3,857 research outputs found

    SLAM for Visually Impaired People: A Survey

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    In recent decades, several assistive technologies for visually impaired and blind (VIB) people have been developed to improve their ability to navigate independently and safely. At the same time, simultaneous localization and mapping (SLAM) techniques have become sufficiently robust and efficient to be adopted in the development of assistive technologies. In this paper, we first report the results of an anonymous survey conducted with VIB people to understand their experience and needs; we focus on digital assistive technologies that help them with indoor and outdoor navigation. Then, we present a literature review of assistive technologies based on SLAM. We discuss proposed approaches and indicate their pros and cons. We conclude by presenting future opportunities and challenges in this domain.Comment: 26 pages, 5 tables, 3 figure

    Proceedings of the 1st joint workshop on Smart Connected and Wearable Things 2016

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    These are the Proceedings of the 1st joint workshop on Smart Connected and Wearable Things (SCWT'2016, Co-located with IUI 2016). The SCWT workshop integrates the SmartObjects and IoWT workshops. It focusses on the advanced interactions with smart objects in the context of the Internet-of-Things (IoT), and on the increasing popularity of wearables as advanced means to facilitate such interactions

    On supporting university communities in indoor wayfinding: An inclusive design approach

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    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

    Real-time motion planning methods for autonomous on-road driving: state-of-the-art and future research directions

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    Currently autonomous or self-driving vehicles are at the heart of academia and industry research because of its multi-faceted advantages that includes improved safety, reduced congestion, lower emissions and greater mobility. Software is the key driving factor underpinning autonomy within which planning algorithms that are responsible for mission-critical decision making hold a significant position. While transporting passengers or goods from a given origin to a given destination, motion planning methods incorporate searching for a path to follow, avoiding obstacles and generating the best trajectory that ensures safety, comfort and efficiency. A range of different planning approaches have been proposed in the literature. The purpose of this paper is to review existing approaches and then compare and contrast different methods employed for the motion planning of autonomous on-road driving that consists of (1) finding a path, (2) searching for the safest manoeuvre and (3) determining the most feasible trajectory. Methods developed by researchers in each of these three levels exhibit varying levels of complexity and performance accuracy. This paper presents a critical evaluation of each of these methods, in terms of their advantages/disadvantages, inherent limitations, feasibility, optimality, handling of obstacles and testing operational environments. Based on a critical review of existing methods, research challenges to address current limitations are identified and future research directions are suggested so as to enhance the performance of planning algorithms at all three levels. Some promising areas of future focus have been identified as the use of vehicular communications (V2V and V2I) and the incorporation of transport engineering aspects in order to improve the look-ahead horizon of current sensing technologies that are essential for planning with the aim of reducing the total cost of driverless vehicles. This critical review on planning techniques presented in this paper, along with the associated discussions on their constraints and limitations, seek to assist researchers in accelerating development in the emerging field of autonomous vehicle research

    Real-time motion planning methods for autonomous on-road driving: State-of-the-art and future research directions

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    Open access articleCurrently autonomous or self-driving vehicles are at the heart of academia and industry research because of its multi-faceted advantages that includes improved safety, reduced congestion,lower emissions and greater mobility. Software is the key driving factor underpinning autonomy within which planning algorithms that are responsible for mission-critical decision making hold a significant position. While transporting passengers or goods from a given origin to a given destination, motion planning methods incorporate searching for a path to follow, avoiding obstacles and generating the best trajectory that ensures safety, comfort and efficiency. A range of different planning approaches have been proposed in the literature. The purpose of this paper is to review existing approaches and then compare and contrast different methods employed for the motion planning of autonomous on-road driving that consists of (1) finding a path, (2) searching for the safest manoeuvre and (3) determining the most feasible trajectory. Methods developed by researchers in each of these three levels exhibit varying levels of complexity and performance accuracy. This paper presents a critical evaluation of each of these methods, in terms of their advantages/disadvantages, inherent limitations, feasibility, optimality, handling of obstacles and testing operational environments. Based on a critical review of existing methods, research challenges to address current limitations are identified and future research directions are suggested so as to enhance the performance of planning algorithms at all three levels. Some promising areas of future focus have been identified as the use of vehicular communications (V2V and V2I) and the incorporation of transport engineering aspects in order to improve the look-ahead horizon of current sensing technologies that are essential for planning with the aim of reducing the total cost of driverless vehicles. This critical review on planning techniques presented in this paper, along with the associated discussions on their constraints and limitations, seek to assist researchers in accelerating development in the emerging field of autonomous vehicle research

    Computer Entertainment Technologies for the Visually Impaired: An Overview

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    Over the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear

    Understanding the Cognitive Impact of Emerging Web Technologies: A Research Focus Area for Embodied, Extended and Distributed Approaches to Cognition

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    Alongside existing research into the social, political and economic impacts of the Web, there is also a need to explore the effects of the Web on our cognitive profile. This is particularly so as the range of interactive opportunities we have with the Web expands under the influence of a range of emerging technologies. Embodied, extended and distributed approaches to cognition are relevant to understanding the potential cognitive impact of these new technologies because of the emphasis they place on extra-neural and extra-corporeal factors in the shaping of our cognitive capabilities at both an individual and collective level. The current paper outlines a number of areas where embodied, extended and distributed approaches to cognition are useful in understanding the impact of emerging Web technologies on future forms of both human and machine intelligence

    Practical, appropriate, empirically-validated guidelines for designing educational games

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    There has recently been a great deal of interest in the potential of computer games to function as innovative educational tools. However, there is very little evidence of games fulfilling that potential. Indeed, the process of merging the disparate goals of education and games design appears problematic, and there are currently no practical guidelines for how to do so in a coherent manner. In this paper, we describe the successful, empirically validated teaching methods developed by behavioural psychologists and point out how they are uniquely suited to take advantage of the benefits that games offer to education. We conclude by proposing some practical steps for designing educational games, based on the techniques of Applied Behaviour Analysis. It is intended that this paper can both focus educational games designers on the features of games that are genuinely useful for education, and also introduce a successful form of teaching that this audience may not yet be familiar with
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