1,208 research outputs found

    Personalising Vibrotactile Displays through Perceptual Sensitivity Adjustment

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    Haptic displays are commonly limited to transmitting a discrete set of tactile motives. In this paper, we explore the transmission of real-valued information through vibrotactile displays. We simulate spatial continuity with three perceptual models commonly used to create phantom sensations: the linear, logarithmic and power model. We show that these generic models lead to limited decoding precision, and propose a method for model personalization adjusting to idiosyncratic and spatial variations in perceptual sensitivity. We evaluate this approach using two haptic display layouts: circular, worn around the wrist and the upper arm, and straight, worn along the forearm. Results of a user study measuring continuous value decoding precision show that users were able to decode continuous values with relatively high accuracy (4.4% mean error), circular layouts performed particularly well, and personalisation through sensitivity adjustment increased decoding precision

    Designing wearable interfaces for blind people

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    Tese de mestrado, Engenharia Informática (Arquitectura, Sistemas e Redes de Computadores), Universidade de Lisboa, faculdade de Ciências, 2015Hoje em dia os dispositivos com ecrã táctil, estão cada vez mais onipresentes. Até recentemente, a maioria dos ecrãs sensíveis ao toque forneciam poucos recursos de acessibilidade para deficientes visuais, deixando-os inutilizáveis. Sendo uma tecnologia tão presente no nosso quotidiano, como em telemóveis e tablets. Estes dispositivos são cada vez mais essenciais para a nossa vida, uma vez que, guardam muita informação pessoal, por exemplo, o pagamento através carteiras eletrónicas. A falta de acessibilidade deste tipo de ecrãs devem-se ao facto de estas interfaces serem baseadas no que os utilizadores veem no ecrã e em tocar no conteúdo apresentado neste. Isso torna-se num grande problema quando uma pessoa deficiente visual tenta usar estas interfaces. No mercado existem algumas soluções mas são quase todas baseadas em retorno áudio. Esta solução não é a melhor quando se trata de informação pessoal que a pessoa deseja manter privada. Por exemplo quando um utilizador está num autocarro e recebe uma mensagem, esta é lida por um leitor de ecrã através das colunas do dispositivo. Esta solução é prejudicial para a privacidade do utilizador, pois todas a pessoas `a sua volta irão ouvir o conteúdo da mensagem. Uma solução para este problema, poderá ser a utilização de vibração e de teclas físicas, que retiram a necessidade da utilização de leitores de ecrã. Contudo, para a navegação em menus a problemática mantém-se. Uma maneira de resolver este problema é através da utilização de uma interface baseada em gestos. Este tipo de interface é uma forma flexível e intuitiva de interação com este dispositivos. Até hoje, muitas abordagens têm vindo a apresentar soluções, no entanto não resolvem todos os pontos referidos. De uma maneira ou de outra estas abordagens terão de ser complementadas com outros dispositivos. Guerreiro e colegas (2012), apresentaram um protótipo que possibilita a leitura texto através de vibração, mas todo o impacto de uma utilização no dia a dia não é tido em conta. Um outro estudo realizado por Myung-Chul Cho (2002) apresenta um par de luvas para escrita codificada pelo alfabeto Braile, contudo não é testado para uma utilização com integração de uma componente de leitura, sem ser o retorno áudio. Dois outros estudos destacam-se, relativamente à utilização de gestos para navegação no dispositivo. Ruiz (2011), efetuou uma elicitação de gestos no ar, no entanto, eles não incluem pessoas invisuais no estudo, o que poderá levar à exclusão de tais utilizadores. Outro estudo apresentado por Kane (2011), inclui pessoas invisuais e destina-se a interações com gestos mas exigindo contacto físico com os ecrãs tácteis. A abordagem apresentada neste estudo integra as melhores soluções apresentadas num único dispositivo. O nosso objectivo principal é tornar os dispositivos de telemóveis mais acessíveis a pessoas invisuais, de forma serem integrados no seu quotidiano. Para isso, desenvolvemos uma interface baseada num par de luvas. O utilizador pode usá-las e com elas ler e escrever mensagens e ainda fazer gestos para outras tarefas. Este par de luvas aproveita o conhecimento sobre Braille por parte dos utilizadores para ler e escrever informação textual. Para a característica de leitura instalámos seis motores de vibração nos dedos da luva, no dedo indicador, no dedo do meio e no dedo anelar, de ambas as mãos. Estes motores simulam a configuração das teclas de uma máquina de escrever Braille, por exemplo, a Perkins Brailler. Para a parte de escrita, instalámos botões de pressão na ponta destes mesmos dedos, sendo cada um representante de um ponto de uma célula de Braille. Para a detecção de gestos optámos por uma abordagem através de um acelerómetro. Este encontra-se colocado nas costas da mão da luva. Para uma melhor utilização a luva é composta por duas camadas, e desta forma é possível instalar todos os componente entre as duas camadas de tecido, permitindo