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Navigation Instruction Validation Tool and Indoor Wayfinding Training System for People with Disabilities
According to World Health Survey, there are 785 million (15.6%) people in the world that live with a disability. It is a well-known fact that lack of access to public transportation is a barrier for people with disabilities in seeking work or accessing health care. In this research, we seek to increase access to public transportation by introducing a virtual pre-travel training system that enables people with disabilities to get familiar with a public transportation venue prior to arriving at the venue. Using this system, users establish a mental map of the target environment prior to their arrival to the physical space, increasing their confidence and therefore increasing their chances of using public transportation.
First, we have to guarantee that all navigation instructions sent to our training system are correct. Since the number of navigation instruction increases dramatically, instruction validation becomes a challenge. We propose a video game based validation tool which includes a game scene that represents in 2D the physical environment and uses a game avatar to verify the navigation instructions automatically in the game scene. The avatar traverses the virtual space following the corresponding navigation instructions. Only in case that it successfully reaches the planned destination, the current navigation instruction can be considered as correct.
Then, we introduce a virtual reality based pre-travel wayfinding training system to assist people with disabilities to get familiar with a venue prior to their arrival at the physical space, which provides two modes: 1) Self-Guided mode in which the path between a source and a destination is shown to the user from third person perspective, and 2) Exploration mode in which the user explores and interacts with the environment.
In the end, we have implemented visual analytics tools that track and evaluate traineesā performance and help us optimize the game. These tools identify the difficulties faced by the trainees as well as obtain overall statistics on the traineesā behavior in the indoor environment, helping us understand how to modify the system and adjust it to different classes of disabilities
Smart Signs: Showing the way in Smart Surroundings
This paper presents a context-aware guidance and messaging
system for large buildings and surrounding venues. Smart Signs are
a new type of electronic door- and way-sign based on wireless sensor networks.
Smart Signs present in-situ personalized guidance and messages,
are ubiquitous, and easy to understand. They combine the easiness of
use of traditional static signs with the flexibility and reactiveness of navigation
systems. The Smart Signs system uses context information such
as userās mobility limitations, the weather, and possible emergency situations
to improve guidance and messaging.
Minimal infrastructure requirements and a simple deployment tool make
it feasible to easily deploy a Smart Signs system on demand.
An important design issue of the Smart Signs system is privacy: the
system secures communication links, does not track users, allow almost
complete anonymous use, and prevent the system to be used as a tool
for spying on users
Understanding Visual Arts Experiences of Blind People
Visual arts play an important role in cultural life and provide access to social heritage and self-enrichment, but most visual arts are inaccessible to blind people. Researchers have explored different ways to enhance blind peopleās access to visual arts (e.g., audio descriptions, tactile graphics). However, how blind people adopt these methods remains unknown. We conducted semi-structured interviews with 15 blind visual arts patrons to understand how they engage with visual artwork and the factors that influence their adoption of visual arts access methods. We further examined interview insights in a follow-up survey (N=220). We present: 1) current practices and challenges of accessing visual artwork in-person and online (e.g., Zoom tour), 2) motivation and cognition of perceiving visual arts (e.g., imagination), and 3) implications for designing visual arts access methods. Overall, our findings provide a roadmap for technology-based support for blind peopleās visual arts experiences.
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Light, texture and sound in a training centre for the blind and visually impaired
Includes bibliographical references.KENGO KUMA suggests that fashion driven architecture is a thing of the past as occupants begin to demand more from the space that they inhabit. This project aims for an architecture that connects building and occupant through the use of light, and materials, and the connection of them and the human body. Programme: a training centre for the blind and visually impaired that aims to assist the reintegration of the non-sighted and sighted communities through their economic independence. The building would also offer spaces such as a cafe and a conference centre that would generate funds, making the running of the building itself self-reliant
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A Real Time Indoor Navigation and Monitoring System for Firefighters and Visually Impaired
ABSTRACT
A REAL TIME INDOOR NAVIGATION AND MONITORING SYSTEM FOR FIREFIGHTERS AND VISUALLY IMPAIRED
MAY 2011
SIDDHESH RAJAN GANDHI
M.S. E.C.E, UNIVERSITY OF MASSACHUSETTS AMHERST
Directed by: Professor Aura Ganz
There has been a widespread growth of technology in almost every facet of day to day life. But there are still important application areas in which technology advancements have not been implemented in a cost effective and user friendly manner. Such applications which we will address in this proposal include: 1) indoor localization and navigation of firefighters during rescue operations and 2) indoor localization and navigation for the blind and visually impaired population.
Firefighting is a dangerous job to perform as there can be several unexpected hazards while rescuing victims. Since the firefighters do not have any knowledge about the internal structure of the fire ridden building, they will not be able to find the location of the EXIT door, a fact that can prove to be fatal. We introduce an indoor location tracking and navigation system (FIREGUIDE) using RFID technology integrated with augmented reality. FIREGUIDE assists the firefighters to find the nearest exit location by providing the navigation instructions to the exits as well as an Augmented Reality view of the location and direction of the exits. The system also presents the Incident Commander the current firefighterās location superimposed on a map of the building floor. We envision that the FIREGUIDE system will save a significant number of firefighters and victimsā lives.
