2,862 research outputs found

    TheiaVision: ultrasonic glasses for people with visual impairment

    Get PDF
    There are a lot of people living in the world, whose eyesight is either very poor or who cannot see at all. People with visual impairment have a wide variety of tools and other resources available to them. The exact choice depends on the specific needs and vision remainder of the individual. However, most of these devices have some form of disadvantage to them, whether it is high price or the fact that they are mostly seer-oriented, with only some applications to expand their capabilities to also make them helpful to the blind and visually impaired community. TheiaVision is a system that was developed in the course of this thesis, which actively monitors the immediate surroundings of the individual with the help of ultrasonic sensors. Based on the measurements obtained, the system warns the user of obstacles that are in a too close proximity, thus helping people with vision disorders navigate the environment a bit easier. The system can be developed further by adding various features, such as GPS navigation and voice commands, to further simplify the life of the user

    Wonder Vision-A Hybrid Way-finding System to assist people with Visual Impairment

    Get PDF
    We use multi-sensory information to find our ways around environments. Among these, vision plays a crucial part in way-finding tasks, such as perceiving landmarks and layouts. People with impaired vision may find it difficult to move around in unfamiliar environments because they are unable to use their eyesight to capture critical information. Limiting vision can affect how people interact with their environment, especially for navigation. Individuals with varying degrees of vision will require a different level of way-finding aids. Blind people rely heavily on white canes, whereas low-vision patients could choose from magnifiers for amplifying signs, or even GPS mobile applications to acquire knowledge before their arrival. The purpose of this study is to investigate the in-situ challenges of way-finding for persons with visual impairments. With the methodologies of Research through Design (RTD) and User-centered Design (UCD), I conducted online user research and created a series of iterative prototypes towards a final one: Wonder Vision. It is a hybrid way-finding system that combines Augmented Reality (AR) and Voice User Interface (VUI) to assist people with visual impairments. The descriptive evaluation method suggests Wonder Vision as a possible solution for helping people with visual impairments to find their way toward their goals

    Perspectives and research on play for children with disabilities: collected papers

    Get PDF
    This book includes eight chapters reflecting various approaches towards the theme of play for children with disabilities that characterised the work of the members of the COST Action TD1309 "LUDI-Play for Children with Disabilities". Alongside these multifaceted points of view, some theoretical aspects emerged as a common background: the ICF-CY theoretical perspective, the vision of "play for the sake of play" and play as a fundamental right

    Perspectives and research on play for children with disabilities. Collected papers

    Get PDF
    This book includes eight chapters reflecting various approaches towards the theme of play for children with disabilities that characterised the work of the members of the COST Action TD1309 “LUDI–Play for Children with Disabilities”. Alongside these multifaceted points of view, some theoretical aspects emerged as a common background: the ICF-CY theoretical perspective, the vision of “play for the sake of play” and play as a fundamental right

    Virtual Reality and Its Application in Education

    Get PDF
    Virtual reality is a set of technologies that enables two-way communication, from computer to user and vice versa. In one direction, technologies are used to synthesize visual, auditory, tactile, and sometimes other sensory experiences in order to provide the illusion that practically non-existent things can be seen, heard, touched, or otherwise felt. In the other direction, technologies are used to adequately record human movements, sounds, or other potential input data that computers can process and use. This book contains six chapters that cover topics including definitions and principles of VR, devices, educational design principles for effective use of VR, technology education, and use of VR in technical and natural sciences
    • 

    corecore