2,219 research outputs found

    Review of Machine Vision-Based Electronic Travel Aids

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    Visual impaired people have navigation and mobility problems on the road. Up to now, many approaches have been conducted to help them navigate around using different sensing techniques. This paper reviews several machine vision- based Electronic Travel Aids (ETAs) and compares them with those using other sensing techniques. The functionalities of machine vision-based ETAs are classified from low-level image processing such as detecting the road regions and obstacles to high-level functionalities such as recognizing the digital tags and texts. In addition, the characteristics of the ETA systems for blind people are particularly discussed

    A HoloLens Application to Aid People who are Visually Impaired in Navigation Tasks

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    Day-to-day activities such as navigation and reading can be particularly challenging for people with visual impairments. Reading text on signs may be especially difficult for people who are visually impaired because signs have variable color, contrast, and size. Indoors, signage may include office, classroom, restroom, and fire evacuation signs. Outdoors, they may include street signs, bus numbers, and store signs. Depending on the level of visual impairment, just identifying where signs exist can be a challenge. Using Microsoft\u27s HoloLens, an augmented reality device, I designed and implemented the TextSpotting application that helps those with low vision identify and read indoor signs so that they can navigate text-heavy environments. The application can provide both visual information and auditory information. In addition to developing the application, I conducted a user study to test its effectiveness. Participants were asked to find a room in an unfamiliar hallway. Those that used the TextSpotting application completed the task less quickly yet reported higher levels of ease, comfort, and confidence, indicating the application\u27s limitations and potential in providing an effective means to navigate unknown environments via signage

    The Role of Situation Awareness Metrics in the Assessment of Indoor Orientation Assistive Technologies that Aid Blind Individuals in Unfamiliar Indoor Environments

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    The importance of raising user\u27s situation awareness has proven to be an important factor in the successful use of systems that involve mission-critical tasks. Indoor Orientation Assistive Technology (OAT) that supports blind individuals is one of the systems that needs to be oriented to support user\u27s situation awareness. In the tasks involved in this system, blind individuals try to maintain their spatial understanding of the environment. The current evaluation methods of Orientation Assistive Technology that aids blind travelers within indoor environments rely on the performance metrics. When enhancing such systems, evaluators conduct qualitative studies to learn where to focus their efforts. The main purpose of this thesis is to investigate the use of an objective method to facilitate blind travelers situation awareness when traveling unfamiliar indoor environments. We investigate the use of in-task probes using the Situation Awareness Global Assessment Technique (SAGAT) method, and post self-reported questionnaire using the Situation Awareness Rating Technique (SART) method. The goal of this metric is to design an objective method that can highlight design areas that need improvements when evaluating such systems. Also, we investigate the relationship between user\u27s situation awareness and user\u27s confidence, satisfaction, and stress levels

    A Sound Approach Toward a Mobility Aid for Blind and Low-Vision Individuals

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    Reduced independent mobility of blind and low-vision individuals (BLVIs) cause considerable societal cost, burden on relatives, and reduced quality of life for the individuals, including increased anxiety, depression symptoms, need of assistance, risk of falls, and mortality. Despite the numerous electronic travel aids proposed since at least the 1940’s, along with ever-advancing technology, the mobility issues persist. A substantial reason for this is likely several and severe shortcomings of the field, both in regards to aid design and evaluation.In this work, these shortcomings are addressed with a generic design model called Desire of Use (DoU), which describes the desire of a given user to use an aid for a given activity. It is then applied on mobility of BLVIs (DoU-MoB), to systematically illuminate and structure possibly all related aspects that such an aid needs to aptly deal with, in order for it to become an adequate aid for the objective. These aspects can then both guide user-centered design as well as choice of test methods and measures.One such measure is then demonstrated in the Desire of Use Questionnaire for Mobility of Blind and Low-Vision Individuals (DoUQ-MoB), an aid-agnostic and comprehensive patient-reported outcome measure. The question construction originates from the DoU-MoB to ensure an encompassing focus on mobility of BLVIs, something that has been missing in the field. Since it is aid-agnostic it facilitates aid comparison, which it also actively promotes. To support the reliability of the DoUQ-MoB, it utilizes the best known practices of questionnaire design and has been validated once with eight orientation and mobility professionals, and six BLVIs. Based on this, the questionnaire has also been revised once.To allow for relevant and reproducible methodology, another tool presented herein is a portable virtual reality (VR) system called the Parrot-VR. It uses a hybrid control scheme of absolute rotation by tracking the user’s head in reality, affording intuitive turning; and relative movement where simple button presses on a controller moves the virtual avatar forward and backward, allowing for large-scale traversal while not walking physically. VR provides excellent reproducibility, making various aggregate movement analysis feasible, while it is also inherently safe. Meanwhile, the portability of the system facilitates testing near the participants, substantially increasing the number of potential blind and low-vision recruits for user tests.The thesis also gives a short account on the state of long-term testing in the field; it being short is mainly due to that there is not much to report. It then provides an initial investigation into possible outcome measures for such tests by taking instruments in use by Swedish orientation and mobility professionals as a starting point. Two of these are also piloted in an initial single-session trial with 19 BLVIs, and could plausibly be used for long-term tests after further evaluation.Finally, a discussion is presented regarding the Audomni project — the development of a primary mobility aid for BLVIs. Audomni is a visuo-auditory sensory supplementation device, which aims to take visual information and translate it to sound. A wide field-of-view, 3D-depth camera records the environment, which is then transformed to audio through the sonification algorithms of Audomni, and finally presented in a pair of open-ear headphones that do not block out environmental sounds. The design of Audomni leverages the DoU-MoB to ensure user-centric development and evaluation, in the aim of reaching an aid with such form and function that it grants the users better mobility, while the users still want to use it.Audomni has been evaluated with user tests twice, once in pilot tests with two BLVIs, and once in VR with a heterogenous set of 19 BLVIs, utilizing the Parrot-VR and the DoUQ-MoB. 76 % of responders (13 / 17) answered that it was very or extremely likely that they would want use Audomni along with their current aid. This might be the first result in the field demonstrating a majority of blind and low-vision participants reporting that they actually want to use a new electronic travel aid. This shows promise that eventual long-term tests will demonstrate an increased mobility of blind and low-vision users — the overarching project aim. Such results would ultimately mean that Audomni can become an aid that alleviates societal cost, reduces burden on relatives, and improves users’ quality of life and independence

