5,142 research outputs found

    Constructing sonified haptic line graphs for the blind student: first steps

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    Line graphs stand as an established information visualisation and analysis technique taught at various levels of difficulty according to standard Mathematics curricula. It has been argued that blind individuals cannot use line graphs as a visualisation and analytic tool because they currently primarily exist in the visual medium. The research described in this paper aims at making line graphs accessible to blind students through auditory and haptic media. We describe (1) our design space for representing line graphs, (2) the technology we use to develop our prototypes and (3) the insights from our preliminary work

    Touch- and Walkable Virtual Reality to Support Blind and Visually Impaired Peoples‘ Building Exploration in the Context of Orientation and Mobility

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    Der Zugang zu digitalen Inhalten und Informationen wird immer wichtiger für eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell präsentiert, was den Zugang für blinde und sehbehinderte Menschen einschränkt. Die grundlegendste Barriere ist oft die elementare Orientierung und Mobilität (und folglich die soziale Mobilität), einschließlich der Erlangung von Kenntnissen über unbekannte Gebäude vor deren Besuch. Um solche Barrieren zu überbrücken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugänglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen Realität (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhöhte Interaktivität, die Aktualisierbarkeit und die Möglichkeit, virtuelle Räume und Modelle als Abbilder von realen Räumen zu erkunden, ohne dass reale Gefahren und die begrenzte Verfügbarkeit von sehenden Helfern auftreten. Virtuelle Objekte und Umgebungen haben jedoch keine physische Beschaffenheit. Ziel dieser Arbeit ist es daher zu erforschen, welche VR-Interaktionsformen sinnvoll sind (d.h. ein angemessenes Verbreitungspotenzial bieten), um virtuelle Repräsentationen realer Gebäude im Kontext von Orientierung und Mobilität berührbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. Zusätzlich bietet diese Arbeit einen Überblick über die verschiedenen Interaktionen. Nach einer Betrachtung der menschlichen Physiologie, Hilfsmittel (z.B. taktile Karten) und technologischen Eigenschaften wird der aktuelle Stand der Technik von VR vorgestellt und die Anwendung für blinde und sehbehinderte Nutzer und der Weg dorthin durch die Einführung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des Geräts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. Begründet und motiviert werden die folgenden Kapitel durch explorative Ansätze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel führen empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der Hände mit haptischem Feedback erfasst werden können und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden können. Daraus werden geräteunabhängige technologische Möglichkeiten und auch Herausforderungen für weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und räumlich kollaborative Anwendungsszenarien und die Evaluation eines gesamten Anwendungsworkflows (d.h. Scannen der realen Umgebung und virtuelle Erkundung zu Trainingszwecken sowie die Gestaltung der gesamten Anwendung in einer langfristig barrierefreien Weise) konzentrieren.Access to digital content and information is becoming increasingly important for successful participation in today's increasingly digitized civil society. Such information is mostly presented visually, which restricts access for blind and visually impaired people. The most fundamental barrier is often basic orientation and mobility (and consequently, social mobility), including gaining knowledge about unknown buildings before visiting them. To bridge such barriers, technological aids should be developed and deployed. A trade-off is needed between technologically low-threshold accessible and disseminable aids and interactive-adaptive but complex systems. The adaptation of virtual reality (VR) technology spans a wide range of development and decision options. The main benefits of VR technology are increased interactivity, updatability, and the possibility to explore virtual spaces as proxies of real ones without real-world hazards and the limited availability of sighted assistants. However, virtual objects and environments have no physicality. Therefore, this thesis aims to research which VR interaction forms are reasonable (i.e., offering a reasonable dissemination potential) to make virtual representations of real buildings touchable or walkable in the context of orientation and mobility. Although there are already content and technology disjunctive developments and evaluations on VR technology, there is a lack of empirical evidence. Additionally, this thesis provides a survey between different interactions. Having considered the human physiology, assistive media (e.g., tactile maps), and technological characteristics, the current state of the art of VR is introduced, and the application for blind and visually impaired users and the way to get there is discussed by introducing a novel taxonomy. In addition to the interaction itself, characteristics of the user and the device, the application context, or the user-centered development respectively evaluation are used as classifiers. Thus, the following chapters are justified and motivated by explorative approaches, i.e., in the group of 'small scale' (using so-called data gloves) and in the scale of 'large scale' (using an avatar-controlled VR locomotion) approaches. The following chapters conduct empirical studies with blind and visually impaired users and give formative insight into how virtual objects within hands' reach can be grasped using haptic feedback and how different kinds of VR locomotion implementation can be applied to explore virtual environments. Thus, device-independent technological possibilities and also challenges for further improvements are derived. On the basis of this knowledge, subsequent research can be focused on aspects such as the specific design of interactive elements, temporally and spatially collaborative application scenarios, and the evaluation of an entire application workflow (i.e., scanning the real environment and exploring it virtually for training purposes, as well as designing the entire application in a long-term accessible manner)

