8 research outputs found

    Navigation framework using visual landmarks and a GIS

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    In an unfamiliar environment we spot and explore all available information which might guide us to a desired location. This largely unconscious processing is done by our trained sensory and cognitive systems. These recognise and memorise sets of landmarks which allow us to create a mental map of the environment, and this map enables us to navigate by exploiting very few but the most important landmarks stored in our memory. In this paper we present a route planning, localisation and navigation system which works in real time. It integrates a geographic information system of a building with visual landmarks for localising the user and for validating the navigation route. Although designed for visually impaired persons, the system can also be employed to assist or transport persons with reduced mobility in way finding in a complex building. © 2013 The Authors. Published by Elsevier B.V

    Review of Machine Vision-Based Electronic Travel Aids

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    Visual impaired people have navigation and mobility problems on the road. Up to now, many approaches have been conducted to help them navigate around using different sensing techniques. This paper reviews several machine vision- based Electronic Travel Aids (ETAs) and compares them with those using other sensing techniques. The functionalities of machine vision-based ETAs are classified from low-level image processing such as detecting the road regions and obstacles to high-level functionalities such as recognizing the digital tags and texts. In addition, the characteristics of the ETA systems for blind people are particularly discussed

    The Application of Geographic Information Systems to Support Wayfinding for People with Visual Impairments or Blindness

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    People with visual impairments or legal blindness are relying on differing, comprehensive information utilized for their individual mobility. Increasing the personal mobility of people with disabilities and thereby achieving a self-determined life are major steps toward a more inclusive society. Research and applications on mobility issues of people with visual impairments or blindness mainly focus on technical applications or assistive orientation and navigation devices, and less work is covering the individual needs, e.g., regarding the information required for wayfinding. Moreover, active participation of people with disabilities in research and development is still limited. ways2see offers a new online application to support individual mobility in context of pre-trip planning for people with visual impairments or blindness based on a Geographic Information System (GIS). Obstacles, barriers, landmarks, orientation hints, and directions for wayfinding are generated by user profiles. The underlying network for GIS analysis is designed as pedestrian network. This individually coded network approach integrates sidewalks and different types of crossings and implements various orientation and navigation attributes. ways2see integrates three research realms: firstly, implementing a participative and transdisciplinary research design; secondly, integrating personalized information aligned with the individual user needs; and thirdly, presenting result of GIS analysis through an accessible designed user interface

    Designing Accessible Nonvisual Maps

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    Access to nonvisual maps has long required special equipment and training to use; Google Maps, ESRI, and other commonly used digital maps are completely visual and thus inaccessible to people with visual impairments. This project presents the design and evaluation of an easy to use digital auditory map and 3D model interactive map. A co-design was also undertaken to discover tools for an ideal nonvisual navigational experience. Baseline results of both studies are presented so future work can improve on the designs. The user evaluation revealed that both prototypes were moderately easy to use. An ideal nonvisual navigational experience, according to these participants, consists of both an accurate turn by turn navigational system, and an interactive map. Future work needs to focus on the development of appropriate tools to enable this ideal experience

