AI system
- System
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Superpower Glass: Google Glass with a real-time machine-learning facial emotion classifier and companion smartphone app
- Model
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Not assessed
- Release
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Not assessed
- Application developer
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Stanford University (Wall lab, Division of Systems Medicine and Department of Computer Science) - Role
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Not assessed
- Configuration
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Not assessed
- Inputs and outputs
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Not assessed
- Autonomy
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Not assessed
- Workflow
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Real-time emotion classification on a head-worn display. Structured 20-minute home sessions several times a week. Concurrent applied behavioral analysis therapy.
- Human oversight
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Not assessed
- Relation to AI
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The emotion classifier, trained on public facial-expression databases and tuned for home conditions, generates the real-time cues the intervention relies on. The Guess the Emotion game within the package does not use the classifier. So part of the effect may come from structured family interaction rather than the AI.
- AI contribution
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The emotion classifier, trained on public facial-expression databases and tuned for home conditions, generates the real-time cues the intervention relies on. The Guess the Emotion game within the package does not use the classifier. So part of the effect may come from structured family interaction rather than the AI.
Benefits
- Outcome identifiers
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Not assessed
- Benefit
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gained 4.58 points more on the Vineland socialization subscale than controls (P = .005)
- Category
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Improved Learning
- Status
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Not assessed
- Beneficiary groups
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People. Society.
- Beneficiaries
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Not assessed
- Reach
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Not assessed
- Distribution and access
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Not assessed
- Duration
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Not assessed
- Expected?
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Yes
- Costs and harms
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Not assessed
Measurement
- Studies
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Not assessed
- Study design
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Not assessed
- Measurement
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Not assessed
- Setting and sample
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Not assessed
- Measures
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gained 4.58 points more on the Vineland socialization subscale than controls (P = .005)
- Comparison
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applied behavioral analysis therapy alone (treatment as usual)
- Results
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Result: mean [SD] treatment impact, 4.58 [1.62]; P = .005.
- Additional value from AI
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Not assessed
- Limitations
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Not assessed
- Denominators
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Not assessed
- Materials for replication
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Not assessed
Money
- Kind of value
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Not assessed
- Amount
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Not assessed
- Currency and prices
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Not assessed
- Period and unit
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Not assessed
- Realization
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Not assessed
- Recipients and payers
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Not assessed
- Gross or net
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Not assessed
- Included costs
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Not assessed
- Comparison
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Not assessed
- Method
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Not assessed
- Return and payback
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Not assessed
People and places
- Participants
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Developer:
Stanford University (Wall lab, Division of Systems Medicine and Department of Computer Science). Operator: Participating families at home under the Stanford studies. - Jurisdictions
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Benefit: Palo Alto,
United States. Developer:
United States. - Ownership and control
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Not assessed
- Dependencies
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Not assessed
- Cross-border connections
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Not assessed
- Geopolitical implications
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Not assessed
Follow-up
- Conditions for replication
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Child tolerates wearing Google Glass. Family adherence to the session schedule. Classifier accuracy under home lighting and pose variation.
- Replication attempts
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1 follow-up entries. Benefit recurred: 1.
- Later findings
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1 May 2019. The feasibility cohort was followed by a 71-child randomized clinical trial at Stanford that found a socialization gain comparable with standard-of-care therapy.
- Availability
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Not assessed
- Institutional decision
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Not assessed
- Grounds
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Not assessed
- Action and result
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Not assessed
- Success criterion
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Not assessed
Evidence
- Source numbers
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AIBD-0058-source-0001–0003
- Citations
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Numbered references below.
- Language
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Not assessed
- Source relationships
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Developer
- Original evidence
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Not assessed
- Access and versions
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Not assessed
- Supported findings
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Not assessed
- Evidence links
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Not assessed
- Evidence strength
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Not assessed
- Missing evidence
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Not assessed
Grades
- Assessed benefits
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People. Society.
- Depth
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Not assessed
- Reasons
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People: The gains are group means (SRS-2 and Vineland), with no individually attributed outcome. Society: Trial evidence of efficacy comparable to standard care, not a measured societal change.
- Observed or intended
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Not assessed
- Rubric
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Not assessed
- Assessor and date
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Not assessed
- Alternative assessments
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Not assessed
- Fill
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The makers' claim
Entry details
- Kind
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Not assessed
- Related entries
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Both depend on a real-time facial emotion classifier labeling expressions for a user; Face++ and Microsoft's emotion models misread faces systematically, scoring Black people's smiling or ambiguous photos as negative.
Emotion Detection Models Showed Disparate Performance along Racial Lines
- Field
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Autism intervention / digital therapeutics. Children with autism spectrum disorder aged 6-12.
- Purpose
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Teach emotion recognition and facial engagement to children with autism through real-time wearable feedback
- Dates
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Date basis unassessed: 2016 (precision unassessed). Updated: 21 October 2026.
- Stage
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Not assessed
- Version
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SHA-256: de130b277dad…
References
- Other identifiers
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AI Incident Database: 454.
- Category mappings
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Not assessed
- Brief
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Not assessed
- Revisions
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6 revisions. Latest: 21 October 2026.
Sources
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Peer-reviewed study Developer
Voss C, Schwartz J, Daniels J, et al. (2019). Effect of Wearable Digital Intervention for Improving Socialization in Children With Autism Spectrum Disorder: A Randomized Clinical Trial. JAMA Pediatrics 173(5):446-454.
showed significant improvements on the Vineland Adaptive Behaviors Scale socialization subscale compared with treatment as usual controls (mean [SD] treatment impact, 4.58 [1.62]; P = .005)
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Peer-reviewed study Developer
Daniels J, Schwartz JN, Voss C, et al. (2018). Exploratory study examining the at-home feasibility of a wearable tool for social-affective learning in children with autism. npj Digital Medicine 1:32.
12 of 14 families commented that they had observed an increase in eye contact from intake to conclusion during the semi-structured interview
Children's total SRS-2 scores decreased an average of 7.38 points over the course of the study