1,564 research outputs found

    Augmenting User Interfaces with Haptic Feedback

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    Computer assistive technologies have developed considerably over the past decades. Advances in computer software and hardware have provided motion-impaired operators with much greater access to computer interfaces. For people with motion impairments, the main di�culty in the communication process is the input of data into the system. For example, the use of a mouse or a keyboard demands a high level of dexterity and accuracy. Traditional input devices are designed for able-bodied users and often do not meet the needs of someone with disabilities. As the key feature of most graphical user interfaces (GUIs) is to point-and-click with a cursor this can make a computer inaccessible for many people. Human-computer interaction (HCI) is an important area of research that aims to improve communication between humans and machines. Previous studies have identi�ed haptics as a useful method for improving computer access. However, traditional haptic techniques su�er from a number of shortcomings that have hindered their inclusion with real world software. The focus of this thesis is to develop haptic rendering algorithms that will permit motion-impaired operators to use haptic assistance with existing graphical user interfaces. The main goal is to improve interaction by reducing error rates and improving targeting times. A number of novel haptic assistive techniques are presented that utilise the three degrees-of-freedom (3DOF) capabilities of modern haptic devices to produce assistance that is designed speci�- cally for motion-impaired computer users. To evaluate the e�ectiveness of the new techniques a series of point-and-click experiments were undertaken in parallel with cursor analysis to compare the levels of performance. The task required the operator to produce a prede�ned sentence on the densely populated Windows on-screen keyboard (OSK). The results of the study prove that higher performance levels can be i ii achieved using techniques that are less constricting than traditional assistance

    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

    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

    Student Scholarship Day 2005

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    HandSight: A Touch-Based Wearable System to Increase Information Accessibility for People with Visual Impairments

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    Many activities of daily living such as getting dressed, preparing food, wayfinding, or shopping rely heavily on visual information, and the inability to access that information can negatively impact the quality of life for people with vision impairments. While numerous researchers have explored solutions for assisting with visual tasks that can be performed at a distance, such as identifying landmarks for navigation or recognizing people and objects, few have attempted to provide access to nearby visual information through touch. Touch is a highly attuned means of acquiring tactile and spatial information, especially for people with vision impairments. By supporting touch-based access to information, we may help users to better understand how a surface appears (e.g., document layout, clothing patterns), thereby improving the quality of life. To address this gap in research, this dissertation explores methods to augment a visually impaired user’s sense of touch with interactive, real-time computer vision to access information about the physical world. These explorations span three application areas: reading and exploring printed documents, controlling mobile devices, and identifying colors and visual textures. At the core of each application is a system called HandSight that uses wearable cameras and other sensors to detect touch events and identify surface content beneath the user’s finger. To create HandSight, we designed and implemented the physical hardware, developed signal processing and computer vision algorithms, and designed real-time feedback that enables users to interpret visual or digital content. We involve visually impaired users throughout the design and development process, conducting several user studies to assess usability and robustness and to improve our prototype designs. The contributions of this dissertation include: (i) developing and iteratively refining HandSight, a novel wearable system to assist visually impaired users in their daily lives; (ii) evaluating HandSight across a diverse set of tasks, and identifying tradeoffs of a finger-worn approach in terms of physical design, algorithmic complexity and robustness, and usability; and (iii) identifying broader design implications for future wearable systems and for the fields of accessibility, computer vision, augmented and virtual reality, and human-computer interaction

    A Service Robot for Navigation Assistance and Physical Rehabilitation of Seniors

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    The population of the advanced countries is ageing, with the direct consequence that an increasing number of people will have to live with sensitive, cognitive and physical disabilities. People with impaired physical ability are not confident to move alone, especially in crowded environment and for long journeys, highly reducing the quality of their life. We propose a new generation of robotic walking assistants whose mechanical and electronic components are conceived to optimize the collaboration between the robot and its users. We will apply these general ideas to investigate the interaction between older adults and a robotic walker, named FriWalk, exploiting it either as a navigational or as a rehabilitation aid. For the use of the FriWalk as a navigation assistance, the system guides the user securing high levels of safety, a perfect compliance with the social rules and non-intrusive interaction between human and machine. To this purpose, we developed several guidance systems ranging from completely passive strategies to active solutions exploiting either the rear or the front motors mounted on the robot. The common strategy at the basis of all the algorithms is that the responsibility of the locomotion belongs always to the user, both to increase the mobility of elder users and to enhance their perception of control over the robot. This way the robot intervenes only whenever it is strictly necessary not to mitigate the user safety. Moreover, the robotic walker has been endowed with a tablet and graphical user interface (GUI) which provides the user with the visual indications about the path to follow. Since the FriWalk was developed to suit the needs of users with different deficits, we conducted extensive human-robot interaction (HRI) experiments with elders, complemented with direct interviews of the participants. As concerns the use of the FriWalk as a rehabilitation aid, force sensing to estimate the torques applied by the user and change the user perceived inertia can be exploited by doctors to let the user feel the device heavier or lighter. Moreover, thanks to a new generation of sensors, the device can be exploited in a clinical context to track the performance of the users' rehabilitation exercises, in order to assist nurses and doctors during the hospitalization of older adults

    Proceedings of the 4th international conference on disability, virtual reality and associated technologies (ICDVRAT 2002)

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    The proceedings of the conferenc

    The Development of an Action Plan for the Science Museum of London

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    The United Kingdom passed the Disability Discrimination Act (DDA) of 1995, which sets out to protect the rights of disabled citizens. The Science Museum evaluated their level of compliance with the DDA by commissioning an Access Audit. The purpose of this project was to create a plan that effectively outlines how the Museum should implement change to improve access. The action plan was created by assessing the Access Audit and the Museum\u27s constraints in upgrading their facility

