19 research outputs found

    Analysis of Navigation Assistants for Blind and Visually Impaired People: A Systematic Review

    Get PDF
    Over the last few decades, the development in the field of navigation and routing devices has become a hindering task for the researchers to develop smart and intelligent guiding mechanism at indoor and outdoor locations for blind and visually impaired people (BVIPs). The existing research need to be analysed from a historical perception including early research on the first electronic travel aids to the use of modern artificial vision models for the navigation of BVIPs. Diverse approaches such as: e-cane or guide dog, infrared-based cane, laser based walker and many others are proposed for the navigation of BVIPs. But most of these techniques have limitations such as: infrared and ultrasonic based assistance has short range capacities for object detection. While laser based assistance can harm other people if it directly hit them on their eyes or any other part of the body. These trade-offs are critical to bring this technology in practice.To systematically assess, analyze, and identify the primary studies in this specialized field and provide an overview of the trends and empirical evidence in the proposed field. This systematic research work is performed by defining a set of relevant keywords, formulating four research questions, defining selection criteria for the articles, and synthesizing the empirical evidence in this area. Our pool of studies include 191 most relevant articles to the proposed field reported between 2011 and 2020 (a portion of 2020 is included). This systematic mapping will help the researchers, engineers, and practitioners to make more authentic decisions for finding gaps in the available navigation assistants and suggest a new and enhanced smart assistant application accordingly to ensure safety and accurate guidance of the BVIPs. This research work have several implications in particular the impact of reducing fatalities and major injuries of BVIPs.Qatar University [IRCC-2020-009]

    Haptic Interaction with a Guide Robot in Zero Visibility

    Get PDF
    Search and rescue operations are often undertaken in dark and noisy environment in which rescue team must rely on haptic feedback for exploration and safe exit. However, little attention has been paid specifically to haptic sensitivity in such contexts or the possibility of enhancing communicational proficiency in the haptic mode as a life-preserving measure. The potential of root swarms for search and rescue has been shown by the Guardians project (EU, 2006-2010); however the project also showed the problem of human robot interaction in smoky (non-visibility) and noisy conditions. The REINS project (UK, 2011-2015) focused on human robot interaction in such conditions. This research is a body of work (done as a part of he REINS project) which investigates the haptic interaction of a person wit a guide robot in zero visibility. The thesis firstly reflects upon real world scenarios where people make use of the haptic sense to interact in zero visibility (such as interaction among firefighters and symbiotic relationship between visually impaired people and guide dogs). In addition, it reflects on the sensitivity and trainability of the haptic sense, to be used for the interaction. The thesis presents an analysis and evaluation of the design of a physical interface (Designed by the consortium of the REINS project) connecting the human and the robotic guide in poor visibility conditions. Finally, it lays a foundation for the design of test cases to evaluate human robot haptic interaction, taking into consideration the two aspects of the interaction, namely locomotion guidance and environmental exploration

    Integrating Haptic Feedback into Mobile Location Based Services

    Get PDF
    Haptics is a feedback technology that takes advantage of the human sense of touch by applying forces, vibrations, and/or motions to a haptic-enabled device such as a mobile phone. Historically, human-computer interaction has been visual - text and images on the screen. Haptic feedback can be an important additional method especially in Mobile Location Based Services such as knowledge discovery, pedestrian navigation and notification systems. A knowledge discovery system called the Haptic GeoWand is a low interaction system that allows users to query geo-tagged data around them by using a point-and-scan technique with their mobile device. Haptic Pedestrian is a navigation system for walkers. Four prototypes have been developed classified according to the user’s guidance requirements, the user type (based on spatial skills), and overall system complexity. Haptic Transit is a notification system that provides spatial information to the users of public transport. In all these systems, haptic feedback is used to convey information about location, orientation, density and distance by use of the vibration alarm with varying frequencies and patterns to help understand the physical environment. Trials elicited positive responses from the users who see benefit in being provided with a “heads up” approach to mobile navigation. Results from a memory recall test show that the users of haptic feedback for navigation had better memory recall of the region traversed than the users of landmark images. Haptics integrated into a multi-modal navigation system provides more usable, less distracting but more effective interaction than conventional systems. Enhancements to the current work could include integration of contextual information, detailed large-scale user trials and the exploration of using haptics within confined indoor spaces

