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The Performance of Emotion Classifiers for Children With Parent-Reported Autism: Quantitative Feasibility Study
Haik Kalantarian1,2, Khaled Jedoui3, Kaitlyn Dunlap1,2
1Department of Pediatrics, Stanford University, Stanford, CA, United States.
Insights
Commercial AI emotion classifiers performed poorly on children with autism spectrum disorder (ASD), indicating a need for better-trained models for AI-driven autism therapies.
Area of Science:
- Artificial Intelligence
- Developmental Psychology
- Computational Linguistics
Background:
- Autism spectrum disorder (ASD) affects approximately 1 in 40 children, with increasing prevalence straining treatment access.
- Mobile AI solutions offer potential for autism therapy but may lack sufficient training for pediatric use.
- Facial and emotion detection AI models are readily available but require validation for specific populations.
Purpose of the Study:
- To evaluate the performance of commercial, off-the-shelf emotion classifiers on children with ASD.
- To assess the feasibility of using these AI models for developing mobile therapies for social communication deficits.
- To investigate the potential of crowdsourced data for training and validating AI in pediatric research.
Main Methods:
- A mobile game, "Guess What?", was used to elicit and record children's facial expressions during social interaction.
- 21 children with ASD participated, generating 2602 video frames of emotional expressions.
- Four state-of-the-art facial emotion classifiers were tested on the collected data.
Main Results:
- All tested emotion classifiers demonstrated poor performance across most emotions, except for 'happy'.
- Accuracy rates for correctly identifying emotions were below 60.18% for all classifiers.
- Specific difficulties were noted in identifying 'angry' (11%) and 'disgust' (14%) emotions.
Conclusions:
- Commercial emotion classifiers are currently insufficiently trained for reliable use in autism treatment and tracking.
- Development of secure, privacy-preserving methods for increasing labeled training data is crucial.
- Improved AI model performance is necessary before widespread adoption in AI-enabled social therapies for ASD.
Background:
Autism spectrum disorder (ASD) is a developmental disorder characterized by deficits in social communication and interaction, and restricted and repetitive behaviors and interests. The incidence of ASD has increased in recent years; it is now estimated that approximately 1 in 40 children in the United States are affected. Due in part to increasing prevalence, access to treatment has become constrained. Hope lies in mobile solutions that provide therapy through artificial intelligence (AI) approaches, including facial and emotion detection AI models developed by mainstream cloud providers, available directly to consumers. However, these solutions may not be sufficiently trained for use in pediatric populations.
Objective:
Emotion classifiers available off-the-shelf to the general public through Microsoft, Amazon, Google, and Sighthound are well-suited to the pediatric population, and could be used for developing mobile therapies targeting aspects of social communication and interaction, perhaps accelerating innovation in this space. This study aimed to test these classifiers directly with image data from children with parent-reported ASD recruited through crowdsourcing.
Methods:
We used a mobile game called Guess What? that challenges a child to act out a series of prompts displayed on the screen of the smartphone held on the forehead of his or her care provider. The game is intended to be a fun and engaging way for the child and parent to interact socially, for example, the parent attempting to guess what emotion the child is acting out (eg, surprised, scared, or disgusted). During a 90-second game session, as many as 50 prompts are shown while the child acts, and the video records the actions and expressions of the child. Due in part to the fun nature of the game, it is a viable way to remotely engage pediatric populations, including the autism population through crowdsourcing. We recruited 21 children with ASD to play the game and gathered 2602 emotive frames following their game sessions. These data were used to evaluate the accuracy and performance of four state-of-the-art facial emotion classifiers to develop an understanding of the feasibility of these platforms for pediatric research.
Results:
All classifiers performed poorly for every evaluated emotion except happy. None of the classifiers correctly labeled over 60.18% (1566/2602) of the evaluated frames. Moreover, none of the classifiers correctly identified more than 11% (6/51) of the angry frames and 14% (10/69) of the disgust frames.
Conclusions:
The findings suggest that commercial emotion classifiers may be insufficiently trained for use in digital approaches to autism treatment and treatment tracking. Secure, privacy-preserving methods to increase labeled training data are needed to boost the models' performance before they can be used in AI-enabled approaches to social therapy of the kind that is common in autism treatments.
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