    I-lugar : imersão no património cultural mediado por média-arte digital

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    Um lugar é um espaço geográfico delimitado pela natureza ou pela ação do homem. Mas alguns destes lugares tornam-se excecionais pela estética configurada pela ação da natureza, por estarem associados a eventos históricos, por terem servido de inspiração artística ou por serem eles próprios o resultado de produção artística. Estes espaços tornam-se assim lugares de património cultural (material, imaterial) ou natural, com memória e poética próprias, pela sua delimitação, configuração ou artefactos neles presentes, integrados numa narrativa que materializa o conceito de estética do lugar. A fruição destes lugares é efetuada normalmente por visita física, utilizando-se informação disponível sob a forma de folhetos, placas/sinalética e em alguns casos por guias digitais, ou por visita remota via website. No entanto, a evolução da tecnologia ao nível da realidade aumentada, hipermédia, utilização de Internet e dispositivos móveis, aliada ao conceito de média-arte digital, permite encontrar outras soluções. No entanto, estas soluções devem possibilitar uma forma de imersão e interação, enquadrada numa narrativa, que permita uma fruição mais reflexiva do lugar sob a forma de diálogo em busca da sua essência. Esta investigação utiliza um artefacto digital designado I-Lugar criado no contexto da investigação, utilizando website/blog (forma de hipermédia), narrativas digitais e realidade aumentada para testar este tipo de solução. O artefacto está centrado na necessidade de criar um meio de perceção da essência do lugar através da reflexão pela literatura, aplicando o pensamento de Heidegger (2016) relacionado com a origem da obra da arte e a literatura como forma de reflexão segundo Candido (2011), neste caso, aplicada a lugares de património. Seguindo uma metodologia baseada em estudos de caso, questionários e no processo de criação em média-arte digital, esta investigação descreve o artefacto I-Lugar e a sua aplicação a património natural (Jardim Calouste Gulbenkian) e património cultural (Fernando Pessoa e Street Art Lisbon). Como resultado da estratégia de validação da investigação são apresentadas as conclusões sobre a adequação do conceito utilizado na solução, face aos 45 questionários de avaliação sobre a intervenção com o artefacto I-Lugar e 16 questionários enviados a entidades gestoras de património, sobre o conceito em investigação. Em síntese, esta investigação tem como propósito estudar a forma como se podem conjugar narrativas digitais, hipermédia e realidade aumentada para melhorar a perceção e descoberta do público sobre a essência dos artefactos no seu contexto enquanto lugar de património. Isto é, na perceção estética que permita despoletar emoção na fruição, por imersão na poética do lugar, utilizando literatura para a reflexão sobre o lugar e seus artefactos.A place is a geographical space delimited by the nature or action of man. But some of these places become exceptional, because of the aesthetics set by the action of nature, because they are associated with historical events, because they have served as artistic inspiration or because they themselves are the result of artistic production. These spaces thus become places of cultural (material, immaterial) or natural heritage, with their own memory and poetics, for their delimitation, configuration or artefacts present in them, integrated in a narrative that materializes the concept of the aesthetics of the place. The enjoyment of these places is usually done by physical visit, using information available in the form of leaflets, signage and in some cases, by website or digital guides. However, the evolution of technology in terms of Augmented Reality, hypermedia, use of the Internet and mobile devices, coupled with the concept of digital media art, allows finding other solutions. However, these solutions must also enable a form of immersion and interaction, framed in a narrative, that allows a more reflexive enjoyment of the place in the form of dialogue, in search of its essence. This research uses a digital artifact designated I-Place created in the context of research using website/blog (hypermedia form) and Augmented Reality to test this type of solution. The artifact is centered on the need to create a means of perceiving the essence of the place through reflection by literature, applying the thought of Heidegger (2016) related to the origin of the work of art and literature as a way of reflection according to Candido (2011), in this case, applied to heritage sites. Following a methodology based on case studies, questionnaires and the process of creation in digital art, this research describes the artefact I-Lugar and its application to natural heritage (Calouste Gulbenkian Garden) and cultural heritage (Fernando Pessoa and Street Art Lisbon). As a result of research validation strategy, we present the conclusions about the adequacy of the concept used in the solution, considering the 45 evaluation questionnaires on the intervention with the I-Lugar artifact and 16 questionnaires sent to entities responsible for heritage places management, to evaluate the concept under investigation. In summary, this research aims to study how digital narratives, hypermedia and Augmented Reality can be combined to improve public perception of the discovery of the essence of artefacts in their context as a heritage site. That is, in the aesthetic perception that allows to trigger emotion in the fruition, by immersion, in the poetics of the place, using literature to reflect on the place and its artifacts

    Computer vision and GIS for the navigation of blind persons in buildings

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    This paper presents a system which integrates a geographic information system of a building with computer vision. It uses only one camera, for example, the one of a mobile phone. Visual landmarks, such as frontal and lateral doors, stairs, signs, and fire extinguishers, are employed for localizing the user in the building and for tracing and validating a route for the user’s navigation. The developed system clearly improves the autonomy of persons with a very low vision during indoor navigation. © 2014, Springer-Verlag Berlin Heidelberg

    Visual Impairment and Blindness

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    Blindness and vision impairment affect at least 2.2 billion people worldwide with most individuals having a preventable vision impairment. The majority of people with vision impairment are older than 50 years, however, vision loss can affect people of all ages. Reduced eyesight can have major and long-lasting effects on all aspects of life, including daily personal activities, interacting with the community, school and work opportunities, and the ability to access public services. This book provides an overview of the effects of blindness and visual impairment in the context of the most common causes of blindness in older adults as well as children, including retinal disorders, cataracts, glaucoma, and macular or corneal degeneration
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