    Intuitive Robot Teleoperation Based on Haptic Feedback and 3D Visualization

    Get PDF
    Robots are required in many jobs. The jobs related to tele-operation may be very challenging and often require reaching a destination quickly and with minimum collisions. In order to succeed in these jobs, human operators are asked to tele-operate a robot manually through a user interface. The design of a user interface and of the information provided in it, become therefore critical elements for the successful completion of robot tele-operation tasks. Effective and timely robot tele-navigation mainly relies on the intuitiveness provided by the interface and on the richness and presentation of the feedback given. This project investigated the use of both haptic and visual feedbacks in a user interface for robot tele-navigation. The aim was to overcome some of the limitations observed in a state of the art works, turning what is sometimes described as contrasting into an added value to improve tele-navigation performance. The key issue is to combine different human sensory modalities in a coherent way and to benefit from 3-D vision too. The proposed new approach was inspired by how visually impaired people use walking sticks to navigate. Haptic feedback may provide helpful input to a user to comprehend distances to surrounding obstacles and information about the obstacle distribution. This was proposed to be achieved entirely relying on on-board range sensors, and by processing this input through a simple scheme that regulates magnitude and direction of the environmental force-feedback provided to the haptic device. A specific algorithm was also used to render the distribution of very close objects to provide appropriate touch sensations. Scene visualization was provided by the system and it was shown to a user coherently to haptic sensation. Different visualization configurations, from multi-viewpoint observation to 3-D visualization, were proposed and rigorously assessed through experimentations, to understand the advantages of the proposed approach and performance variations among different 3-D display technologies. Over twenty users were invited to participate in a usability study composed by two major experiments. The first experiment focused on a comparison between the proposed haptic-feedback strategy and a typical state of the art approach. It included testing with a multi-viewpoint visual observation. The second experiment investigated the performance of the proposed haptic-feedback strategy when combined with three different stereoscopic-3D visualization technologies. The results from the experiments were encouraging and showed good performance with the proposed approach and an improvement over literature approaches to haptic feedback in robot tele-operation. It was also demonstrated that 3-D visualization can be beneficial for robot tele-navigation and it will not contrast with haptic feedback if it is properly aligned to it. Performance may vary with different 3-D visualization technologies, which is also discussed in the presented work

    Balancing User Experience for Mobile One-to-One Interpersonal Telepresence

    Get PDF
    The COVID-19 virus disrupted all aspects of our daily lives, and though the world is finally returning to normalcy, the pandemic has shown us how ill-prepared we are to support social interactions when expected to remain socially distant. Family members missed major life events of their loved ones; face-to-face interactions were replaced with video chat; and the technologies used to facilitate interim social interactions caused an increase in depression, stress, and burn-out. It is clear that we need better solutions to address these issues, and one avenue showing promise is that of Interpersonal Telepresence. Interpersonal Telepresence is an interaction paradigm in which two people can share mobile experiences and feel as if they are together, even though geographically distributed. In this dissertation, we posit that this paradigm has significant value in one-to-one, asymmetrical contexts, where one user can live-stream their experiences to another who remains at home. We discuss a review of the recent Interpersonal Telepresence literature, highlighting research trends and opportunities that require further examination. Specifically, we show how current telepresence prototypes do not meet the social needs of the streamer, who often feels socially awkward when using obtrusive devices. To combat this negative finding, we present a qualitative co-design study in which end users worked together to design their ideal telepresence systems, overcoming value tensions that naturally arise between Viewer and Streamer. Expectedly, virtual reality techniques are desired to provide immersive views of the remote location; however, our participants noted that the devices to facilitate this interaction need to be hidden from the public eye. This suggests that 360^\circ cameras should be used, but the lenses need to be embedded in wearable systems, which might affect the viewing experience. We thus present two quantitative studies in which we examine the effects of camera placement and height on the viewing experience, in an effort to understand how we can better design telepresence systems. We found that camera height is not a significant factor, meaning wearable cameras do not need to be positioned at the natural eye-level of the viewer; the streamer is able to place them according to their own needs. Lastly, we present a qualitative study in which we deploy a custom interpersonal telepresence prototype on the co-design findings. Our participants preferred our prototype instead of simple video chat, even though it caused a somewhat increased sense of self-consciousness. Our participants indicated that they have their own preferences, even with simple design decisions such as style of hat, and we as a community need to consider ways to allow customization within our devices. Overall, our work contributes new knowledge to the telepresence field and helps system designers focus on the features that truly matter to users, in an effort to let people have richer experiences and virtually bridge the distance to their loved ones

    A Survey of Augmented Reality

    Get PDF
    © 2015 M. Billinghurst, A. Clark, and G. Lee. This survey summarizes almost 50 years of research and development in the field of Augmented Reality (AR). From early research in the 1960's until widespread availability by the 2010's there has been steady progress towards the goal of being able to seamlessly combine real and virtual worlds. We provide an overview of the common definitions of AR, and show how AR fits into taxonomies of other related technologies. A history of important milestones in Augmented Reality is followed by sections on the key enabling technologies of tracking, display and input devices. We also review design guidelines and provide some examples of successful AR applications. Finally, we conclude with a summary of directions for future work and a review of some of the areas that are currently being researched

    Sonic interactions in virtual environments

    Get PDF
    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

    Get PDF

    A Control Architecture for Unmanned Aerial Vehicles Operating in Human-Robot Team for Service Robotic Tasks

    Get PDF
    In this thesis a Control architecture for an Unmanned Aerial Vehicle (UAV) is presented. The aim of the thesis is to address the problem of control a flying robot operating in human robot team at different level of abstraction. For this purpose, three different layers in the design of the architecture were considered, namely, the high level, the middle level and the low level layers. The special case of an UAV operating in service robotics tasks and in particular in Search&Rescue mission in alpine scenario is considered. Different methodologies for each layer are presented with simulated or real-world experimental validation
    corecore