Superpower Glass raises Vineland socialization by 4.58 points

Stanford's Superpower Glass cut SRS-2 scores 7.38 points in 14 children and raised Vineland socialization 4.58 points in a 71-child RCT.

AI system

System

Superpower Glass: Google Glass with a real-time machine-learning facial emotion classifier and companion smartphone app

Model

Not assessed

Release

Not assessed

Application developer

Stanford University (Wall lab, Division of Systems Medicine and Department of Computer Science)

Role

Not assessed

Configuration

Not assessed

Inputs and outputs

Not assessed

Autonomy

Not assessed

Workflow

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

Not assessed

Relation to AI

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

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

Not assessed

Benefit

gained 4.58 points more on the Vineland socialization subscale than controls (P = .005)

Category

Improved Learning

Status

Not assessed

Beneficiary groups

People. Society.

Beneficiaries

Not assessed

Reach

Not assessed

Distribution and access

Not assessed

Duration

Not assessed

Expected?

Yes

Costs and harms

Not assessed

Measurement

Studies

Not assessed

Study design

Not assessed

Measurement

Not assessed

Setting and sample

Not assessed

Measures

gained 4.58 points more on the Vineland socialization subscale than controls (P = .005)

Comparison

applied behavioral analysis therapy alone (treatment as usual)

Results

Result: mean [SD] treatment impact, 4.58 [1.62]; P = .005.

Additional value from AI

Not assessed

Limitations

Not assessed

Denominators

Not assessed

Materials for replication

Not assessed

Money

Kind of value

Not assessed

Amount

Not assessed

Currency and prices

Not assessed

Period and unit

Not assessed

Realization

Not assessed

Recipients and payers

Not assessed

Gross or net

Not assessed

Included costs

Not assessed

Comparison

Not assessed

Method

Not assessed

Return and payback

Not assessed

People and places

Participants

Developer: Stanford University (Wall lab, Division of Systems Medicine and Department of Computer Science). Operator: Participating families at home under the Stanford studies.

Jurisdictions

Benefit: Palo Alto, United States. Developer: United States.

Ownership and control

Not assessed

Dependencies

Not assessed

Cross-border connections

Not assessed

Geopolitical implications

Not assessed

Follow-up

Conditions for replication

Child tolerates wearing Google Glass. Family adherence to the session schedule. Classifier accuracy under home lighting and pose variation.

Replication attempts

1 follow-up entries. Benefit recurred: 1.

Later findings

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

Not assessed

Institutional decision

Not assessed

Grounds

Not assessed

Action and result

Not assessed

Success criterion

Not assessed

Evidence

Source numbers

AIBD-0058-source-0001–0003

Citations

Numbered references below.

Language

Not assessed

Source relationships

Developer

Original evidence

Not assessed

Access and versions

Not assessed

Supported findings

Not assessed

Evidence strength

Not assessed

Missing evidence

Not assessed

Grades

Assessed benefits

People. Society.

Depth

Not assessed

Reasons

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

Not assessed

Rubric

Not assessed

Assessor and date

Not assessed

Alternative assessments

Not assessed

Fill

The makers' claim

Entry details

Kind

Not assessed

Field

Autism intervention / digital therapeutics. Children with autism spectrum disorder aged 6-12.

Purpose

Teach emotion recognition and facial engagement to children with autism through real-time wearable feedback

Dates

Date basis unassessed: 2016 (precision unassessed). Updated: 21 October 2026.

Stage

Not assessed

Version

SHA-256: de130b277dad…

References

Other identifiers

AI Incident Database: 454.

Category mappings

Not assessed

Brief

Not assessed

Revisions

6 revisions. Latest: 21 October 2026.

Sources

  1. 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.

  2. 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.