168 research outputs found
Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art
Tactile reliefs offer many benefits over the more classic raised line drawings or tactile diagrams, as depth, 3D shape, and surface textures are directly perceivable. Although often created for blind and visually impaired (BVI) people, a wider range of people may benefit from such multimodal material. However, some reliefs are still difficult to understand without proper guidance or accompanying verbal descriptions, hindering autonomous exploration.
In this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that can be operated directly with the hands on relief surfaces during tactile exploration. The interactively explorable, location-dependent verbal and captioned descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to online resources, or as a kiosk installation at public places.
We present a working prototype, discuss design decisions, and present the results of two evaluation studies: the first with 13 BVI test users and the second follow-up study with 14 test users across a wide range of people with differences and difficulties associated with perception, memory, cognition, and communication. The participant-led research method of this latter study prompted new, significant and innovative developments
Photo2Relief: Let Human in the Photograph Stand Out
In this paper, we propose a technique for making humans in photographs
protrude like reliefs. Unlike previous methods which mostly focus on the face
and head, our method aims to generate art works that describe the whole body
activity of the character. One challenge is that there is no ground-truth for
supervised deep learning. We introduce a sigmoid variant function to manipulate
gradients tactfully and train our neural networks by equipping with a loss
function defined in gradient domain. The second challenge is that actual
photographs often across different light conditions. We used image-based
rendering technique to address this challenge and acquire rendering images and
depth data under different lighting conditions. To make a clear division of
labor in network modules, a two-scale architecture is proposed to create
high-quality relief from a single photograph. Extensive experimental results on
a variety of scenes show that our method is a highly effective solution for
generating digital 2.5D artwork from photographs.Comment: 10 pages, 11 figure
Multi-Sensory Interaction for Blind and Visually Impaired People
This book conveyed the visual elements of artwork to the visually impaired through various sensory elements to open a new perspective for appreciating visual artwork. In addition, the technique of expressing a color code by integrating patterns, temperatures, scents, music, and vibrations was explored, and future research topics were presented. A holistic experience using multi-sensory interaction acquired by people with visual impairment was provided to convey the meaning and contents of the work through rich multi-sensory appreciation. A method that allows people with visual impairments to engage in artwork using a variety of senses, including touch, temperature, tactile pattern, and sound, helps them to appreciate artwork at a deeper level than can be achieved with hearing or touch alone. The development of such art appreciation aids for the visually impaired will ultimately improve their cultural enjoyment and strengthen their access to culture and the arts. The development of this new concept aids ultimately expands opportunities for the non-visually impaired as well as the visually impaired to enjoy works of art and breaks down the boundaries between the disabled and the non-disabled in the field of culture and arts through continuous efforts to enhance accessibility. In addition, the developed multi-sensory expression and delivery tool can be used as an educational tool to increase product and artwork accessibility and usability through multi-modal interaction. Training the multi-sensory experiences introduced in this book may lead to more vivid visual imageries or seeing with the mind’s eye
inFORM: Dynamic Physical Affordances and Constraints through Shape and Object Actuation
Past research on shape displays has primarily focused on rendering content and user interface elements through shape output, with less emphasis on dynamically changing UIs. We propose utilizing shape displays in three different ways to mediate interaction: to facilitate by providing dynamic physical affordances through shape change, to restrict by guiding users with dynamic physical constraints, and to manipulate by actuating physical objects. We outline potential interaction techniques and introduce Dynamic Physical Affordances and Constraints with our inFORM system, built on top of a state-of-the-art shape display, which provides for variable stiffness rendering and real-time user input through direct touch and tangible interaction. A set of motivating examples demonstrates how dynamic affordances, constraints and object actuation can create novel interaction possibilities.National Science Foundation (U.S.). Graduate Research Fellowship (Grant 1122374)Swedish Research Council (Fellowship)Blanceflor Foundation (Scholarship
Free-form Shape Modeling in XR: A Systematic Review
Shape modeling research in Computer Graphics has been an active area for
decades. The ability to create and edit complex 3D shapes has been of key
importance in Computer-Aided Design, Animation, Architecture, and
Entertainment. With the growing popularity of Virtual and Augmented Reality,
new applications and tools have been developed for artistic content creation;
real-time interactive shape modeling has become increasingly important for a
continuum of virtual and augmented reality environments (eXtended Reality
(XR)). Shape modeling in XR opens new possibilities for intuitive design and
shape modeling in an accessible way. Artificial Intelligence (AI) approaches
generating shape information from text prompts are set to change how artists
create and edit 3D models. There has been a substantial body of research on
interactive 3D shape modeling. However, there is no recent extensive review of
the existing techniques and what AI shape generation means for shape modeling
in interactive XR environments. In this state-of-the-art paper, we fill this
research gap in the literature by surveying free-form shape modeling work in
XR, with a focus on sculpting and 3D sketching, the most intuitive forms of
free-form shape modeling. We classify and discuss these works across five
dimensions: contribution of the articles, domain setting, interaction tool,
auto-completion, and collaborative designing. The paper concludes by discussing
the disconnect between interactive 3D sculpting and sketching and how this will
likely evolve with the prevalence of AI shape-generation tools in the future
NON-VISUAL DRAWING TOOL: Co-Designing a Cross-Sensory 3D Drawing Interface for and with Blind and Partially Sighted Drawers during Covid-19
Drawing as an activity aids problem solving, collaboration, and presentation in design, science, and engineering in addition to artistic creativity and expression in the arts. Although drawings are some of the most ancient and cross-cultural examples of human creativity, blind and low vision learners still lack an inclusive and effective drawing tool, even in the digital age. Raised-line drawing kits aim to provide this, but blind participants found these to be barely comprehensible, most likely attributed to the fact that a line representing a surface edge reflects a visual bias that violates haptic principles of perception. In contrast, participants found 3D models to be more effective. For this reason, a drawing tool for the blind should afford 3D perceptual cues.
Furthermore, my investigation of blind and sighted drawers reveals how they continuously react to their prior marks while developing their drawings. How could this be afforded by a 3D drawing tool non-visually? Through, co-design sessions (conducted during the Covid-19 pandemic) with blind and partially sighted drawers (BPSD), I prototyped a 3D construction kit with a digital interface to translate 3D-haptic drawings of a custom-designed kit into an online virtual environment, suitable for 3D printing and collaboration
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”Beyond 3D printers”: understanding long-term digital fabrication practices for the education of visually impaired or blind youth
Disability professionals could use digital fabrication tools to provide customised assistive technologies or accessible media beneficial to the education of Blind or visually impaired youth. However, there is little documentation of long-term practices with these tools by professionals in this field, limiting our ability to support their work. We report on such practices in a French organisation, providing disability educational services and using digital fabrication since 2013, for six years. We trace how professionals defined how digital fabrication could and should be used through a range of projects, based on pedagogical uses and the constraints in creation, production and maintenance. We outline new research perspectives going beyond 3D printers and its promises of automation to embrace hybrid approaches currently supported by laser cutters, the learning and documentation process, and the production of accessible tactile media at a regional or national scale
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