Blind or visually impaired people find it difficult to navigate independently in both outdoor and indoor environments. The outdoor navigation problem can be solved by using systems that have GPS support. But indoor navigation systems for the blind or visually impaired are still a challenge to conquer, given the requirements of low cost and user friendly operation. In order to enhance the perception of indoor and unfamiliar environments for the blind and visually-impaired, as well as to aid in their navigation through such environments, we propose a novel approach that provides contextāaware navigation services. INSIGHT uses RFID (Radio Frequency Identification), and tagged spaces (audio landmarks), enabling a ubiquitous computing system with contextual awareness of its users while providing them persistent and context-aware information. We present INSIGHT system that supports a number of unique features such as: a) Low deployment and maintenance cost; b) Scalability, i.e. we can deploy the system in very large buildings; c) An on-demand system that does not overwhelm the user, as it offers small amounts of information on demand; and d) Portability and ease-of-use, i.e., the custom handheld device carried by the user is compact and instructions are received audibly
Developing an inclusive curriculum for visually disabled students
[Aims]
The purpose of this guide is to help staff identify and remove the barriers that visually disabled students may encounter when studying one of the GEES disciplines - i.e. geography, earth and environmental sciences - and to
suggest ways in which students can be helped to enjoy a fulfilling learning experience. Some of the advice and guidance offered will be generic, reflecting the importance of a strategic approach within institutions and departments to the planning and delivery of inclusive curricula. However, much of the advice will apply to specific forms of visual disability, and to the demands made by the study of GEES disciplines. Moreover, because each student is unique, most of what is discussed here will need to be made relevant and personal to individual students. It is a key principle of this guide that a blanket approach to the
management of the learning needs of visually disabled students on a GEES programme of study is likely to be ineffective
An exploratory investigation of the everyday musical experiences of adults and adolescents who have a visual impairment
This thesis explores the musical lives of adults and adolescents who have a visual impairment. It considers the various facets of their musical engagement including the functions fulfilled by music, beliefs regarding the importance of music in their lives, recorded listening experiences and the use of technology, and motivations and functions relating to live music event attendance. This thesis is the first to explore the wide-ranging experiences which make up the everyday musical lives of both musicians and non-musicians who have a visual impairment. The thesis offers a systematic investigation of this topic using mixed-methods and offers alternative perspectives to research which has focused on associations between visual impairment and heightened musical ability, or the musical experiences of children with visual impairments. This thesis also considers the potential challenges and barriers experienced by individuals who have a visual impairment in relation to musical engagement.
Three studies were undertaken. Qualitative data was gathered during focus groups, which informed the design of a series of semi-structured interviews. Interpretative phenomenological analysis provided the theoretical and analytical grounding for these interviews, allowing detailed exploration of the individualsā experiences. In turn, these interviews informed the design of a survey, which collected predominantly quantitative data. Questions were designed to explore salient topics identified in the previous studies, across a larger sample. Results highlight the central role that music played in the lives of many participants, with some suggesting an association between having a visual impairment and the importance of music. This was reflected in the range of functions fulfilled by music, some of which appeared to be unique to the needs of this group. For many, technology had impacted positively on musical engagement, however, results also demonstrated potential barriers to technological engagement for music listening. Similarly, participants enjoyed a range of music-making activities and engagement with live events, but challenges were also identified in relation to these experiences. Findings have important implications for the accessibility of music to individuals who have a visual impairment, for whom low vision, or changes to their vision, may negatively impact on their musical engagement. Furthermore, insight into the experiences of attendees who have a visual impairment at musical events offers a valuable contribution to the discourse surrounding the challenge of attracting and engaging members of underrepresented groups within arts audiences. Ultimately, this thesis provides a comprehensive exploration of the musical lives of adults and adolescents who have a visual impairment and identifies how access to music and musical experiences might be improved
A Systematic Review of Extended Reality (XR) for Understanding and Augmenting Vision Loss
Over the past decade, extended reality (XR) has emerged as an assistive
technology not only to augment residual vision of people losing their sight but
also to study the rudimentary vision restored to blind people by a visual
neuroprosthesis. To make the best use of these emerging technologies, it is
valuable and timely to understand the state of this research and identify any
shortcomings that are present. Here we present a systematic literature review
of 227 publications from 106 different venues assessing the potential of XR
technology to further visual accessibility. In contrast to other reviews, we
sample studies from multiple scientific disciplines, focus on augmentation of a
person's residual vision, and require studies to feature a quantitative
evaluation with appropriate end users. We summarize prominent findings from
different XR research areas, show how the landscape has changed over the last
decade, and identify scientific gaps in the literature. Specifically, we
highlight the need for real-world validation, the broadening of end-user
participation, and a more nuanced understanding of the suitability and
usability of different XR-based accessibility aids. By broadening end-user
participation to early stages of the design process and shifting the focus from
behavioral performance to qualitative assessments of usability, future research
has the potential to develop XR technologies that may not only allow for
studying vision loss, but also enable novel visual accessibility aids with the
potential to impact the lives of millions of people living with vision loss
On supporting university communities in indoor wayfinding: An inclusive design approach
Mobility can be defined as the ability of people to move, live and interact with the space. In this context, indoor mobility, in terms of indoor localization and wayfinding, is a relevant topic due to the challenges it presents, in comparison with outdoor mobility, where GPS is hardly exploited. Knowing how to move in an indoor environment can be crucial for people with disabilities, and in particular for blind users, but it can provide several advantages also to any person who is moving in an unfamiliar place. Following this line of thought, we employed an inclusive by design approach to implement and deploy a system that comprises an Internet of Things infrastructure and an accessible mobile application to provide wayfinding functions, targeting the University community. As a real word case study, we considered the University of Bologna, designing a system able to be deployed in buildings with different configurations and settings, considering also historical buildings. The final system has been evaluated in three different scenarios, considering three different target audiences (18 users in total): i. students with disabilities (i.e., visual and mobility impairments); ii. campus students; and iii. visitors and tourists. Results reveal that all the participants enjoyed the provided functions and the indoor localization strategy was fine enough to provide a good wayfinding experience
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