3,278 research outputs found

    Ability of head-mounted display technology to improve mobility in people with low vision: a systematic review

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    Purpose: The purpose of this study was to undertake a systematic literature review on how vision enhancements, implemented using head-mounted displays (HMDs), can improve mobility, orientation, and associated aspects of visual function in people with low vision. Methods: The databases Medline, Chinl, Scopus, and Web of Science were searched for potentially relevant studies. Publications from all years until November 2018 were identified based on predefined inclusion and exclusion criteria. The data were tabulated and synthesized to produce a systematic review. Results: The search identified 28 relevant papers describing the performance of vision enhancement techniques on mobility and associated visual tasks. Simplifying visual scenes improved obstacle detection and object recognition but decreased walking speed. Minification techniques increased the size of the visual field by 3 to 5 times and improved visual search performance. However, the impact of minification on mobility has not been studied extensively. Clinical trials with commercially available devices recorded poor results relative to conventional aids. Conclusions: The effects of current vision enhancements using HMDs are mixed. They appear to reduce mobility efficiency but improved obstacle detection and object recognition. The review highlights the lack of controlled studies with robust study designs. To support the evidence base, well-designed trials with larger sample sizes that represent different types of impairments and real-life scenarios are required. Future work should focus on identifying the needs of people with different types of vision impairment and providing targeted enhancements. Translational Relevance: This literature review examines the evidence regarding the ability of HMD technology to improve mobility in people with sight loss

    Head-mounted displays and dynamic text presentation to aid reading in macular disease

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    The majority of individuals living with significant sight loss have residual vision which can be enhanced using low vision aids. Smart glasses and smartphone-based headsets, both increasing in prevalence, are proposed as a low vision aid platform. Three novel tests for measuring the visibility of displays to partially sighted users are described, along with a questionnaire for assessing subjective preference. Most individuals tested, save those with the weakest vision, were able to see and read from both a smart glasses screen and a smartphone screen mounted in a headset. The scheme for biomimetic scrolling, a text presentation strategy which translates natural eye movement into text movement, is described. It is found to enable the normally sighted to read at a rate five times that of continuous scrolling and is faster than rapid serial visual presentation for individuals with macular disease. With text presentation on the smart glasses optimised to the user, individuals with macular disease read on average 65% faster than when using their habitual optical aid. It is concluded that this aid demonstrates clear benefit over the commonly used devices and is thus recommended for further development towards widespread availability

    A survey of augmented reality: making technologies acceptable in outdoor environments

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    Augmented Reality (AR) is an increasingly prevalent subject with various areas of application. This work explores the results of a survey especially developed to document the ease of acceptance of possible characteristics to implement in mobile outdoor applications enhanced with AR. This survey has been devised for a better assessment of user preferences regarding the use of AR in outdoor scenarios. Preference level has been evaluated based on indicators from models concerning various existing and important models. The paper presents the survey results about the preference level in relation the targeted questions and proposes a conceptual framework for feedback on AR technology acceptance.info:eu-repo/semantics/acceptedVersio

    Exploring the use of smart glasses, gesture control, and environmental data in augmented reality games

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    Abstract. In the last decade, augmented reality has become a popular trend. Big corporations like Microsoft, Facebook, and Google started to invest in augmented reality because they saw the potential that it has especially with the rising of the consumer version of the head mounted displays such as Microsoft’s HoloLens and the ODG’s R7. However, there is a gap in the knowledge about the interaction with such devices since they are fairly new and an average consumer cannot yet afford them due to their relatively high prices. In this thesis, the Ghost Hunters game is described. The game is a mobile augmented reality pervasive game that uses the environment light data to charge the in-game “goggles”. The game has two different versions, a smartphone and smart glasses version. The Ghost Hunters game was implemented for exploring the use of two different types of interactions methods, buttons and natural hand gestures for both smartphones and smart glasses. In addition to that, the thesis sought to explore the use of ambient light in augmented reality games. First, the thesis defines the essential concepts related to games and augmented reality based on the literature and then describes the current state of the art of pervasive games and smart glasses. Second, both the design and implementation of the Ghost Hunters game are described in detail. Afterwards, the three rounds of field trials that were conducted to investigate the suitability of the two previously mentioned interaction methods are described and discussed. The findings suggest that smart glasses are more immersive than smartphones in context of pervasive AR games. Moreover, prior AR experience has a significant positive impact on the immersion of smart glasses users. Similarly, males were more immersed in the game than females. Hand gestures were proven to be more usable than the buttons on both devices. However, the interaction method did not affect the game engagement at all, but surprisingly it did affect the way users perceive the UI with smart glasses. Users that used the physical buttons were more likely to notice the UI elements than the users who used the hand gestures

    Designing and implementing interactive and realistic augmented reality experiences

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    In this paper, we propose an approach for supporting the design and implementation of interactive and realistic Augmented Reality (AR). Despite the advances in AR technology, most software applications still fail to support AR experiences where virtual objects appear as merged into the real setting. To alleviate this situation, we propose to combine the use of model-based AR techniques with the advantages of current game engines to develop AR scenes in which the virtual objects collide, are occluded, project shadows and, in general, are integrated into the augmented environment more realistically. To evaluate the feasibility of the proposed approach, we extended an existing game platform named GREP to enhance it with AR capacities. The realism of the AR experiences produced with the software was assessed in an event in which more than 100 people played two AR games simultaneously.This work is supported by the project CREAx and PACE funded by the Spanish Ministry of Economy, Industry and Competitiveness (TIN2014-56534-R and TIN2016-77690-R)

    Virtual Reality for the Visually Impaired

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    This thesis aims to illuminate and describe how there are problems with the development of virtual reality regarding visually impaired people. After discussing the reasons how and why this is a problem, this thesis will provide some possible solutions to develop virtual reality into a more user accessible technology, specifically for the visually impaired. As the popularity of virtual reality increases in digital culture, especially with Facebook announcing their development of Metaverse, there is a need for a future virtual reality environment that everyone can use. And it is in these early stages of development, that the need to address the problem of inaccessibility arises. As virtual reality is a relatively new medium in digital culture, the research on its use by visually impaired people has significant gaps. And as relatively few researchers are exploring this topic, my research will hopefully lead to more activity in this important area. Therefore, my research questions aim to address the current limitations of virtual reality, filling in some of the most significant gaps in this research area. My thesis will do this by conducting interviews and surveys to gather data that can further support and identify the crucial limitations of the visually impaired experience while trying to use virtual reality technology. The findings in this thesis will further address the problem, creating a possible solution and emphasizing the importance of user accessibility for the visually impaired in the future development of virtual reality. If digital companies and developers address this problem now, we can have a future where visually impaired people are treated more equally, with technologies developed specifically for them to experience virtual worlds.Master's Thesis in Digital CultureDIKULT350MAHF-DIKU

    Federal Regulation of Emerging Technologies and Its Implications for Transhumanist Applications of NBIC Technologies

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    This paper attempts to chart potential courses for federal regulation of emerging technologies in the United States, and its near-future implications for the development and proliferation of NBIC technologies in a transhumanist context. Drawing on significant regulatory actions by the FDA and FCC throughout the twentieth century, relevant historical regulatory trends are identified and extrapolated broadly across the next two to three decades. The importance of the NBIC paradigm is discussed in detail, alongside several examples of both current and potential NBIC technologies with transhumanist applications. It ultimately concludes that, in spite of recent congressional dysfunctions and lack of political will, the groundwork that has already been laid by major federal regulatory agencies well in advance of the wide commercialization of NBIC products is a promising sign for the eventual establishment of responsible and flexible regulatory schema for NBIC technologies
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