | Increased attention to human faces | AR guidance of user to the face of facilitator using game-like interface, guidance arrows and cartoon-like masks. | Requires live facilitator to be present. Face of facilitator is utilized by app. |
Emotion Charades | Difficulty in recognizing facial emotions of others | Improved ability to recognize human facial emotions | App detects human face and identifies emotion displayed. User tilts head corresponding to emotion on human face. Head movement is detected by Empowered Brain (Google Glass) sensors. | Two-person interaction, requires facilitator to be present. Facial emotions of facilitator are utilized by app. |
Transition Master | Difficulty in handling change of physical environment | Enhanced ability to handle environment/task transitions | App presents user with 360-degree visual image of another environment. User explores environment through head movements that are detected by Empowered Brain sensors. | No interactive facilitator required. User can interact with the environment alone. |
Demographics | ||
---|---|---|
Number of Participants | 18 | |
Age (mean ± SD) | 12.2 ± 5.2 | Range = 4.4 years–21.5 years |
Participant gender | Male: 16 (88.9%) | Female: 2 (11.1%) |
Verbal or nonverbal | Verbal: 16 (88.9%) | Nonverbal: 2 (11.1%) |
Social Communication Questionnaire (SCQ) Score (mean ± SD) | 18.8 ± 6.75 | Range = 6–28 |
Negative Effects | User (%, n) | Caregiver (%, n) | Notes |
---|---|---|---|
Gastrointestinal (nausea, vomiting) | 0%, 0 | 0%, 0 | None reported |
Ophthalmic (eye strain, dry eyes, changes in vision) | 6.3%, 1 | 0%, 0 | Eye strain complaint, user took 20 s break and continued without further complaint |
Motor (trips, falls, abnormal motor movements) | 0%, 0 | 0%, 0 | None reported |
Behavioral (tantrums, meltdowns) | 0%, 0 | 0%, 0 | None reported |
Dermatologic (skin injury or burns, skin irritation) | 0%, 0 | 0%, 0 | None reported |
Any complaint of discomfort | 6.3%, 1 | 0%, 0 | Nose pieces initially caused one user discomfort. |
Minor neurological (headache, dizziness) | 6.3%, 1 | 0%, 0 | One complaint of dizziness. |
Major neurological (seizures, dystonia, loss of consciousness) | 0%, 0 | 0%, 0 | None reported |
Design Concerns | User (%, n) | Caregiver (%, n) | Notes |
---|---|---|---|
Smartglasses (hardware) | 25%, 4 | 12.5%, 2 | Users and caregivers reported the smartglasses becoming warm after continued use |
Applications (software) | 0%, 0 | 0%, 0 | None reported |
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Sahin, N.T.; Keshav, N.U.; Salisbury, J.P.; Vahabzadeh, A. Safety and Lack of Negative Effects of Wearable Augmented-Reality Social Communication Aid for Children and Adults with Autism. J. Clin. Med. 2018, 7, 188. https://doi.org/10.3390/jcm7080188
Sahin NT, Keshav NU, Salisbury JP, Vahabzadeh A. Safety and Lack of Negative Effects of Wearable Augmented-Reality Social Communication Aid for Children and Adults with Autism. Journal of Clinical Medicine. 2018; 7(8):188. https://doi.org/10.3390/jcm7080188
Chicago/Turabian StyleSahin, Ned T., Neha U. Keshav, Joseph P. Salisbury, and Arshya Vahabzadeh. 2018. "Safety and Lack of Negative Effects of Wearable Augmented-Reality Social Communication Aid for Children and Adults with Autism" Journal of Clinical Medicine 7, no. 8: 188. https://doi.org/10.3390/jcm7080188
APA StyleSahin, N. T., Keshav, N. U., Salisbury, J. P., & Vahabzadeh, A. (2018). Safety and Lack of Negative Effects of Wearable Augmented-Reality Social Communication Aid for Children and Adults with Autism. Journal of Clinical Medicine, 7(8), 188. https://doi.org/10.3390/jcm7080188