    A survey of assistive technologies and applications for blind users on mobile platforms: a review and foundation for research

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    This paper summarizes recent developments in audio and tactile feedback based assistive technologies targeting the blind community. Current technology allows applications to be efficiently distributed and run on mobile and handheld devices, even in cases where computational requirements are significant. As a result, electronic travel aids, navigational assistance modules, text-to-speech applications, as well as virtual audio displays which combine audio with haptic channels are becoming integrated into standard mobile devices. This trend, combined with the appearance of increasingly user- friendly interfaces and modes of interaction has opened a variety of new perspectives for the rehabilitation and training of users with visual impairments. The goal of this paper is to provide an overview of these developments based on recent advances in basic research and application development. Using this overview as a foundation, an agenda is outlined for future research in mobile interaction design with respect to users with special needs, as well as ultimately in relation to sensor-bridging applications in genera

    Unifying terrain awareness for the visually impaired through real-time semantic segmentation.

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    Navigational assistance aims to help visually-impaired people to ambulate the environment safely and independently. This topic becomes challenging as it requires detecting a wide variety of scenes to provide higher level assistive awareness. Vision-based technologies with monocular detectors or depth sensors have sprung up within several years of research. These separate approaches have achieved remarkable results with relatively low processing time and have improved the mobility of impaired people to a large extent. However, running all detectors jointly increases the latency and burdens the computational resources. In this paper, we put forward seizing pixel-wise semantic segmentation to cover navigation-related perception needs in a unified way. This is critical not only for the terrain awareness regarding traversable areas, sidewalks, stairs and water hazards, but also for the avoidance of short-range obstacles, fast-approaching pedestrians and vehicles. The core of our unification proposal is a deep architecture, aimed at attaining efficient semantic understanding. We have integrated the approach in a wearable navigation system by incorporating robust depth segmentation. A comprehensive set of experiments prove the qualified accuracy over state-of-the-art methods while maintaining real-time speed. We also present a closed-loop field test involving real visually-impaired users, demonstrating the effectivity and versatility of the assistive framework

    The Emerging Professional Practice of Remote Sighted Assistance for People with Visual Impairments

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    People with visual impairments (PVI) must interact with a world they cannot see. Remote sighted assistance (RSA) has emerged as a conversational assistive technology. We interviewed RSA assistants ( agents ) who provide assistance to PVI via a conversational prosthetic called Aira (https://aira.io/) to understand their professional practice. We identified four types of support provided: scene description, navigation, task performance, and social engagement. We discovered that RSA provides an opportunity for PVI to appropriate the system as a richer conversational/social support tool. We studied and identified patterns in how agents provide assistance and how they interact with PVI as well as the challenges and strategies associated with each context. We found that conversational interaction is highly context-dependent. We also discuss implications for design

    Inclusive mobility solution for visually impaired people using Google Cloud Vision

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    Mobility in cities is of particular and growing importance nowadays due to the demographic increase and the existence of people with reduced mobility, as is the case of visually impaired people. Of the various situations where mobility represents a challenge, obtaining the notion of positioning, at times when the person loses track of where he is and becomes disoriented, can be extremely useful and a way to contribute to greater autonomy for this segment of people. This paper proposes a visual positioning system using the Google Cloud Vision API. The architecture includes a mobile application that captures an image via the mobile phone and sends it to a backend server that makes use of Google Cloud Vision to recognize the image, which may consist of text, logos or landmarks. In a first phase, the solution was evaluated individually and, in a second phase, on a route chosen in the city of Braga, in Portugal. Logo recognition achieved an accuracy of 98% and proved to be sensitive to image resolution. The frontal text recognition obtained an accuracy of 100% while the lateral recognition and at a 3 meters distance obtained lower values, with worse results in images with more text and of reduced dimensions. Landmark recognition always returned the correct result, although the average accuracy is 82%. The processing time was around 3 seconds in tests done with Wi-Fi network and about 2 seconds in field tests made with mobile network. The obtained results prove the adequacy of using this solution to be adapted in a real scenario.5311-8814-F0ED | Sara Maria da Cruz Maia de Oliveira PaivaN/

