7,799 research outputs found
Towards a human eye behavior model by applying Data Mining Techniques on Gaze Information from IEC
In this paper, we firstly present what is Interactive Evolutionary
Computation (IEC) and rapidly how we have combined this artificial intelligence
technique with an eye-tracker for visual optimization. Next, in order to
correctly parameterize our application, we present results from applying data
mining techniques on gaze information coming from experiments conducted on
about 80 human individuals
Overcoming barriers and increasing independence: service robots for elderly and disabled people
This paper discusses the potential for service robots to overcome barriers and increase independence of
elderly and disabled people. It includes a brief overview of the existing uses of service robots by disabled and elderly
people and advances in technology which will make new uses possible and provides suggestions for some of these new
applications. The paper also considers the design and other conditions to be met for user acceptance. It also discusses
the complementarity of assistive service robots and personal assistance and considers the types of applications and
users for which service robots are and are not suitable
Evaluation of an Audio-haptic Sensory Substitution Device for Enhancing Spatial Awareness for the Visually Impaired
SIGNIFICANCE: Visually impaired participants were surprisingly fast in learning a new sensory substitution device, which allows them to detect obstacles within a 3.5-m radius and to find the optimal path in between. Within a few hours of training, participants successfully performed complex navigation as well as with the white cane.
PURPOSE: Globally, millions of people live with vision impairment, yet effective assistive devices to increase their independence remain scarce. A promising method is the use of sensory substitution devices, which are human-machine interfaces transforming visual into auditory or tactile information. The Sound of Vision (SoV) system continuously encodes visual elements of the environment into audio-haptic signals. Here, we evaluated the SoV system in complex navigation tasks, to compare performance with the SoV system with the white cane, quantify training effects, and collect user feedback.
METHODS: Six visually impaired participants received eight hours of training with the SoV system, completed a usability questionnaire, and repeatedly performed assessments, for which they navigated through standardized scenes. In each assessment, participants had to avoid collisions with obstacles, using the SoV system, the white cane, or both assistive devices.
RESULTS: The results show rapid and substantial learning with the SoV system, with less collisions and higher obstacle awareness. After four hours of training, visually impaired people were able to successfully avoid collisions in a difficult navigation task as well as when using the cane, although they still needed more time. Overall, participants rated the SoV system's usability favorably.
CONCLUSIONS: Contrary to the cane, the SoV system enables users to detect the best free space between objects within a 3.5-m (up to 10-m) radius and, importantly, elevated and dynamic obstacles. All in all, we consider that visually impaired people can learn to adapt to the haptic-auditory representation and achieve expertise in usage through well-defined training within acceptable time
Issues on combining human and non-human intelligence
The purpose here is to call attention to some of the issues confronting the designer of a system that combines human and non-human intelligence. We do not know how to design a non-human intelligence in such a way that it will fit naturally into a human organization. The author's concern is that, without adequate understanding and consideration of the behavioral and psychological limitations and requirements of the human member(s) of the system, the introduction of artificial intelligence (AI) subsystems can exacerbate operational problems. We have seen that, when these technologies are not properly applied, an overall degradation of performance at the system level can occur. Only by understanding how human and automated systems work together can we be sure that the problems introduced by automation are not more serious than the problems solved
PARLOMA – A Novel Human-Robot Interaction System for Deaf-blind Remote Communication
Deaf-blindness forces people to live in isolation. Up to now there is no existing technological solution enabling two (or many) Deaf-blind persons to communicate remotely among them in tactile Sign Language (t-SL). When resorting to t-SL, Deaf-blind persons can communicate only with persons physically present in the same place, because they are required to reciprocally explore their hands to exchange messages. We present a preliminary version of PARLOMA, a novel system to enable remote communication between Deaf-blind persons. It is composed of a low-cost depth sensor as the only input device, paired with a robotic hand as output device. Essentially, any user can perform handshapes in front of the depth sensor. The system is able to recognize a set of handshapes that are sent over the web and reproduced by an anthropomorphic robotic hand. PARLOMA can work as a “telephone” for Deaf-blind people. Hence, it will dramatically improve life quality of Deaf-blind persons. PARLOMA has been designed in strict collaboration with the main Italian Deaf-blind associations, in order to include end-users in the design phase
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Mobile assistive technologies for the visually impaired
There are around 285 million visually impaired people worldwide, and around 370,000 people are registered as blind or partially sighted in the UK. Ongoing advances in information technology (IT) are increasing the scope for IT-based mobile assistive technologies to facilitate the independence, safety, and improved quality of life of the visually impaired. Research is being directed at making mobile phones and other handheld devices accessible via our haptic (touch) and audio sensory channels. We review research and innovation within the field of mobile assistive technology for the visually impaired and, in so doing, highlight the need for successful collaboration between clinical expertise, computer science, and domain users to realize fully the potential benefits of such technologies. We initially reflect on research that has been conducted to make mobile phones more accessible to people with vision loss. We then discuss innovative assistive applications designed for the visually impaired that are either delivered via mainstream devices and can be used while in motion (e.g., mobile phones) or are embedded within an environment that may be in motion (e.g., public transport) or within which the user may be in motion (e.g., smart homes)
SI-Lab Annual Research Report 2020
The Signal & Images Laboratory (http://si.isti.cnr.it/) is an interdisciplinary research group in computer vision, signal analysis, smart vision systems and multimedia data understanding. It is part of the Institute for Information Science and Technologies of the National Research Council of Italy. This report accounts for the research activities of the Signal and Images Laboratory of the Institute of Information Science and Technologies during the year 2020
An aesthetics of touch: investigating the language of design relating to form
How well can designers communicate qualities of touch?
This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
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