104 research outputs found
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Pre-Travel Training And Real-Time Guidance System For People With Disabilities In Indoor Environments
Public transportation provides people with access to education, employment, health and community activities. However, navigating inside public hubs for people with disabilities such as cognitive or mobility impairments can be very challenging and dangerous. With the rapid development of digital technology such as Smartphones and sensors, there are unprecedented opportunities to assist people with disabilities to conquer these challenges.
In this research, we aim to create a two-step indoor navigation solution for users with different mobility and orientation abilities. In the first step, we developed a virtual reality-based pre-travel training module that enables users to familiarize themselves with the virtual environment which represents the physical environment. After users feel confident and familiar enough with the environment, they proceed to the second step in which they visit the physical environment and use our real-time navigation assistance module.
The pre-travel training module is developed using a Unity-based 3D game and includes a virtual indoor environment that represents the physical environment. The game provides a navigation function that highlights the path between the user location and the chosen destination. Considering the unique needs of cognitive impaired users, we designed action training modules in the game environment which train the user to use the ticket machine, fare gate and call boxes. Such training modules help cognitive impaired users familiarize themselves with the environment as well as gain confidence to experience the physical environment.
When the users are ready to visit the physical environment, they use our real-time navigation assistance module which includes the same 3D virtual environment developed for the pre-travel training module. This approach is particularly important for people with cognitive impairment since they cannot organize navigation cues effectively. Using the Bluetooth Low Energy (BLE) infrastructure in the environment, our localization algorithm can track the user location in real-time. Subsequently, the user’s location will be integrated into the game environment so that the navigation path between the user’s current location and the selected destination can be generated and visualized by the user on the fly
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Scalable and Vision Free User Interface Approaches for Indoor Navigation Systems for the Visually Impaired
This thesis introduces scalable and vision free user interface approaches for indoor navigation systems for the visually impaired. Using an Android Smartphone that runs the indoor navigation system – Percept Application with accessibility features, the blind user obtains navigation instructions generated automatically by our navigation generation algorithm to the chosen destination when touching specific landmarks tagged with Near Field Communication tags. This thesis also introduces an Orientation & Mobility Survey Tool that can help O&M Instructors survey the building and deploy such indoor navigation system. The system was deployed and tested in a large building at the University of Massachusetts at Amherst
Personalize Wayfinding Information for Fire Responders based on Virtual Reality Training Data
Modern buildings with increasing complexity can cause serious difficulties for first responders in emergency wayfinding. While real-time data collection and information analytics become easier in indoor wayfinding, a new challenge has arisen: cognitive overload due to information redundancy. Standardized and universal spatial information systems are still widely used in emergency wayfinding, ignoring first responders’ individual difference in information intake. This paper proposes and tests the theoretical framework of a spatial information systems for first responders, which reflects their individual difference in information preference and helps reduce the cognitive load in line of duty. The proposed method includes the use of Virtual Reality (VR) experiments to simulate real world buildings, and the modeling of first responders’ reactions to different information formats and contents in simulated wayfinding tasks. This work is expected to set a foundation of future spatial information system that correctly and effectively responds to first responders’ needs
Wayfinding and Navigation for People with Disabilities Using Social Navigation Networks
To achieve safe and independent mobility, people usually depend on published information, prior experience, the knowledge of others, and/or technology to navigate unfamiliar outdoor and indoor environments. Today, due to advances in various technologies, wayfinding and navigation systems and services are commonplace and are accessible on desktop, laptop, and mobile devices. However, despite their popularity and widespread use, current wayfinding and navigation solutions often fail to address the needs of people with disabilities (PWDs). We argue that these shortcomings are primarily due to the ubiquity of the compute-centric approach adopted in these systems and services, where they do not benefit from the experience-centric approach. We propose that following a hybrid approach of combining experience-centric and compute-centric methods will overcome the shortcomings of current wayfinding and navigation solutions for PWDs
When technology cares for people with dementia:A critical review using neuropsychological rehabilitation as a conceptual framework
Clinicians and researchers have become increasingly interested in the potential of technology in assisting persons with dementia (PwD). However, several issues have emerged in relation to how studies have conceptualized who the main technology user is (PwD/carer), how technology is used (as compensatory, environment modification, monitoring or retraining tool), why it is used (i.e., what impairments and/or disabilities are supported) and what variables have been considered as relevant to support engagement with technology. In this review we adopted a Neuropsychological Rehabilitation perspective to analyse 253 studies reporting on technological solutions for PwD. We analysed purposes/uses, supported impairments and disabilities and how engagement was considered. Findings showed that the most frequent purposes of technology use were compensation and monitoring, supporting orientation, sequencing complex actions and memory impairments in a wide range of activities. The few studies that addressed the issue of engagement with technology considered how the ease of use, social appropriateness, level of personalization, dynamic adaptation and carers' mediation allowed technology to adapt to PWD's and carers' preferences and performance. Conceptual and methodological tools emerged as outcomes of the analytical process, representing an important contribution to understanding the role of technologies to increase PwD's wellbeing and orient future research.University of Huddersfield, under grants URF301-01 and URF506-01
Wearable Urban Mobility Assistive Device for Visually Impaired Pedestrians Using a Smartphone and a Tactile-Foot Interface
This paper reports on the progress of a wearable assistive technology (AT) device designed to enhance the independent, safe, and efficient mobility of blind and visually impaired pedestrians in outdoor environments. Such device exploits the smartphone’s positioning and computing capabilities to locate and guide users along urban settings. The necessary navigation instructions to reach a destination are encoded as vibrating patterns which are conveyed to the user via a foot-placed tactile interface. To determine the performance of the proposed AT device, two user experiments were conducted. The first one requested a group of 20 voluntary normally sighted subjects to recognize the feedback provided by the tactile-foot interface. The results showed recognition rates over 93%. The second experiment involved two blind voluntary subjects which were assisted to find target destinations along public urban pathways. Results show that the subjects successfully accomplished the task and suggest that blind and visually impaired pedes-trians might find the AT device and its concept approach useful, friendly, fast to master, and easy to use
Exploring the Use of Wearables to Enable Indoor Navigation for Blind Users
One of the challenges that people with visual impairments (VI) have to have to confront daily, is navigating independently through foreign or unfamiliar spaces.Navigating through unfamiliar spaces without assistance is very time consuming and leads to lower mobility. Especially in the case of indoor environments where the use of GPS is impossible, this task becomes even harder.However, advancements in mobile and wearable computing pave the path to new cheap assistive technologies that can make the lives of people with VI easier.Wearable devices have great potential for assistive applications for users who are blind as they typically feature a camera and support hands and eye free interaction. Smart watches and heads up displays (HUDs), in combination with smartphones, can provide a basis for development of advanced algorithms, capable of providing inexpensive solutions for navigation in indoor spaces. New interfaces are also introduced making the interaction between users who are blind and mo-bile devices more intuitive.This work presents a set of new systems and technologies created to help users with VI navigate indoor environments. The first system presented is an indoor navigation system for people with VI that operates by using sensors found in mo-bile devices and virtual maps of the environment. The second system presented helps users navigate large open spaces with minimum veering. Next a study is conducted to determine the accuracy of pedometry based on different body placements of the accelerometer sensors. Finally, a gesture detection system is introduced that helps communication between the user and mobile devices by using sensors in wearable devices
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