9,478 research outputs found

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

    Get PDF
    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)

    Enabling audio-haptics

    Get PDF
    This thesis deals with possible solutions to facilitate orientation, navigation and overview of non-visual interfaces and virtual environments with the help of sound in combination with force-feedback haptics. Applications with haptic force-feedback, s

    Evaluation of an Audio-haptic Sensory Substitution Device for Enhancing Spatial Awareness for the Visually Impaired

    Get PDF
    SIGNIFICANCE: Visually impaired participants were surprisingly fast in learning a new sensory substitution device, which allows them to detect obstacles within a 3.5-m radius and to find the optimal path in between. Within a few hours of training, participants successfully performed complex navigation as well as with the white cane. PURPOSE: Globally, millions of people live with vision impairment, yet effective assistive devices to increase their independence remain scarce. A promising method is the use of sensory substitution devices, which are human-machine interfaces transforming visual into auditory or tactile information. The Sound of Vision (SoV) system continuously encodes visual elements of the environment into audio-haptic signals. Here, we evaluated the SoV system in complex navigation tasks, to compare performance with the SoV system with the white cane, quantify training effects, and collect user feedback. METHODS: Six visually impaired participants received eight hours of training with the SoV system, completed a usability questionnaire, and repeatedly performed assessments, for which they navigated through standardized scenes. In each assessment, participants had to avoid collisions with obstacles, using the SoV system, the white cane, or both assistive devices. RESULTS: The results show rapid and substantial learning with the SoV system, with less collisions and higher obstacle awareness. After four hours of training, visually impaired people were able to successfully avoid collisions in a difficult navigation task as well as when using the cane, although they still needed more time. Overall, participants rated the SoV system's usability favorably. CONCLUSIONS: Contrary to the cane, the SoV system enables users to detect the best free space between objects within a 3.5-m (up to 10-m) radius and, importantly, elevated and dynamic obstacles. All in all, we consider that visually impaired people can learn to adapt to the haptic-auditory representation and achieve expertise in usage through well-defined training within acceptable time

    Mental maps and the use of sensory information by blind and partially sighted people

    Get PDF
    This article aims to fill an important gap in the literature by reporting on blind and partially sighted people's use of spatial representations (mental maps) from their perspective and when travelling on real routes. The results presented here were obtained from semi-structured interviews with 100 blind and partially sighted people in five different countries. They are intended to answer three questions about the representation of space by blind and partially sighted people, how these representations are used to support travel, and the implications for the design of travel aids and orientation and mobility training. They show that blind and partially sighted people do have spatial representations and that a number of them explicitly use the term mental map. This article discusses the variety of approaches to spatial representations, including the sensory modalities used, the use of global or local representations, and the applications to support travel. The conclusions summarize the answers to the three questions and include a two-level preliminary classification of the spatial representations of blind and partially sighted people

    Smart Third Eye with Optimum and Safe Path Detection Based On Neural Networks for Blind Persons Using Raspberry-Pi

    Get PDF
    Blindness is the condition of lacking the visual sight due to physiological or neurological factors and partial blindness is due to lack of integration in the growth of the optic nerve or visual centre of the eye. In this proposed work, a simple, cheap, friendly user, virtual eye will be designed and implemented to improve the mobility of both blind and visually impaired people in a specific area. The proposed work includes a set of ultrasonic sensors for detection, raspberry-pi tool kit for programming and implementation,earphone for speech signal, hand stick(with sensors) using neural network. The main section of this project ultrasonic sensors which are used to scan a predetermined area around blind by emitting the waves.The rejected signals received from the barriers objects are used as inputs to raspberry-pi.Raspberry-pi carry out the issued commands and then communicate the status of a given appliances or device back to the earphone using raspberry-pi as speech. Also, this concept is cheap, fast and easy to use and an innovative a ordable solution to blind and visually impaired people

    Bioinspired Electronic White Cane Implementation Based on a LIDAR, a Tri-Axial Accelerometer and a Tactile Belt