ao utilizador calçar e descalçar as luvas sem se ter que preocupar com os componentes eletrónicos. A construção das luvas assim como todos os testes realizados tiveram a participação de um grupo de pessoas invisuais, alunos e professores, da Fundação Raquel e Martin Sain. Para avaliarmos o desempenho do nosso dispositivo por invisuais realizámos alguns teste de recepcão (leitura) e de envio de mensagens (escrita). No teste de leitura foi realizado com um grupo apenas de pessoas invisuais. O teste consistiu em, receber letras em Braille, onde o utilizador replicava as vibrações sentidas, com os botões das luvas. Para isso avaliámos as taxas de reconhecimento de caracteres. Obtivemos uma média de 31 %, embora estes resultados sejam altamente dependentes das habilidades dos utilizadores. No teste de escrita, foi pedido uma letra ao utilizador e este escrevia em braille utilizando as luvas. O desempenho nesta componente foi em média 74 % de taxa de precisão. A maioria dos erros durante este teste estão ligados a erros, onde a diferença entre a palavra inicial e a escrita pelo utilizador, é de apenas um dedo. Estes testes foram bastante reveladores, relativamente à possível utilização destas luvas por pessoas invisuais. Indicaram-nos que os utilizadores devem ser treinados previamente para serem maximizados os resultados, e que pode ser necessário um pouco de experiencia com o dispositivo. O reconhecimento de gestos permite ao utilizador executar várias tarefas com um smartphone, tais como, atender/rejeitar uma chamada e navegar em menus. Para avaliar que gestos os utilizadores invisuais e normovisuais sugerem para a execução de tarefas em smartphones, realizámos um estudo de elicitação. Este estudo consiste em pedir aos utilizadores que sugiram gestos para a realização de tarefas. Descobrimos que a maioria dos gestos inventados pelos participantes tendem a ser físicos, em contexto, discreto e simples, e que utilizam apenas um ´unico eixo espacial. Concluímos também que existe um consenso, entre utilizadores, para todas as tarefas propostas. Além disso, o estudo de elicitação revelou que as pessoas invisuais preferem gestos mais simples, opondo-se a uma preferência por gestos mais complexos por parte de pessoas normovisuais. Sendo este um dispositivo que necessita de treino para reconhecimento de gestos, procurámos saber qual o tipo de treino é mais indicado para a sua utilização. Com os resultados obtidos no estudo de elicitação, comparámos treinos dos utilizadores individuais, treinos entre as das populações (invisuais e normovisuais) e um treino com ambas as populações (global). Descobrimos que um treino personalizado, ou seja, feito pelo próprio utilizador, é muito mais eficaz que um treino da população e um treino global. O facto de o utilizador poder enviar e receber mensagens, sem estar dependente de vários dispositivos e/ou aplicações contorna, as tão levantadas, questões de privacidade. Com o mesmo dispositivo o utilizador pode, ainda, navegar nos menus do seu smartphone, através de gestos simples e intuitivos. Os nossos resultados sugerem que será possível a utilização de um dispositivo wearable, no seio da comunidade invisual. Com o crescimento exponencial do mercado wearable e o esforço que a comunidade académica está a colocar nas tecnologias de acessibilidade, ainda existe uma grande margem para melhorar. Com este projeto, espera-se que os dispositivos portáteis de apoio irão desempenhar um papel importante na integração social das pessoas com deficiência, criando com isto uma sociedade mais igualitária e justa.Nowadays touch screens are ubiquitous, present in almost all modern devices. Most touch screens provide few accessibility features for blind people, leaving them partly unusable. There are some solutions, based on audio feedback, that help blind people to use touch screens in their daily tasks. The problem with those solutions raises privacy issues, since the content on screen is transmitted through the device speakers. Also, these screen readers make the interaction slow, and they are not easy to use. The main goal of this project is to develop a new wearable interface that allows blind people to interact with smartphones. We developed a pair of gloves that is capable to recognise mid-air gestures, and also allows the input and output of text. To evaluate the usability of input and output, we conducted a user study to assess character recognition and writing performance. Character recognition rates were highly user-dependent, and writing performance showed some problems, mostly related to one-finger issues. Then, we conducted an elicitation study to assess what type of gestures blind and sighted people suggest. Sighted people suggested more complex gestures, compared with blind people. However, all the gestures tend to be physical, in-context, discrete and simple, and use only a single axis. We also found that a training based on the user’s gestures is better for recognition accuracy. Nevertheless, the input and output text components still require new approaches to improve users performance. Still, this wearable interface seems promising for simple actions that do not require cognitive load. Overall, our results suggest that we are on track to make possible blind people interact with mobile devices in daily life

