8 research outputs found

    LIMITATIONS AND ADVANTAGES OF COMPUTER TECHNOLOGY IN COMMUNICATION OF PERSONS WITH IMPAIRED VISION

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    Modern society requires a constant keeping up with innovative trends in the field of information literacy and knowledge of new computer technologies. In order for each individual to be fully integrated into social life, to progress in education and to socialize successfully, it is necessary to master the basics of computer literacy. People with visual impairments tend to fit into the educational and social environment with the help of computer technology, but they mostly encounter difficulties due to insufficient knowledge of the individual needs of each individual. It is necessary to ensure accessibility, equal conditions of use for all persons and thus enable them to successfully establish and maintain communicatio

    Exploring the Use of Wearables to develop Assistive Technology for Visually Impaired People

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    This thesis explores the usage of two prominent wearable devices to develop assistive technology for users who are visually impaired. Specifically, the work in this thesis aims at improving the quality of life of users who are visually impaired by improving their mobility and ability to socially interact with others. We explore the use of a smart watch for creating low-cost spatial haptic applications. This app explores the use of haptic feedback provided using a smartwatch and smartphone to provide navigation instructions that let visually impaired people safely traverse a large open space. This spatial feedback guides them to walk on a straight path from source to destination by avoiding veering. Exploring the paired interaction between a Smartphone and a Smartwatch, helped to overcome the limitation that smart devices have only single haptic actuator.We explore the use of a head-mounted display to enhance social interaction by helping people with visual impairments align their head towards a conversation partner as well as maintain personal space during a conversation. Audio feedback is provided to the users guiding them to achieve effective face-to-face communication. A qualitative study of this method shows the effectiveness of the application and explains how it helps visually impaired people to perceive non-verbal cues and feel more engaged and assertive in social interactions

    Aprendizado de variedades para a síntese de áudio espacial

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    Orientadores: Luiz César Martini, Bruno Sanches MasieroTese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de ComputaçãoResumo: O objetivo do áudio espacial gerado com a técnica binaural é simular uma fonte sonora em localizações espaciais arbitrarias através das Funções de Transferência Relativas à Cabeça (HRTFs) ou também chamadas de Funções de Transferência Anatômicas. As HRTFs modelam a interação entre uma fonte sonora e a antropometria de uma pessoa (e.g., cabeça, torso e orelhas). Se filtrarmos uma fonte de áudio através de um par de HRTFs (uma para cada orelha), o som virtual resultante parece originar-se de uma localização espacial específica. Inspirados em nossos resultados bem sucedidos construindo uma aplicação prática de reconhecimento facial voltada para pessoas com deficiência visual que usa uma interface de usuário baseada em áudio espacial, neste trabalho aprofundamos nossa pesquisa para abordar vários aspectos científicos do áudio espacial. Neste contexto, esta tese analisa como incorporar conhecimentos prévios do áudio espacial usando uma nova representação não-linear das HRTFs baseada no aprendizado de variedades para enfrentar vários desafios de amplo interesse na comunidade do áudio espacial, como a personalização de HRTFs, a interpolação de HRTFs e a melhoria da localização de fontes sonoras. O uso do aprendizado de variedades para áudio espacial baseia-se no pressuposto de que os dados (i.e., as HRTFs) situam-se em uma variedade de baixa dimensão. Esta suposição também tem sido de grande interesse entre pesquisadores em neurociência computacional, que argumentam que as variedades são cruciais para entender as relações não lineares subjacentes à percepção no cérebro. Para todas as nossas contribuições usando o aprendizado de variedades, a construção de uma única variedade entre os sujeitos através de um grafo Inter-sujeito (Inter-subject graph, ISG) revelou-se como uma poderosa representação das HRTFs capaz de incorporar conhecimento prévio destas e capturar seus fatores subjacentes. Além disso, a vantagem de construir uma única variedade usando o nosso ISG e o uso de informações de outros indivíduos para melhorar o desempenho geral das técnicas aqui propostas. Os resultados mostram que nossas técnicas baseadas no ISG superam outros métodos lineares e não-lineares nos desafios de áudio espacial abordados por esta teseAbstract: The objective of binaurally rendered spatial audio is to simulate a sound source in arbitrary spatial locations through the Head-Related Transfer Functions (HRTFs). HRTFs model the direction-dependent influence of ears, head, and torso on the incident sound field. When an audio source is filtered through a pair of HRTFs (one for each ear), a listener is capable of perceiving a sound as though it were reproduced at a specific location in space. Inspired by our successful results building a practical face recognition application aimed at visually impaired people that uses a spatial audio user interface, in this work we have deepened our research to address several scientific aspects of spatial audio. In this context, this thesis explores the incorporation of spatial audio prior knowledge using a novel nonlinear HRTF representation based on manifold learning, which tackles three major challenges of broad interest among the spatial audio community: HRTF personalization, HRTF interpolation, and human sound localization improvement. Exploring manifold learning for spatial audio is based on the assumption that the data (i.e. the HRTFs) lies on a low-dimensional manifold. This assumption has also been of interest among researchers in computational neuroscience, who argue that manifolds are crucial for understanding the underlying nonlinear relationships of perception in the brain. For all of our contributions using manifold learning, the construction of a single manifold across subjects through an Inter-subject Graph (ISG) has proven to lead to a powerful HRTF representation capable of incorporating prior knowledge of HRTFs and capturing the underlying factors of spatial hearing. Moreover, the use of our ISG to construct a single manifold offers the advantage of employing information from other individuals to improve the overall performance of the techniques herein proposed. The results show that our ISG-based techniques outperform other linear and nonlinear methods in tackling the spatial audio challenges addressed by this thesisDoutoradoEngenharia de ComputaçãoDoutor em Engenharia Elétrica2014/14630-9FAPESPCAPE

