13 research outputs found
Involving children and young adults with complex needs in game design
Involving young people with complex needs in game design can be a challenging research endeavor, particularly when working within a school context. In this paper, we discuss findings from two case studies where we worked with young adults with visual impairment, and young people with mobility disabilities. We focus on ethical challenges that emerged during the research process, and we discuss management strategies to foster the establishment of inclusive and engaging field research into video games for young people with complex needs
Achieving Practical and Accurate Indoor Navigation for People with Visual Impairments
Methods that provide accurate navigation assistance to people with visual impairments often rely on instrumenting the environment with specialized hardware infrastructure. In particular, approaches that use sensor networks of Bluetooth Low Energy (BLE) beacons have been shown to achieve precise localization and accurate guidance while the structural modifications to the environment are kept at minimum. To install navigation infrastructure, however, a number of complex and time-critical activities must be performed. The BLE beacons need to be positioned correctly and samples of Bluetooth signal need to be collected across the whole environment. These tasks are performed by trained personnel and entail costs proportional to the size of the environment that needs to be instrumented.
To reduce the instrumentation costs while maintaining a high accuracy, we improve over a traditional regression-based localization approach by introducing a novel, graph-based localization method using Pedestrian Dead Reckoning (PDR) and particle filter. We then study how the number and density of beacons and Bluetooth samples impact the balance between localization accuracy and set-up cost of the navigation environment. Studies with users show the impact that the increased accuracy has on the usability of our navigation application for the visually impaired
Achieving Practical and Accurate Indoor Navigation for People with Visual Impairments
Methods that provide accurate navigation assistance to people with visual impairments often rely on instrumenting the environment with specialized hardware infrastructure. In particular, approaches that use sensor networks of Bluetooth Low Energy (BLE) beacons have been shown to achieve precise localization and accurate guidance while the structural modifications to the environment are kept at minimum. To install navigation infrastructure, however, a number of complex and time-critical activities must be performed. The BLE beacons need to be positioned correctly and samples of Bluetooth signal need to be collected across the whole environment. These tasks are performed by trained personnel and entail costs proportional to the size of the environment that needs to be instrumented. To reduce the instrumentation costs while maintaining a high accuracy, we improve over a traditional regression-based localization approach by introducing a novel, graph-based localization method using Pedestrian Dead Reckoning (PDR) and particle filter. We then study how the number and density of beacons and Bluetooth samples impact the balance between localization accuracy and set-up cost of the navigation environment. Studies with users show the impact that the increased accuracy has on the usability of our navigation application for the visually impaired
Creating wheelchair-controlled video games: challenges and opportunities when involving young people with mobility impairments and game design experts
Although participatory design (PD) is currently the most acceptable and respectful process we have for designing technology, recent discussions suggest that there may be two barriers to the successful application of PD to the design of digital games: First, the involvement of audiences with special needs can introduce new practical and ethical challenges to the design process. Second, the use of non-experts in game design roles has been criticised in that participants lack skills necessary to create games of appropriate quality. To explore how domain knowledge and user involvement influence game design, we present results from two projects that addressed the creation of movement-based wheelchair-controlled video games from different perspectives. The first project was carried out together with a local school that provides education for young people with special needs, where we invited students who use wheelchairs to take part in design sessions. The second project involved university students on a game development course, who do not use wheelchairs, taking on the role of expert designers. They were asked to design concepts for wheelchair-controlled games as part of a final-year course on game design. Our results show that concepts developed by both groups were generally suitable examples of wheelchair-controlled motion-based video games, but we observed differences regarding level of detail of game concepts, and ideas of disability. Additionally, our results show that the design exercise exposed vulnerabilities in both groups, outlining that the risk of practical and emotional vulnerability needs to be considered when working with the target audience as well as expert designers
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âI always wanted to see the night skyâ: blind user preferences for Sensory Substitution Devices