    Wearable assistive tactile communication interface based on integrated touch sensors and actuators

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    This paper presents the design and fabrication of a wearable tactile communication interface with vibrotactile feedback for assistive communication. The interface is based on finger Braille, which is a simple and efficient tactile communication method used by deafblind people. It consists of a flexible piezoresistive sensor and a vibrotactile actuator integrated together and positioned at the index, middle and ring fingers of both hands to represent the six dots of Braille. The sensors were made using flexible piezoresistive material whereas the actuator utilizes electromagnetic principle by means of a flexible coil and a tiny NdFeB permanent magnet. Both were integrated to realize a Bluetooth-enabled tactile communication glove which enables deafblind people to communicate using Braille codes. The evaluation with 20 end-users (10 deafblind and 10 sighted and hearing person) of the tactile interface under standardized conditions demonstrated that users can feel and distinguish the vibration at frequencies ranging from 10Hz to 200Hz which is within the perceivable frequency range for the FA-II receptors. The results show that it took non-experts in Braille within 25s and 55s to send and receive words like “BEST” and “JOURNAL”, with an accuracy of ~75% and 68% respectively

    Somatic ABC's: A Theoretical Framework for Designing, Developing and Evaluating the Building Blocks of Touch-Based Information Delivery

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    abstract: Situations of sensory overload are steadily becoming more frequent as the ubiquity of technology approaches reality--particularly with the advent of socio-communicative smartphone applications, and pervasive, high speed wireless networks. Although the ease of accessing information has improved our communication effectiveness and efficiency, our visual and auditory modalities--those modalities that today's computerized devices and displays largely engage--have become overloaded, creating possibilities for distractions, delays and high cognitive load; which in turn can lead to a loss of situational awareness, increasing chances for life threatening situations such as texting while driving. Surprisingly, alternative modalities for information delivery have seen little exploration. Touch, in particular, is a promising candidate given that it is our largest sensory organ with impressive spatial and temporal acuity. Although some approaches have been proposed for touch-based information delivery, they are not without limitations including high learning curves, limited applicability and/or limited expression. This is largely due to the lack of a versatile, comprehensive design theory--specifically, a theory that addresses the design of touch-based building blocks for expandable, efficient, rich and robust touch languages that are easy to learn and use. Moreover, beyond design, there is a lack of implementation and evaluation theories for such languages. To overcome these limitations, a unified, theoretical framework, inspired by natural, spoken language, is proposed called Somatic ABC's for Articulating (designing), Building (developing) and Confirming (evaluating) touch-based languages. To evaluate the usefulness of Somatic ABC's, its design, implementation and evaluation theories were applied to create communication languages for two very unique application areas: audio described movies and motor learning. These applications were chosen as they presented opportunities for complementing communication by offloading information, typically conveyed visually and/or aurally, to the skin. For both studies, it was found that Somatic ABC's aided the design, development and evaluation of rich somatic languages with distinct and natural communication units.Dissertation/ThesisPh.D. Computer Science 201

