1,181 research outputs found

    Design and User Satisfaction of Interactive Maps for Visually Impaired People

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    Multimodal interactive maps are a solution for presenting spatial information to visually impaired people. In this paper, we present an interactive multimodal map prototype that is based on a tactile paper map, a multi-touch screen and audio output. We first describe the different steps for designing an interactive map: drawing and printing the tactile paper map, choice of multi-touch technology, interaction technologies and the software architecture. Then we describe the method used to assess user satisfaction. We provide data showing that an interactive map - although based on a unique, elementary, double tap interaction - has been met with a high level of user satisfaction. Interestingly, satisfaction is independent of a user's age, previous visual experience or Braille experience. This prototype will be used as a platform to design advanced interactions for spatial learning

    TACTILE MAPS BASED ON 3D PRINTING TECHNOLOGY

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    The authors present the research seeking evaluating and developing aspects of interpretation and perception of geospace by modern tactile maps based on 3D printing. There are three newly introduced types of tactile maps. Map of type A is a tactile map printed by 3D printing technology as traditional relief tactile map with 5 mm thick background using both positive and negative relief with labelling by Braille letters. Map of type B is an inverse form of tactile map printed by 3D printing technology which will be used for casting type A tactile maps. Finally map of type C is a sound tactile map derived from map of type A posed onto box with digital voice records of geoinformation (attributes, navigations etc.) activated by touch on maps surface. The paper also describes present situation in tactile maps production and steps in recent testing the new type maps

    AUDIOTACTILE MAPS AS A FACILITATING ELEMENT IN SPATIAL ORIENTATION AND MOBILITY

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    Tactile graphics represent an important means to overcome or alleviate the information deficit resulting from the loss of visual perception. The research framework of the paper is focused on a primary probe into the field of application of tactile graphics in the spatial orientation of people with visual impairment in the sense of development of spatial imagination and improvement of independent movement through the use of audiotactile maps. The chosen topic is viewed from the perspective of professionals working with people with visual impairment as well as the clients with visual impairment themselves. Partial results of the study are presented, focusing on the overall attitude of people with visual impairment to tactile graphics and their application potential, which adds to the overall picture of contemporary reality in the field of tactile graphics, with an emphasis on usability in spatial orientation and independent movement. The research has shown the considerable potential of tactile graphics in the development of spatial imagination. In connection with these conclusions, modern 3D maps with auditory elements were designed and will be also presented in the paper.

    Improving Tactile Map Usability through 3D Printing Techniques: An Experiment with New Tactile Symbols

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    This paper shows an experiment with tactile maps designed for visually impaired persons. Tests were carried out on a tactile map produced with 3D printing and including a new type of tactile symbols, volumetric symbols (3D). These symbols are localized faster than conventional flat relief symbols, with the same error rate, an improvement in the use of these tactile devices. Moreover, following tests, differences were found between types of participants with blind participants generally carrying out the proposed tasks better than the rest of users.The work reported here is part of the research project ‘Estudio y disen ̃o de elementos de orientacio ́n, soportes de comunicacio ́ n y otros accesorios para la mejora de la accesibilidad en distintos a ́mbitos de interpretacio ́n del patrimonio natural y/o construidos’ supported by the Spanish Ministry of Science and Innovation (project DPI2008-03981/DPI). The authors wish to thank the Centre de Recursos Educatius (Organizacio ́n Nacional de Ciegos Espan ̃oles – ONCE) and the Associacio ́ Discapacitat Visual Catalun ̃a B1zB2zB3 in Barcelona, as well as the ONCE offices in Castello ́n, Tarragona and Valencia for supporting this research. Finally, this work has been supported by the Programa de Mobilitat del Personal Investigador de la Universitat Jaume I (E-2010-32) and the Fundacio ́ Caixa Castello ́-Bancaixa

    Specifications of Cartographic Symbols for Indonesian Tactile Map

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    Visual impairment people require a means of information transfer which different from normal people, it needs to be touched or amplified by audio, including maps that apprise them of the objects and events occurring on Earth. Cartographic Sciences have developed  tactile maps that offers touchable symbols for supporting blind and partially sighted people in recognizing the spatial distribution of geographical phenomena and their intercorrelation. Creating an informative tactile maps need a specific design of symbol, ancillary information, and map reproduction that meets the need and the capacity of its users. Unfortunately, there has been no international standardization for these map features that could be used as a foundation to build a standardization for our national tactile map. Therefore, this research adopted and modified the designs of tactile symbols published by the National Mapping Council of Australia, the Guidelines for Design of Tactile Graphics by American Printing House, the use of tactile variables by Vasconcellos, the Specifications of Topographic Elements Mapping by Bakosurtanal, and the application of visual variables of Bertin for cartographic mapping. The resultant symbol designs from the modification were applied to develop the tactile maps of Yogyakarta City on swell paper. Then, through interviews with map users (visually impaired people in the city), we evaluated these symbols from two aspects, comprehension of tactile variables and the types of the tactile maps required

    Towards the creation of a tactile version of the Self-Assessment Manikin (T-SAM) for the emotional assessment of visually impaired people

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    The Self-Assessment Manikin (SAM) is one of the most extensively used instruments in the situational assessment of the emotional state in experimental or clinical contexts of emotional induction. However, there is no instrument of this kind adapted for blind or visually impaired people. In this paper, we present the results of the preliminary validation of a tactile adaptation of the SAM, the Tactile Self-Assessment Manikin (T-SAM). For this purpose, 5 people with visual disabilities participated in a focus group in which the usability of this adaptation was evaluated, as well as its usefulness in representing the valence and arousal subscales of the original instrument. The analysis of the content of this focus group suggests a pertinent content validity, while the participants correctly understood both the purpose of the instrument, and the tactile representations of valence and activation constructs created by the research team. However, the difficulty of blind people from birth to understand the graphic representation of an emotional facial expression was detected, which represents a limitation to control in future steps in the validation of T-SAM

    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)

    Teaching Visually Impaired College Students in Introductory Statistics

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    Instructors of postsecondary classes in statistics rely heavily on visuals in their teaching, both within the classroom and in resources like textbooks, handouts, and software, but this information is often inaccessible to students who are blind or visually impaired (BVI). The unique challenges involved in adapting both pedagogy and course materials to accommodate a BVI student may provoke anxiety among instructors teaching a BVI student for the first time, and instructors may end up feeling unprepared or “reinventing the wheel.” We discuss a wide variety of accommodations inside and outside of the classroom grounded in the empirical literature on cognition and learning and informed by our own experience teaching a blind student in an introductory statistics course

    MapSense: multi-sensory interactive maps for children living with visual impairments

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    We report on the design process leading to the creation of MapSense, a multi-sensory interactive map for visually impaired children. We conducted a formative study in a specialized institute to understand children’s educational needs, their context of care and their preferences regarding interactive technologies. The findings (1) outline the needs for tools and methods to help children to acquire spatial skills and (2) provide four design guidelines for educational assistive technologies. Based on these findings and an iterative process, we designed and deployed MapSense in the institute during two days. It enables collaborations between children with a broad range of impairments, proposes reflective and ludic scenarios and allows caretakers to customize it as they wish. A field experiment reveals that both children and caretakers considered the system successful and empowering
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