7,360 research outputs found

    Opportunities for Supporting Self-efficacy through Orientation & Mobility Training Technologies for Blind and Partially Sighted People

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    Orientation and mobility (O&M) training provides essential skills and techniques for safe and independent mobility for blind and partially sighted (BPS) people. The demand for O&M training is increasing as the number of people living with vision impairment increases. Despite the growing portfolio of HCI research on assistive technologies (AT), few studies have examined the experiences of BPS people during O&M training, including the use of technology to aid O&M training. To address this gap, we conducted semi-structured interviews with 20 BPS people and 8 Mobility and Orientation Trainers (MOT). The interviews were thematically analysed and organised into four overarching themes discussing factors influencing the self-efficacy belief of BPS people: Tools and Strategies for O&M training, Technology Use in O&M Training, Changing Personal and Social Circumstances, and Social Influences. We further highlight opportunities for combinations of multimodal technologies to increase access to and effectiveness of O&M training

    Eye tracking and virtual reality in the rehabilitation of mobility of hemianopia patients:A user experience study

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    Purpose: To test the usability of eye tracking and virtual reality during vision rehabilitation training of hemianopia patients.Methods: Individuals with hemianopia (n = 13) and normal-sighted controls (n = 4) performed various exercises that are commonly used in vision rehabilitation for mobility, while wearing a head-mounted eye tracker or a head-mounted virtual reality (VR) display. Occupational therapists (n = 4) guided them through the exercises. All participants (including therapists) filled out a questionnaire, assessing their experience with the used device. Individuals with hemianopia were split into three groups according to their stage in vision rehabilitation therapy and performed 1 (beginner), 2 (intermediate) or 3 (advanced) different exercises.Results: Individuals with hemianopia rated the mobile eye tracker with a score of 3.97 ± 0.5 points (beginner), 3.8 ± 0.5 points (intermediate) and 4 ± 0 points (advanced) the corresponding occupational therapists with a score of 3.6 ± 0.6, 3.4 ± 0.9 and 3.87 ± 0.6 points (out of a maximum of 4 points). The VR headset was rated with 3.9 ± 0.5 points by individuals with hemianopia, 3.8 ± 0.5 points by normal-sighted controls and 2.5 ± 1.4 points by the occupational therapist in a virtual hallway scenario. In a street-crossing scenario, it was rated with 3.7 ± 0.5 points by individuals with hemianopia, 3.7 ± 0.8 points by controls and 2.8 ± 1.2 by occupational therapists. In a walking along a pavement scenario the individual with hemianopia gave 4 ± 0 points and the controls 3.8 ± 0.4 points on average.Conclusions: Both devices were seen as useful additions to vision rehabilitation therapy, as they enable better feedback to patients and the opportunity to do different exercises at different levels of difficulty

    Virtual environment navigation with look-around mode to explore new real spaces by people who are blind

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    Background. This paper examines the ability of people who are blind to construct a mental map and perform orientation tasks in real space by using Nintendo Wii technologies to explore virtual environments. The participant explores new spaces through haptic and auditory feedback triggered by pointing or walking in the virtual environments and later constructs a mental map, which can be used to navigate in real space. Methods. The study included 10 participants who were congenitally or adventitiously blind, divided into experimental and control groups. The research was implemented by using virtual environments exploration and orientation tasks in real spaces, using both qualitative and quantitative methods in its methodology. Results. The results show that the mode of exploration afforded to the experimental group is radically new in orientation and mobility training; as a result 60% of the experimental participants constructed mental maps that were based on map model, compared to only 30% of the control group participants. Conclusion. Using technology that enabled them to explore and to collect spatial information in a way that does not exist in real space influenced the ability of the experimental group to construct a mental map based on the map model

    Towards Understanding and Developing Virtual Environments to Increase Accessibilities for People with Visual Impairments