    Principles and Guidelines for Advancement of Touchscreen-Based Non-visual Access to 2D Spatial Information

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    Graphical materials such as graphs and maps are often inaccessible to millions of blind and visually-impaired (BVI) people, which negatively impacts their educational prospects, ability to travel, and vocational opportunities. To address this longstanding issue, a three-phase research program was conducted that builds on and extends previous work establishing touchscreen-based haptic cuing as a viable alternative for conveying digital graphics to BVI users. Although promising, this approach poses unique challenges that can only be addressed by schematizing the underlying graphical information based on perceptual and spatio-cognitive characteristics pertinent to touchscreen-based haptic access. Towards this end, this dissertation empirically identified a set of design parameters and guidelines through a logical progression of seven experiments. Phase I investigated perceptual characteristics related to touchscreen-based graphical access using vibrotactile stimuli, with results establishing three core perceptual guidelines: (1) a minimum line width of 1mm should be maintained for accurate line-detection (Exp-1), (2) a minimum interline gap of 4mm should be used for accurate discrimination of parallel vibrotactile lines (Exp-2), and (3) a minimum angular separation of 4mm should be used for accurate discrimination of oriented vibrotactile lines (Exp-3). Building on these parameters, Phase II studied the core spatio-cognitive characteristics pertinent to touchscreen-based non-visual learning of graphical information, with results leading to the specification of three design guidelines: (1) a minimum width of 4mm should be used for supporting tasks that require tracing of vibrotactile lines and judging their orientation (Exp-4), (2) a minimum width of 4mm should be maintained for accurate line tracing and learning of complex spatial path patterns (Exp-5), and (3) vibrotactile feedback should be used as a guiding cue to support the most accurate line tracing performance (Exp-6). Finally, Phase III demonstrated that schematizing line-based maps based on these design guidelines leads to development of an accurate cognitive map. Results from Experiment-7 provide theoretical evidence in support of learning from vision and touch as leading to the development of functionally equivalent amodal spatial representations in memory. Findings from all seven experiments contribute to new theories of haptic information processing that can guide the development of new touchscreen-based non-visual graphical access solutions

    Development of a Tactile Thimble for Augmented and Virtual Reality Applications

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    The technologies that have gained a renewed interest during the recent years are Virtual Reality (VR) and Augmented Reality (AR), as they become more accessible and affordable for mass-production. The input device which allows us to interact with the virtual environment is a very crucial aspect. One of the main barriers to immerse ourselves in virtual reality is the lack of realistic feedback. The user has to almost rely entirely on visual feedback without any haptic feedback, and this increases the user's workload and decreases the performance. In this thesis, a functional demonstrator of a tactile feedback device which conveys compelling interactions with not just VR, but also AR is presented. The device is designed such that there is realistic feedback for virtual touches and least obstruction during contact of a real object in AR applications. New design principle of introducing small actuators allows the device to be compact and increases its portability. In contrast to actuators that are placed on the finger pad in most of the available input devices for VR, a tactile device with two actuators that are arranged laterally on the finger, so that the underside of the fingertip is free is proposed. The output from these actuators generate a tactile stimulus by stimulating a sense of touch, which helps the user to manipulate virtual objects. The actuators are designed to independently generate vibrations and this coupled tactile feedback enhances the stimulation resulting in a wide variety of stimulation patterns for the sense of touch. Preliminary experimental evaluation for design and location of actuators has been carried out to measure the vibration intensity. In addition, user experiments for design evaluation of the two actuators based on different vibration patterns have also been conducted