    Touch- and Walkable Virtual Reality to Support Blind and Visually Impaired Peoples‘ Building Exploration in the Context of Orientation and Mobility

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    Der Zugang zu digitalen Inhalten und Informationen wird immer wichtiger fĂŒr eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell prĂ€sentiert, was den Zugang fĂŒr blinde und sehbehinderte Menschen einschrĂ€nkt. Die grundlegendste Barriere ist oft die elementare Orientierung und MobilitĂ€t (und folglich die soziale MobilitĂ€t), einschließlich der Erlangung von Kenntnissen ĂŒber unbekannte GebĂ€ude vor deren Besuch. Um solche Barrieren zu ĂŒberbrĂŒcken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugĂ€nglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen RealitĂ€t (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhöhte InteraktivitĂ€t, die Aktualisierbarkeit und die Möglichkeit, virtuelle RĂ€ume und Modelle als Abbilder von realen RĂ€umen zu erkunden, ohne dass reale Gefahren und die begrenzte VerfĂŒgbarkeit von sehenden Helfern auftreten. Virtuelle Objekte und Umgebungen haben jedoch keine physische Beschaffenheit. Ziel dieser Arbeit ist es daher zu erforschen, welche VR-Interaktionsformen sinnvoll sind (d.h. ein angemessenes Verbreitungspotenzial bieten), um virtuelle ReprĂ€sentationen realer GebĂ€ude im Kontext von Orientierung und MobilitĂ€t berĂŒhrbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. ZusĂ€tzlich bietet diese Arbeit einen Überblick ĂŒber die verschiedenen Interaktionen. Nach einer Betrachtung der menschlichen Physiologie, Hilfsmittel (z.B. taktile Karten) und technologischen Eigenschaften wird der aktuelle Stand der Technik von VR vorgestellt und die Anwendung fĂŒr blinde und sehbehinderte Nutzer und der Weg dorthin durch die EinfĂŒhrung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des GerĂ€ts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. BegrĂŒndet und motiviert werden die folgenden Kapitel durch explorative AnsĂ€tze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel fĂŒhren empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der HĂ€nde mit haptischem Feedback erfasst werden können und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden können. Daraus werden gerĂ€teunabhĂ€ngige technologische Möglichkeiten und auch Herausforderungen fĂŒr weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und rĂ€umlich kollaborative Anwendungsszenarien und die Evaluation eines gesamten Anwendungsworkflows (d.h. Scannen der realen Umgebung und virtuelle Erkundung zu Trainingszwecken sowie die Gestaltung der gesamten Anwendung in einer langfristig barrierefreien Weise) konzentrieren.Access to digital content and information is becoming increasingly important for successful participation in today's increasingly digitized civil society. Such information is mostly presented visually, which restricts access for blind and visually impaired people. The most fundamental barrier is often basic orientation and mobility (and consequently, social mobility), including gaining knowledge about unknown buildings before visiting them. To bridge such barriers, technological aids should be developed and deployed. A trade-off is needed between technologically low-threshold accessible and disseminable aids and interactive-adaptive but complex systems. The adaptation of virtual reality (VR) technology spans a wide range of development and decision options. The main benefits of VR technology are increased interactivity, updatability, and the possibility to explore virtual spaces as proxies of real ones without real-world hazards and the limited availability of sighted assistants. However, virtual objects and environments have no physicality. Therefore, this thesis aims to research which VR interaction forms are reasonable (i.e., offering a reasonable dissemination potential) to make virtual representations of real buildings touchable or walkable in the context of orientation and mobility. Although there are already content and technology disjunctive developments and evaluations on VR technology, there is a lack of empirical evidence. Additionally, this thesis provides a survey between different interactions. Having considered the human physiology, assistive media (e.g., tactile maps), and technological characteristics, the current state of the art of VR is introduced, and the application for blind and visually impaired users and the way to get there is discussed by introducing a novel taxonomy. In addition to the interaction itself, characteristics of the user and the device, the application context, or the user-centered development respectively evaluation are used as classifiers. Thus, the following chapters are justified and motivated by explorative approaches, i.e., in the group of 'small scale' (using so-called data gloves) and in the scale of 'large scale' (using an avatar-controlled VR locomotion) approaches. The following chapters conduct empirical studies with blind and visually impaired users and give formative insight into how virtual objects within hands' reach can be grasped using haptic feedback and how different kinds of VR locomotion implementation can be applied to explore virtual environments. Thus, device-independent technological possibilities and also challenges for further improvements are derived. On the basis of this knowledge, subsequent research can be focused on aspects such as the specific design of interactive elements, temporally and spatially collaborative application scenarios, and the evaluation of an entire application workflow (i.e., scanning the real environment and exploring it virtually for training purposes, as well as designing the entire application in a long-term accessible manner)
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