Sensory Substitution Devices (SSDs) convert visual information into another sensory channel (e.g. sound) to improve the everyday functioning of blind and visually impaired persons (BVIP). However, the range of possible functions and options for translating vision into sound is largely open-ended. To provide constraints on the design of this technology, we interviewed ten BVIPs who were briefly trained in the use of three novel devices that, collectively, showcase a large range of design permutations. The SSDs include the âDepth-vOICe,â âSynaestheatreâ and âCreoleâ that offer high spatial, temporal, and colour resolutions respectively via a variety of sound outputs (electronic tones, instruments, vocals). The participants identified a range of practical concerns in relation to the devices (e.g. curb detection, recognition, mental effort) but also highlighted experiential aspects. This included both curiosity about the visual world (e.g. understanding shades of colour, the shape of cars, seeing the night sky) and the desire for the substituting sound to be responsive to movement of the device and aesthetically engaging
The Emerging Professional Practice of Remote Sighted Assistance for People with Visual Impairments
People with visual impairments (PVI) must interact with a world they cannot see. Remote sighted assistance (RSA) has emerged as a conversational assistive technology. We interviewed RSA assistants ( agents ) who provide assistance to PVI via a conversational prosthetic called Aira (https://aira.io/) to understand their professional practice. We identified four types of support provided: scene description, navigation, task performance, and social engagement. We discovered that RSA provides an opportunity for PVI to appropriate the system as a richer conversational/social support tool. We studied and identified patterns in how agents provide assistance and how they interact with PVI as well as the challenges and strategies associated with each context. We found that conversational interaction is highly context-dependent. We also discuss implications for design
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âI can do everything but see!â â How People with Vision Impairments Negotiate their Abilities in Social Contexts
This research takes an orientation to visual impairment (VI) that does not regard it as fixed or determined alone in or through the body. Instead, we consider (dis)ability as produced through interactions with the environment and configured by the people and technology within it. Specifically, we explore how abilities become negotiated through video ethnography with six VI athletes and spectators during the Rio 2016 Paralympics. We use generated in-depth examples to identify how technology can be a meaningful part of ability negotiations, emphasizing how these embed into the social interactions and lives of people with VI. In contrast to treating technology as a solution to a âsensory deficitâ, we understand it to support the triangulation process of sense-making through provision of appropriate additional information. Further, we suggest that technology should not try and replace human assistance, but instead enable people with VI to better identify and interact with other people in-situ
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The Care Work of Access
Current approaches to AI and Assistive Technology (AT) often foreground task completion over other encounters such as expressions of care. Our paper challenges and complements such task-completion approaches by attending to the care work of accessâthe continual affective and emotional adjustments that people make by noticing and attending to one another. We explore how this work impacts encounters among people with and without vision impairments who complete tasks together. We find that bound up in attempts to get things done are concerns for one another and how well people are doing together. Reading this work through emerging disability studies and feminist STS scholarship, we account for two important forms of work that give rise to access: (1) mundane attunements and (2) noninnocent authorizations. Together these processes work as sensitizing concepts to help HCI scholars account for the ways that intelligent ATs both produce access while sometimes subverting people with disabilities
Creating wheelchair-controlled video games: challenges and opportunities when involving young people with mobility impairments and game design experts
Although participatory design (PD) is currently the most acceptable and respectful process we have for designing technology, recent discussions suggest that there may be two barriers to the successful application of PD to the design of digital games: First, the involvement of audiences with special needs can introduce new practical and ethical challenges to the design process. Second, the use of non-experts in game design roles has been criticised in that participants lack skills necessary to create games of appropriate quality. To explore how domain knowledge and user involvement influence game design, we present results from two projects that addressed the creation of movement-based wheelchair-controlled video games from different perspectives. The first project was carried out together with a local school that provides education for young people with special needs, where we invited students who use wheelchairs to take part in design sessions. The second project involved university students on a game development course, who do not use wheelchairs, taking on the role of expert designers. They were asked to design concepts for wheelchair-controlled games as part of a final-year course on game design. Our results show that concepts developed by both groups were generally suitable examples of wheelchair-controlled motion-based video games, but we observed differences regarding level of detail of game concepts, and ideas of disability. Additionally, our results show that the design exercise exposed vulnerabilities in both groups, outlining that the risk of practical and emotional vulnerability needs to be considered when working with the target audience as well as expert designers