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    The primary goal of this research is to investigate the possibilities of utilizing audio feedback to support effective Human-Computer Interaction Virtual Environments (VEs) without visual feedback for people with Visual Impairments. Efforts have been made to apply virtual reality (VR) technology for training and educational applications for diverse population groups, such as children and stroke patients. Those applications had already shown effects of increasing motivations, providing safer training environments and more training opportunities. However, they are all based on visual feedback. With the head related transfer functions (HRTFs), it is possible to design and develop considerably safer, but diversified training environments that might greatly benefit individuals with VI. In order to explore this, I ran three studies sequentially: 1) if/how users could navigate themselves with different types of 3D auditory feedback in the same VE; 2) if users could recognize the distance and direction of a virtual sound source in the virtual environment (VE) effectively; 3) if users could recognize the positions and distinguish the moving directions of 3D sound sources in the VE between the participants with and without VI. The results showed some possibilities of designing effective Human-Computer Interaction methods and some understandings of how the participants with VI experienced the scenarios differently than the participants without VI. Therefore, this research contributed new knowledge on how a visually impaired person interacts with computer interfaces, which can be used to derive guidelines for the design of effective VEs for rehabilitation and exercise

    How a Diverse Research Ecosystem Has Generated New Rehabilitation Technologies: Review of NIDILRR’s Rehabilitation Engineering Research Centers

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    Over 50 million United States citizens (1 in 6 people in the US) have a developmental, acquired, or degenerative disability. The average US citizen can expect to live 20% of his or her life with a disability. Rehabilitation technologies play a major role in improving the quality of life for people with a disability, yet widespread and highly challenging needs remain. Within the US, a major effort aimed at the creation and evaluation of rehabilitation technology has been the Rehabilitation Engineering Research Centers (RERCs) sponsored by the National Institute on Disability, Independent Living, and Rehabilitation Research. As envisioned at their conception by a panel of the National Academy of Science in 1970, these centers were intended to take a “total approach to rehabilitation”, combining medicine, engineering, and related science, to improve the quality of life of individuals with a disability. Here, we review the scope, achievements, and ongoing projects of an unbiased sample of 19 currently active or recently terminated RERCs. Specifically, for each center, we briefly explain the needs it targets, summarize key historical advances, identify emerging innovations, and consider future directions. Our assessment from this review is that the RERC program indeed involves a multidisciplinary approach, with 36 professional fields involved, although 70% of research and development staff are in engineering fields, 23% in clinical fields, and only 7% in basic science fields; significantly, 11% of the professional staff have a disability related to their research. We observe that the RERC program has substantially diversified the scope of its work since the 1970’s, addressing more types of disabilities using more technologies, and, in particular, often now focusing on information technologies. RERC work also now often views users as integrated into an interdependent society through technologies that both people with and without disabilities co-use (such as the internet, wireless communication, and architecture). In addition, RERC research has evolved to view users as able at improving outcomes through learning, exercise, and plasticity (rather than being static), which can be optimally timed. We provide examples of rehabilitation technology innovation produced by the RERCs that illustrate this increasingly diversifying scope and evolving perspective. We conclude by discussing growth opportunities and possible future directions of the RERC program

    Self-Confidence Levels in Sequential Learning Versus Structured Discovery Cane Travel, Post Orientation and Mobility Instruction: A Comparison Study

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    Sequential Learning (SL), the medical model of Orientation and Mobility (O&M)was designed for blinded WWII veterans in the 1940s. This preeminent curriculum monopolized the O&M profession, creating a paradigm paralysis, until Structured Discovery Cane Travel (SDCT) made its official debut in 1997. The conceptual framework for this study is Glasser\u27s choice theory (1998) whereby ideas or systems of belief direct or oversee behavior, and this principle holds true for both O&M professionals and individuals who are blind or visually impaired (consumers). A comparison study answered the research question; that is, at what distance and frequency do consumers travel independently post-instruction and how does this differ between the two curriculums? Data was collected through a quantitative study in which 40 participants (20 SL, 20 SDCT) voluntarily responded to an electronic survey. Because of their increased frequency and distances traveled and their decreased need for additional training, study results revealed SDCT consumers’ self-confidence is higher than SL consumers by 32%. In addition, this study discovered when sighted guide instruction commences prior to introduction of the long, white cane (as in the SL curriculum); self-confidence is hindered and leads consumers toward the Custodial Paradigm. However, when instruction of the long, white cane and problem-solving is paramount (as in the SDCT curriculum); the foundation for ongoing successful O&M post-instruction is likely whereby consumers are lead toward the Independence Paradigm
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