    Tecnología y Accesibilidad Volumen 1

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    Prologar el texto de las actas del VII Congreso Internacional sobre Aplicación de Tecnologías de la información y Comunicaciones Avanzadas (ATICA2016) y de la IV Conferencia Internacional sobre Aplicación de Tecnologías de la Información y Comunicaciones para mejorar la Accesibilidad (ATICAcces 2016), no solo es una tarea privilegiada sino también una responsabilidad, en especial con la sociedad que solicita tecnologías inclusivas y comunicaciones efectivas en pro de la equidad. Es interesante señalar que el anhelo por consolidar categorías que favorezcan la participación social ha sido el sueño y trabajo de muchos, por ejemplo vale recordar que en este año del Congreso se cumplen 500 desde que Tomás Moro ofreciera al mundo su voz en “UTOPIA”, donde en la idealización de su isla estampó una cultura de trabajo, cooperación y democracia, sin descuidar que proclamó a Amauroto, la capital de su República, como una de total accesibilidad para que todo ciudadano pueda llegar y gozar de ella, con suficiente agua para todos; su localidad estaba constituida por casas que eran custodiadas por cerraduras tan simples que cualquiera podía ingresar o salir de ellas ya que el verdadero tesoro de toda persona era su propio ser. Este breve evocar, da la pauta para promover Utopías necesarias en cuanto a las TIC, que aunque sabemos que es quimérico hablar de ellas como totalmente abiertas y al alcance de todos, debería ser éste el ideal de los hombres cuya ciencia, hoy en día, permite integrarnos a esta nuestra aldea global, es por ello que ATICA 2016 busca romper aquellos muros virtuales y tecnológicos que impiden una comunicación efectiva en nuestros tiempos. El trabajo del Congreso también semeja a la norma de discusión del Senado de Utopía, donde sus expositores socializan sus lógicas mejores, no hay intervención que no sea fruto de la madurez de un proceso investigativo científico que procure el bien público. Parece igualmente exacto ver como entre los participantes existe una suerte de familia, que aunque adoptiva, por configurarse alrededor de un objetivo común como ATICA 2016, a todos ellos, su dedicación a la ciencia y la tecnología al servicio de los más necesitados, los ha unido. En esta ocasión los autores representan a 11 países: Argentina, Brasil, Colombia, Cuba, Ecuador, España, Francia, Guatemala, México, Panamá y Perú; es notable ver como los frutos académicos expuestos en los 80 artículos científicos aceptados de un total de 115 enviados, 36 abordan la línea de “Aplicación de Tecnologías de la Información y Comunicaciones para mejorar la Accesibilidad” y los restantes 44 son sobre “Aplicación de Tecnologías de la Información y Comunicaciones Avanzadas”, todos ellos superan en mucho las horas normales de trabajo, en resumen es evidente el esfuerzo académico y la convicción por un mundo más accesible desde las TIC .En el relato de Moro, la verdadera felicidad, es la libertad y el desarrollo de valores espirituales, pero también existe posibilidad para la guerra y la esclavitud, asimismo como la ciencia y tecnología pueden ser consideradas herramientas de doble arista; por ello el Congreso enfocó muy bien su debate y su comité científico, formado por académicos internacionales, aseguró que ATICA 2016 esté en torno a la inclusión y a la equidad. Igual satisfacción que dejó en su tiempo Utopía a aquellos a los cuáles le fue develada, encontrarán las gentes de hoy en ATICA 2016. Las memorias del evento ponen de manifiesto nuevas lógicas comunicativas y tecnológicas, pero sobre todo nos dicen que, conforme hace 500 años, es posible soñar en un futuro mejor si la ciencia y tecnología están al servicio del ser humano

