[Notes] Feasibility of an Autism-Focused Augmented Reality Smartglasses System for Social Communication and Behavioral Coaching

https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5483849/

The BPS collects quantitative data about the user’s environment and interactions through the use of an array of inbuilt sensors and analyzes these data through the use of artificial intelligence (AI), including the use of Affdex emotion AI (Affectiva, Boston, MA, USA) (28).

Collecting data is much easier comparing to human therapists.

Brain Power System applications have been designed with the goal of enhancing social and cognitive skills development in children and adults with ASD.

Two key theories have been put forward to help explain the diminished eye contact in autism, gaze aversion, and gaze indifference. Gaze aversion suggests that the individual with ASD actively avoids eye contact as it is threatening, anxiety-inducing, or linked to physiologic overstimulation (3537). Gaze indifference, on the other hand, supports the notion that reduced eye contact in ASD may be a passive phenomenon, where the eyes of others are not seen as being engaging or a relevant stimulus (38). Certainly, given the heterogeneity seen in ASD, different theories may hold true for different individuals.

Face Game provides for multiple different levels, and as the user progresses, the digital elements gradually become more subtle, while real-world interactions are emphasized.

Smartglasses may offer a number of distinct advantages compared to applications delivered via smartphones. With smartglasses, users are heads-up as opposed to immersed in a screen, and they remain hands-free, thus able to use their hands to engage in both non-verbal social communication and undertake educational/occupational tasks. This type of mobile and lightweight technology allows users to coach themselves in the privacy of their own home, and whenever is most convenient. Finally, such technology can be rapidly scaled to meet demands.

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