    Get PDF
    This work proposes the creation of a bioinspired electronic white cane for blind people using the whiskers principle for short-range navigation and exploration. Whiskers are coarse hairs of an animal's face that tells the animal that it has touched something using the nerves of the skin. In this work the raw data acquired from a low-size terrestrial LIDAR and a tri-axial accelerometer is converted into tactile information using several electromagnetic devices configured as a tactile belt. The LIDAR and the accelerometer are attached to the user’s forearm and connected with a wire to the control unit placed on the belt. Early validation experiments carried out in the laboratory are promising in terms of usability and description of the environment

    Tools in and out of sight : an analysis informed by Cultural-Historical Activity Theory of audio-haptic activities involving people with visual impairments supported by technology

    Get PDF
    The main purpose of this thesis is to present a Cultural-Historical Activity Theory (CHAT) based analysis of the activities conducted by and with visually impaired users supported by audio-haptic technology.This thesis covers several studies conducted in two projects. The studies evaluate the use of audio-haptic technologies to support and/or mediate the activities of people with visual impairment. The focus is on the activities involving access to two-dimensional information, such as pictures or maps. People with visual impairments can use commercially available solutions to explore static information (raised lined maps and pictures, for example). Solu-tions for dynamic access, such as drawing a picture or using a map while moving around, are more scarce. Two distinct projects were initiated to remedy the scarcity of dynamic access solutions, specifically focusing on two separate activities.The first project, HaptiMap, focused on pedestrian outdoors navigation through audio feedback and gestures mediated by a GPS equipped mobile phone. The second project, HIPP, focused on drawing and learning about 2D representations in a school setting with the help of haptic and audio feedback. In both cases, visual feedback was also present in the technology, enabling people with vision to take advantage of that modality too.The research questions addressed are: How can audio and haptic interaction mediate activ-ities for people with visual impairment? Are there features of the programming that help or hinder this mediation? How can CHAT, and specifically the Activity Checklist, be used to shape the design process, when designing audio haptic technology together with persons with visual impairments?Results show the usefulness of the Activity Checklist as a tool in the design process, and provide practical application examples. A general conclusion emphasises the importance of modularity, standards, and libre software in rehabilitation technology to support the development of the activities over time and to let the code evolve with them, as a lifelong iterative development process. The research also provides specific design recommendations for the design of the type of audio haptic systems involved

    Evaluation of a non-visual auditory choropleth and travel map viewer

    Get PDF
    Presented at the 27th International Conference on Auditory Display (ICAD 2022) 24-27 June 2022, Virtual conference.The auditory virtual reality interface of Audiom, a web-based map viewer, was evaluated by thirteen blind participants. In Audiom, the user is an avatar that navigates, using the arrow keys, through geographic data, as if they are playing a first-person, egocentric game. The research questions were: What will make blind users want to use Audiom maps? And Can participants demonstrate basic acquisition of spatial knowledge after viewing an auditory map? A dynamic choropleth map of state-level US COVID-19 data, and a detailed OpenStreetMap powered travel map, were evaluated. All participants agreed they wanted more maps of all kinds, in particular county-level COVID data, and they would use Audiom once some bugs were fixed and their few recommended features were added. Everyone wanted to see Audiom embedded in their existing travel and mapping applications. All participants were able to answer a question evaluating spatial knowledge. Participants also agreed this spatial information was not available in existing applications

    VIRTUAL AUDITORY SPACE FOR VISUALLY IMPAIRED – METHODS FOR TESTING VIRTUAL SOUND SOURCE LOCALIZATION

    Get PDF
    Presented at the 19th International Conference on Auditory Display (ICAD2013) on July 6-9, 2013 in Lodz, Poland.This article deals with issue of virtual sound source positioning for the purposes of acoustic navigation in unknown spaces and extends our research published last year. Navigation experiment was based on using PERSEUS assistive device. No appropriate standards in the field of performing subjective localization a navigation tests can be found. Our methods of design and evaluation of the listening and navigation tests are proposed and discussed. The following text is considered as an overview with references to our previous articles, which contain more detailed info
    corecore