    Facial and expression recognition for the blind using computer vision

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    Gemstone Team FACEThe majority of communication between humans is comprised of nonverbal cues. Visual cues, such as expressions and nodding, are not readily accessible to the blind. Our team has developed an assistive device based on computer vision, which relays facial recognition and expression information to a blind user and is designed to store images of people the user frequently interacts with and analyze faces for expressions. The control a user has over his/her surroundings while receiving real-time feedback contributes to a unique device. In order to design a device suited best to the blind user's needs, we engaged sighted and blind participants in surveys and interviews to understand their views and preferences regarding the availability of a computer vision system that, in real-time, can pro- vide information about identity and expressions of humans. This thesis discusses the development methodology, the selection of algorithms for recognizing faces and expressions and physical designs of the device, and the results on subject tests with blind participants to gauge the e ectiveness of our design

    HandSight: A Touch-Based Wearable System to Increase Information Accessibility for People with Visual Impairments

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    Many activities of daily living such as getting dressed, preparing food, wayfinding, or shopping rely heavily on visual information, and the inability to access that information can negatively impact the quality of life for people with vision impairments. While numerous researchers have explored solutions for assisting with visual tasks that can be performed at a distance, such as identifying landmarks for navigation or recognizing people and objects, few have attempted to provide access to nearby visual information through touch. Touch is a highly attuned means of acquiring tactile and spatial information, especially for people with vision impairments. By supporting touch-based access to information, we may help users to better understand how a surface appears (e.g., document layout, clothing patterns), thereby improving the quality of life. To address this gap in research, this dissertation explores methods to augment a visually impaired user’s sense of touch with interactive, real-time computer vision to access information about the physical world. These explorations span three application areas: reading and exploring printed documents, controlling mobile devices, and identifying colors and visual textures. At the core of each application is a system called HandSight that uses wearable cameras and other sensors to detect touch events and identify surface content beneath the user’s finger. To create HandSight, we designed and implemented the physical hardware, developed signal processing and computer vision algorithms, and designed real-time feedback that enables users to interpret visual or digital content. We involve visually impaired users throughout the design and development process, conducting several user studies to assess usability and robustness and to improve our prototype designs. The contributions of this dissertation include: (i) developing and iteratively refining HandSight, a novel wearable system to assist visually impaired users in their daily lives; (ii) evaluating HandSight across a diverse set of tasks, and identifying tradeoffs of a finger-worn approach in terms of physical design, algorithmic complexity and robustness, and usability; and (iii) identifying broader design implications for future wearable systems and for the fields of accessibility, computer vision, augmented and virtual reality, and human-computer interaction
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