    Factors related to braille acquisition among adult and senior learners : establishing evidence-based practice

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    Les difficultés de lecture sont les raisons les plus fréquentes pour lesquelles des personnes sont orientées vers un service de réadaptation visuelle. Bien qu’il existe une base historique solide à propos de l’enseignement du braille chez les enfants aveugles, il existe très peu de données probantes concernant l’apprentissage du braille chez les personnes en âge de travailler et les personnes âgées. De surcroît, bien qu’il soit clair que le vieillissement est associé à un déclin des capacités tactiles, motrices et cognitives, on sait peu de choses sur la manière dont ces variables peuvent influencer les résultats de la lecture du braille. Pour examiner cette problématique, une étude en quatre phases a été conceptualisée. Dans la première phase, une étude de la portée a été menée afin de synthétiser les connaissances existantes concernant la relation entre le déclin des capacités lié au vieillissement et la performance de la lecture en braille. La seconde a voulu étudier les obstacles et les facilitateurs rencontrés par les adultes qui suivent une formation en braille. La troisième a exploré les variables qui sont en corrélation avec la performance de lecture en braille à l’âge adulte. Enfin, la dernière phase a voulu se pencher sur l’influence du support de lecture sur la performance de lecture des adultes ayant une sensibilité tactile réduite. Les preuves antérieures concernant le braille et le vieillissement restent rares. Il existe une variété de facteurs personnels, sociaux et institutionnels qui façonnent le processus d’apprentissage du braille chez les adultes, incluant la stigmatisation envers le braille et le vieillissement perçue par certains praticiens, des services inadéquats et des difficultés à l’accès aux équipements brailles. Des données soulignent la nécessité de commencer l’apprentissage du braille le plus tôt possible, d’évaluer des mesures objectives de l’acuité tactile tout en considérant le rôle de la fonction du toucher, de fournir une formation accrue en matière de perception tactile et d’envisager une plus grande intégration d’appareils braille. Les résultats font également ressortir la nécessité d’augmenter le financement et les services ; de définir des critères d’éligibilité qui tiennent compte des réalités uniques des clients âgés et l’accès au braille ; et d’étudier plus avant le rôle de la stigmatisation vis-à-vis du braille et du vieillissement. En somme, tous ces éléments réunis peuvent influencer à la fois les décisions cliniques et les résultats d’apprentissage.Reading difficulties are the most common reasons for referral to vision rehabilitation. Though there is a strong historical basis for the provision of braille instruction among blind children, there is little evidence-based research on the needs of working-age and older adults. Aging is associated with declines in tactile, motor and cognitive capacities. Moreover, learning in adulthood is distinct from childhood learning, owing to differences in cortical plasticity and development. Little is known about how these variables may influence braille reading outcomes, but such knowledge is needed to inform the design of evidence-based strategies. For example, low-cost braille devices incorporate dots of greater height and density, but the extent to which such approaches may enhance reading performance for older adults with reduced tactile sensitivity remains unexplored. These questions are especially imperative as the prevalence of age-related vision loss continues to increase. A four-phase study was devised to synthesize prior evidence on the interrelationship between factors known to decline with age and braille reading performance; to investigate the barriers and facilitators encountered by working-age and older adults who pursue braille training; to identify variables that correlate with braille reading performance in adulthood; and to explore the influence of reading medium on the reading performance of adults with reduced tactile sensitivity. This thesis confirms that prior evidence on braille and aging remains scant, heightening the imperative for further research in this domain. Moreover, there are a variety of personal, social and institutional factors which shape the adult braille learning process, including perceived stigma towards braille and aging among some practitioners, inadequate services and access to braille devices. Braille learning age, frequency of usage, and measures of active tactile acuity emerged as significant correlates of braille reading speed. Preliminary evidence suggests that using braille displays with greater dot height enhances performance for those with reduced tactile sensitivity, while also enabling immediate access to relevant reading content. Collectively, these findings point to the need for rehabilitation practitioners to introduce braille as early as possible, evaluate objective measures of tactile acuity while also considering the role of functional touch, provide increased training in tactile perception, and consider a wider integration of braille devices. Findings also highlight the need for increased funding and services, eligibility criteria which takes into account the unique realities of older braille clients, and the need to further explore the role of stigma towards braille and aging which may influence both clinical decisions and learning outcomes