    Architecture for people with dementia: planning principles, practices and future challenges

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    Providing care for people with dementia is an increasing societal challenge. In Nursing Homes, Assisted Living Facilities and Housing alike, dementia-friendly concepts are needed. Whether it is possible to live well with dementia is determined by many factors, among which the architectural design of the living environment plays a major role. Dementia-friendly architectural concepts support the everyday activities, independence, and quality of life not only of people with dementia, but also their care givers. The following issues need to be addressed: Which living and care arrangements support best the needs of people with dementia? How can architectural and technological concepts support family care givers, professional care providers, and volunteers? Only a holistic approach to the provision of care for people with dementia will allow the generation of economically sustainable concepts. These are especially in demand in light of the demographic changes our society encounters and will become a key issue for the future development of shrinking regions. This book is a collection of the contributions to the symposium “Architecture for People With Dementia” which took place in Dresden, Germany, in May of 2014. It provides an overview on this important topic and includes new insights form research and care practice on the architectural design of various living and care arrangements of people with dementia

    State of the art of audio- and video based solutions for AAL

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    Working Group 3. Audio- and Video-based AAL ApplicationsIt is a matter of fact that Europe is facing more and more crucial challenges regarding health and social care due to the demographic change and the current economic context. The recent COVID-19 pandemic has stressed this situation even further, thus highlighting the need for taking action. Active and Assisted Living (AAL) technologies come as a viable approach to help facing these challenges, thanks to the high potential they have in enabling remote care and support. Broadly speaking, AAL can be referred to as the use of innovative and advanced Information and Communication Technologies to create supportive, inclusive and empowering applications and environments that enable older, impaired or frail people to live independently and stay active longer in society. AAL capitalizes on the growing pervasiveness and effectiveness of sensing and computing facilities to supply the persons in need with smart assistance, by responding to their necessities of autonomy, independence, comfort, security and safety. The application scenarios addressed by AAL are complex, due to the inherent heterogeneity of the end-user population, their living arrangements, and their physical conditions or impairment. Despite aiming at diverse goals, AAL systems should share some common characteristics. They are designed to provide support in daily life in an invisible, unobtrusive and user-friendly manner. Moreover, they are conceived to be intelligent, to be able to learn and adapt to the requirements and requests of the assisted people, and to synchronise with their specific needs. Nevertheless, to ensure the uptake of AAL in society, potential users must be willing to use AAL applications and to integrate them in their daily environments and lives. In this respect, video- and audio-based AAL applications have several advantages, in terms of unobtrusiveness and information richness. Indeed, cameras and microphones are far less obtrusive with respect to the hindrance other wearable sensors may cause to one’s activities. In addition, a single camera placed in a room can record most of the activities performed in the room, thus replacing many other non-visual sensors. Currently, video-based applications are effective in recognising and monitoring the activities, the movements, and the overall conditions of the assisted individuals as well as to assess their vital parameters (e.g., heart rate, respiratory rate). Similarly, audio sensors have the potential to become one of the most important modalities for interaction with AAL systems, as they can have a large range of sensing, do not require physical presence at a particular location and are physically intangible. Moreover, relevant information about individuals’ activities and health status can derive from processing audio signals (e.g., speech recordings). Nevertheless, as the other side of the coin, cameras and microphones are often perceived as the most intrusive technologies from the viewpoint of the privacy of the monitored individuals. This is due to the richness of the information these technologies convey and the intimate setting where they may be deployed. Solutions able to ensure privacy preservation by context and by design, as well as to ensure high legal and ethical standards are in high demand. After the review of the current state of play and the discussion in GoodBrother, we may claim that the first solutions in this direction are starting to appear in the literature. A multidisciplinary 4 debate among experts and stakeholders is paving the way towards AAL ensuring ergonomics, usability, acceptance and privacy preservation. The DIANA, PAAL, and VisuAAL projects are examples of this fresh approach. This report provides the reader with a review of the most recent advances in audio- and video-based monitoring technologies for AAL. It has been drafted as a collective effort of WG3 to supply an introduction to AAL, its evolution over time and its main functional and technological underpinnings. In this respect, the report contributes to the field with the outline of a new generation of ethical-aware AAL technologies and a proposal for a novel comprehensive taxonomy of AAL systems and applications. Moreover, the report allows non-technical readers to gather an overview of the main components of an AAL system and how these function and interact with the end-users. The report illustrates the state of the art of the most successful AAL applications and functions based on audio and video data, namely (i) lifelogging and self-monitoring, (ii) remote monitoring of vital signs, (iii) emotional state recognition, (iv) food intake monitoring, activity and behaviour recognition, (v) activity and personal assistance, (vi) gesture recognition, (vii) fall detection and prevention, (viii) mobility assessment and frailty recognition, and (ix) cognitive and motor rehabilitation. For these application scenarios, the report illustrates the state of play in terms of scientific advances, available products and research project. The open challenges are also highlighted. The report ends with an overview of the challenges, the hindrances and the opportunities posed by the uptake in real world settings of AAL technologies. In this respect, the report illustrates the current procedural and technological approaches to cope with acceptability, usability and trust in the AAL technology, by surveying strategies and approaches to co-design, to privacy preservation in video and audio data, to transparency and explainability in data processing, and to data transmission and communication. User acceptance and ethical considerations are also debated. Finally, the potentials coming from the silver economy are overviewed.publishedVersio
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