378 research outputs found

    Making Gestural Interaction Accessible to Visually Impaired People

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    International audienceAs touch screens become widely spread, making them more accessible to visually impaired people is an important task. Touch displays possess a poor accessibility for visually impaired people. One possibility to make them more accessible without sight is through gestural interaction. Yet, there are still few studies on using gestural interaction for visually impaired people. In this paper we present a comprehensive summary of existing projects investigating accessible gestural interaction. We also highlight the limits of current approaches and propose future working directions. Then, we present the design of an interactive map prototype that includes both a raised-line map overlay and gestural interaction for accessing different types of information (e.g., opening hours, distances). Preliminary results of our project show that basic gestural interaction techniques can be successfully used in interactive maps for visually impaired people

    Instructional eLearning technologies for the vision impaired

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    The principal sensory modality employed in learning is vision, and that not only increases the difficulty for vision impaired students from accessing existing educational media but also the new and mostly visiocentric learning materials being offered through on-line delivery mechanisms. Using as a reference Certified Cisco Network Associate (CCNA) and IT Essentials courses, a study has been made of tools that can access such on-line systems and transcribe the materials into a form suitable for vision impaired learning. Modalities employed included haptic, tactile, audio and descriptive text. How such a multi-modal approach can achieve equivalent success for the vision impaired is demonstrated. However, the study also shows the limits of the current understanding of human perception, especially with respect to comprehending two and three dimensional objects and spaces when there is no recourse to vision

    Is touch really that important? : an analysis of the business opportunity of haptic technology in online shopping

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    Commerce and consumer experience have entered a new reality with the rise of the Internet and the digital age. People are becoming dependent of online shopping due to the convenience of shopping while sitting at home, which saves both time and money. The online environment lacks the sense of touch and this might pose a challenge to online shoppers. The rise of haptic technology could be the answer for lack of touch within online consumer experience. Sensorial technology can give to our digital lives a more realistic experience. This exploratory study aims to analyse the opportunities that haptic technology could generate in online shopping. Therefore, the research problem was examined from two different perspectives. Firstly, from the e-commerce side, in which the purpose was to gain insights about the current state of online business, and the main obstacles that consumers face when shopping online. Secondly, from haptic experts’ side, understand what the current status of haptic technology development is and if the haptic technology can improve online business. Findings reveal that haptic technology is going to play an important role in the gaming industry, medical training, education, and other industries within the next years, but for e-commerce purposes, not in the short time. Findings also report that there are a few other challenges in online shopping and touch is not consider as a priority. The development and implementation of this technology are also considered a brick-wall to implement in a short time.A experiência do consumidor entrou numa nova realidade com o surgimento da Internet e da era digital. Os consumidores tornaram-se dependentes das compras online devido à conveniência de fazer compras em casa, o que economiza tempo e dinheiro. O ambiente online não inclui a experiência do toque e isso pode representar um desafio para os consumidores. O surgimento da tecnologia háptica pode ser a resposta para a falta de toque na experiência online do consumidor. A tecnologia sensorial tem a capacidade de tornar a nossa vida digital uma experiência mais realista. Este estudo exploratório visa analisar as oportunidades que a tecnologia háptica pode gerar nas compras online. A questão foi abordada de duas perspetivas. Numa primeira fase, obter insights sobre o estado atual do negócio online e os principais obstáculos que os consumidores enfrentam na hora de comprar online. Numa segunda fase, verificar qual o status atual do desenvolvimento da tecnologia háptica e se esta tecnologia tem a capacidade de melhorar a experiência de uma compra online. Os resultados revelam que a tecnologia háptica desempenhará um papel importante na indústria dos jogos, na medicina, educação e outras indústrias nos próximos anos, mas para fins de e commerce, não num curto espaço de tempo. Os resultados indicam também que as plataformas de e-commerce enfrentam ainda muitos desafios e o toque não é considerado uma prioridade. O desenvolvimento e a implementação da tecnologia háptica são considerados também uma barreira para a implementação num curto prazo de tempo

    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

    An aesthetics of touch: investigating the language of design relating to form

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    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

    Making Spatial Information Accessible on Touchscreens for Users who are Blind and Visually Impaired

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    Touchscreens have become a de facto standard of input for mobile devices as they most optimally use the limited input and output space that is imposed by their form factor. In recent years, people who are blind and visually impaired have been increasing their usage of smartphones and touchscreens. Although basic access is available, there are still many accessibility issues left to deal with in order to bring full inclusion to this population. One of the important challenges lies in accessing and creating of spatial information on touchscreens. The work presented here provides three new techniques, using three different modalities, for accessing spatial information on touchscreens. The first system makes geometry and diagram creation accessible on a touchscreen through the use of text-to-speech and gestural input. This first study is informed by a qualitative study of how people who are blind and visually impaired currently access and create graphs and diagrams. The second system makes directions through maps accessible using multiple vibration sensors without any sound or visual output. The third system investigates the use of binaural sound on a touchscreen to make various types of applications accessible such as physics simulations, astronomy, and video games

    Haptics Rendering and Applications

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    There has been significant progress in haptic technologies but the incorporation of haptics into virtual environments is still in its infancy. A wide range of the new society's human activities including communication, education, art, entertainment, commerce and science would forever change if we learned how to capture, manipulate and reproduce haptic sensory stimuli that are nearly indistinguishable from reality. For the field to move forward, many commercial and technological barriers need to be overcome. By rendering how objects feel through haptic technology, we communicate information that might reflect a desire to speak a physically- based language that has never been explored before. Due to constant improvement in haptics technology and increasing levels of research into and development of haptics-related algorithms, protocols and devices, there is a belief that haptics technology has a promising future

    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 für eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell präsentiert, was den Zugang für blinde und sehbehinderte Menschen einschränkt. Die grundlegendste Barriere ist oft die elementare Orientierung und Mobilität (und folglich die soziale Mobilität), einschließlich der Erlangung von Kenntnissen über unbekannte Gebäude vor deren Besuch. Um solche Barrieren zu überbrücken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugänglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen Realität (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhöhte Interaktivität, die Aktualisierbarkeit und die Möglichkeit, virtuelle Räume und Modelle als Abbilder von realen Räumen zu erkunden, ohne dass reale Gefahren und die begrenzte Verfügbarkeit 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 Repräsentationen realer Gebäude im Kontext von Orientierung und Mobilität berührbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. Zusätzlich bietet diese Arbeit einen Überblick über 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 für blinde und sehbehinderte Nutzer und der Weg dorthin durch die Einführung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des Geräts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. Begründet und motiviert werden die folgenden Kapitel durch explorative Ansätze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel führen empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der Hände mit haptischem Feedback erfasst werden können und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden können. Daraus werden geräteunabhängige technologische Möglichkeiten und auch Herausforderungen für weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und räumlich 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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