    Designing a New Tactile Display Technology and its Disability Interactions

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    People with visual impairments have a strong desire for a refreshable tactile interface that can provide immediate access to full page of Braille and tactile graphics. Regrettably, existing devices come at a considerable expense and remain out of reach for many. The exorbitant costs associated with current tactile displays stem from their intricate design and the multitude of components needed for their construction. This underscores the pressing need for technological innovation that can enhance tactile displays, making them more accessible and available to individuals with visual impairments. This research thesis delves into the development of a novel tactile display technology known as Tacilia. This technology's necessity and prerequisites are informed by in-depth qualitative engagements with students who have visual impairments, alongside a systematic analysis of the prevailing architectures underpinning existing tactile display technologies. The evolution of Tacilia unfolds through iterative processes encompassing conceptualisation, prototyping, and evaluation. With Tacilia, three distinct products and interactive experiences are explored, empowering individuals to manually draw tactile graphics, generate digitally designed media through printing, and display these creations on a dynamic pin array display. This innovation underscores Tacilia's capability to streamline the creation of refreshable tactile displays, rendering them more fitting, usable, and economically viable for people with visual impairments

    Developing an interactive overview for non-visual exploration of tabular numerical information

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    This thesis investigates the problem of obtaining overview information from complex tabular numerical data sets non-visually. Blind and visually impaired people need to access and analyse numerical data, both in education and in professional occupations. Obtaining an overview is a necessary first step in data analysis, for which current non-visual data accessibility methods offer little support. This thesis describes a new interactive parametric sonification technique called High-Density Sonification (HDS), which facilitates the process of extracting overview information from the data easily and efficiently by rendering multiple data points as single auditory events. Beyond obtaining an overview of the data, experimental studies showed that the capabilities of human auditory perception and cognition to extract meaning from HDS representations could be used to reliably estimate relative arithmetic mean values within large tabular data sets. Following a user-centred design methodology, HDS was implemented as the primary form of overview information display in a multimodal interface called TableVis. This interface supports the active process of interactive data exploration non-visually, making use of proprioception to maintain contextual information during exploration (non-visual focus+context), vibrotactile data annotations (EMA-Tactons) that can be used as external memory aids to prevent high mental workload levels, and speech synthesis to access detailed information on demand. A series of empirical studies was conducted to quantify the performance attained in the exploration of tabular data sets for overview information using TableVis. This was done by comparing HDS with the main current non-visual accessibility technique (speech synthesis), and by quantifying the effect of different sizes of data sets on user performance, which showed that HDS resulted in better performance than speech, and that this performance was not heavily dependent on the size of the data set. In addition, levels of subjective workload during exploration tasks using TableVis were investigated, resulting in the proposal of EMA-Tactons, vibrotactile annotations that the user can add to the data in order to prevent working memory saturation in the most demanding data exploration scenarios. An experimental evaluation found that EMA-Tactons significantly reduced mental workload in data exploration tasks. Thus, the work described in this thesis provides a basis for the interactive non-visual exploration of a broad range of sizes of numerical data tables by offering techniques to extract overview information quickly, performing perceptual estimations of data descriptors (relative arithmetic mean) and managing demands on mental workload through vibrotactile data annotations, while seamlessly linking with explorations at different levels of detail and preserving spatial data representation metaphors to support collaboration with sighted users
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