6,246 research outputs found
Web-based multimodal graphs for visually impaired people
This paper describes the development and evaluation of Web-based multimodal graphs designed for visually impaired and blind people. The information in the graphs is conveyed to visually impaired people through haptic and audio channels. The motivation of this work is to address problems faced by visually impaired people in accessing graphical information on the Internet, particularly the common types of graphs for data visualization. In our work, line graphs, bar charts and pie charts are accessible through a force feedback device, the Logitech WingMan Force Feedback Mouse. Pre-recorded sound files are used to represent graph contents to users. In order to test the usability of the developed Web graphs, an evaluation was conducted with bar charts as the experimental platform. The results showed that the participants could successfully use the haptic and audio features to extract information from the Web graphs
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An interface to virtual environments for people who are blind using Wii technology - mental models and navigation
Accessible games, both for serious and for entertainment purposes, would allow inclusion and participation for those with disabilities. Research into the development of accessible games, and accessible virtual environments, is discussed. Research into accessible Virtual Environments has demonstrated great potential for allowing people who are blind to explore new spaces, reducing their reliance on guides, and aiding development of more efficient spatial maps and strategies. Importantly, Lahav and Mioduser (2005, 2008) have demonstrated that, when exploring virtual spaces, people who are blind use more and different strategies than when exploring real physical spaces, and develop relatively accurate spatial representations of them. The present paper describes the design, development and evaluation of a system in which a virtual environment may be explored by people who are blind using Nintendo Wii devices, with auditory and haptic feedback. The nature of the various types of feedback is considered, with the aim of creating an intuitive and usable system. Using Wii technology has many advantages, not least of which are that it is mainstream, readily available and cheap. The potential of the system for exploration and navigation is demonstrated. Results strongly support the possibilities of the system for facilitating and supporting the construction of cognitive maps and spatial strategies. Intelligent support is discussed. Systems such as the present one will facilitate the development of accessible games, and thus enable Universal Design and accessible interactive technology to become more accepted and widespread
Classifying public display systems: an input/output channel perspective
Public display screens are relatively recent additions to our world, and while they may be as simple as a large screen with minimal input/output features, more recent developments have introduced much richer interaction possibilities supporting a variety of interaction styles. In this paper we propose a framework for classifying public display systems with a view to better understanding how they differ in terms of their interaction channels and how future installations are likely to evolve. This framework is explored through 15 existing public display systems which use mobile phones for interaction in the display space
Towards transparent telepresence
It is proposed that the concept of transparent telepresence can be closely approached through high fidelity technological mediation. It is argued that the matching of the system capabilities to those of the human user will yield a strong sense of immersion and presence at a remote site. Some applications of such a system are noted. The concept is explained and critical system elements are described together with an overview of some of the necessary system specifications
Cross-Platform Presentation of Interactive Volumetric Imagery
Volume data is useful across many disciplines, not just medicine.
Thus, it is very important that researchers have a simple and
lightweight method of sharing and reproducing such volumetric
data. In this paper, we explore some of the challenges associated
with volume rendering, both from a classical sense and from the
context of Web3D technologies. We describe and evaluate the pro-
posed X3D Volume Rendering Component and its associated styles
for their suitability in the visualization of several types of image
data. Additionally, we examine the ability for a minimal X3D node
set to capture provenance and semantic information from outside
ontologies in metadata and integrate it with the scene graph
Symmetric and asymmetric action integration during cooperative object manipulation in virtual environments
Cooperation between multiple users in a virtual environment (VE) can take place at one of three levels. These
are defined as where users can perceive each other (Level 1), individually change the scene (Level 2), or
simultaneously act on and manipulate the same object (Level 3). Despite representing the highest level of
cooperation, multi-user object manipulation has rarely been studied. This paper describes a behavioral
experiment in which the piano movers' problem (maneuvering a large object through a restricted space) was
used to investigate object manipulation by pairs of participants in a VE. Participants' interactions with the object
were integrated together either symmetrically or asymmetrically. The former only allowed the common
component of participants' actions to take place, but the latter used the mean. Symmetric action integration was
superior for sections of the task when both participants had to perform similar actions, but if participants had to
move in different ways (e.g., one maneuvering themselves through a narrow opening while the other traveled
down a wide corridor) then asymmetric integration was superior. With both forms of integration, the extent to
which participants coordinated their actions was poor and this led to a substantial cooperation overhead (the
reduction in performance caused by having to cooperate with another person)
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