    Perceptual compasses: spatial navigation in multisensory environments

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    Moving through space is a crucial activity in daily human life. The main objective of my Ph.D. project consisted of investigating how people exploit the multisensory sources of information available (vestibular, visual, auditory) to efficiently navigate. Specifically, my Ph.D. aimed at i) examining the multisensory integration mechanisms underlying spatial navigation; ii) establishing the crucial role of vestibular signals in spatial encoding and processing, and its interaction with environmental landmarks; iii) providing the neuroscientific basis to develop tailored assessment protocols and rehabilitation procedures to enhance orientation and mobility based on the integration of different sensory modalities, especially addressed to improve the compromised navigational performance of visually impaired (VI) people. To achieve these aims, we conducted behavioral experiments on adult participants, including psychophysics procedures, galvanic stimulation, and modeling. In particular, the experiments involved active spatial navigation tasks with audio-visual landmarks and selfmotion discrimination tasks with and without acoustic landmarks using a motion platform (Rotational-Translational Chair) and an acoustic virtual reality tool. Besides, we applied Galvanic Vestibular Stimulation to directly modulate signals coming from the vestibular system during behavioral tasks that involved interaction with audio-visual landmarks. In addition, when appropriate, we compared the obtained results with predictions coming from the Maximum Likelihood Estimation model, to verify the potential optimal integration between the available multisensory cues. i) Results on multisensory navigation showed a sub-group of integrators and another of non-integrators, revealing inter-individual differences in audio-visual processing while moving through the environment. Finding these idiosyncrasies in a homogeneous sample of adults emphasizes the role of individual perceptual characteristics in multisensory perception, highlighting how important it is to plan tailored rehabilitation protocols considering each individual’s perceptual preferences and experiences. ii) We also found a robust inherent overestimation bias when estimating passive self-motion stimuli. This finding shed new light on how our brain processes and elaborates the available cues building a more functional representation of the world. We also demonstrated a novel impact of the vestibular signals on the encoding of visual environmental cues without actual self-motion information. The role that vestibular inputs play in visual cues perception, and space encoding has multiple consequences on humans’ ability to functionally navigate in space and interact with environmental objects, especially when vestibular signals are impaired due to intrinsic (vestibular disorders) or environmental conditions (altered gravity, e.g. spaceflight missions). Finally, iii) the combination of the Rotational-Translational Chair and the acoustic virtual reality tool revealed a slight improvement in self-motion perception for VI people when exploiting acoustic cues. This approach shows to be a successful technique for evaluating audio-vestibular perception and improving spatial representation abilities of VI people, providing the basis to develop new rehabilitation procedures focused on multisensory perception. Overall, the findings resulting from my Ph.D. project broaden the scientific knowledge about spatial navigation in multisensory environments, yielding new insights into the exploration of the brain mechanisms associated with mobility, orientation, and locomotion abilities

    Perception and wayfinding at Cultural Sites

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    [EN] Projects of historical and cultural heritage have increasingly achieved a great significance in recent years. The importance of these sites is based on their ability to provide intrinsic value and visitation options, communicating knowledge to everyone, regardless of their abilities. Wayfinding plays an important role in achieving this goal, making cultural heritage more accessible. However, the achievement of accessibility for everyone in these projects is not easy. This requires a sensitive perception of people, of their various situations, and an exercise of restraint to balance the past and present, memory and invention. It is not possible to develop a single objective and universally valid theory. Each case must be studied to provide useful and respectful solutions. A descriptive and analytical methodology has been used, based on the research of cases that contemplate different situations; however, they share the common intention to carefully adapt to the place, with maximum respect for it. This article will study several information and signage projects in these heritage and cultural landscapes that use different resources to make the site more accessible. New technology applications also offer a wide range of opportunities, which vary in perceptive experiences, providing the ability to enhance the specific nature of future devices and signage systems that can be used to interact with people. The knowledge of different signaling options and information media offers the possibility of making a combined use of systems that make it possible to reach a greater number of people. As shown in the conclusion, the variety of visual, tactile, and acoustic elements coexist with digital resources, serving the purpose of highlighting different cultural spaces. This diversity of stimuli can comprise an efficient and dense network of continuously superimposed tools, signs, and symbols, which can provide the place with a voice and make it more inclusive.Fernández -Villalobos, N.; Puyuelo, M. (2018). Perception and wayfinding at Cultural Sites. International Journal of Visual Design. 12(4):19-34. https://doi.org/10.18848/2325-1581/CGP/v12i04/19-34S193412
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