30 research outputs found

    Using wrist vibrations to guide hand movement and whole body navigation

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    International audienceIn the absence of vision, mobility and orientation are challenging. Audio and tactile feedback can be used to guide visually impaired people. In this paper, we present two complementary studies on the use of vibrational cues for hand guidance during the exploration of itineraries on a map, and whole body-guidance in a virtual environment. Concretely, we designed wearable Arduino bracelets integrating a vibratory motor producing multiple patterns of pulses. In a first study, this bracelet was used for guiding the hand along unknown routes on an interactive tactile map. A wizard-of-Oz study with six blindfolded participants showed that tactons, vibrational patterns, may be more efficient than audio cues for indicating directions. In a second study, this bracelet was used by blindfolded participants to navigate in a virtual environment. The results presented here show that it is possible to significantly decrease travel distance with vibrational cues. To sum up, these preliminary but complementary studies suggest the interest of vibrational feedback in assistive technology for mobility and orientation for blind people

    Interactive audio-tactile maps for visually impaired people

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    International audienceVisually impaired people face important challenges related to orientation and mobility. Indeed, 56% of visually impaired people in France declared having problems concerning autonomous mobility. These problems often mean that visually impaired people travel less, which influences their personal and professional life and can lead to exclusion from society. Therefore this issue presents a social challenge as well as an important research area. Accessible geographic maps are helpful for acquiring knowledge about a city's or neighborhood's configuration, as well as selecting a route to reach a destination. Traditionally, raised-line paper maps with braille text have been used. These maps have proved to be efficient for the acquisition of spatial knowledge by visually impaired people. Yet, these maps possess significant limitations. For instance, due to the specificities of the tactile sense only a limited amount of information can be displayed on a single map, which dramatically increases the number of maps that are needed. For the same reason, it is difficult to represent specific information such as distances. Finally, braille labels are used for textual descriptions but only a small percentage of the visually impaired population reads braille. In France 15% of blind people are braille readers and only 10% can read and write. In the United States, fewer than 10% of the legally blind people are braille readers and only 10% of blind children actually learn braille. Recent technological advances have enabled the design of interactive maps with the aim to overcome these limitations. Indeed, interactive maps have the potential to provide a broad spectrum of the population with spatial knowledge, irrespective of age, impairment, skill level, or other factors. To this regard, they might be an efficient means for providing visually impaired people with access to geospatial information. In this paper we give an overview of our research on making geographic maps accessible to visually impaired people

    Interactivity Improves Usability of Geographic Maps for Visually Impaired People

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    International audienceTactile relief maps are used by visually impaired people to acquire mental representation of space, but they retain important limitations (limited amount of information, braille text, etc.). Interactive maps may overcome these limitations. However, usability of these two types of maps had never been compared. It is then unknown whether interactive maps are equivalent or even better solutions than traditional raised-line maps. This study presents a comparison of usability of a classical raised-line map vs. an interactive map composed by a multi-touch screen, a raised-line overlay and audio output. Both maps were tested by 24 blind participants. We measured usability as efficiency, effectiveness and satisfaction. Our results show that replacing braille with simple audio-tactile interaction significantly improved efficiency and user satisfaction. Effectiveness was not related to the map type but depended on users' characteristics as well as the category of assessed spatial knowledge. Long-term evaluation of acquired spatial information revealed that maps, whether interactive or not, are useful to build robust survey-type mental representations in blind users. Altogether, these results are encouraging as they show that interactive maps are a good solution for improving map exploration and cognitive mapping in visually impaired people

    Chasing Lions: Co-Designing Human-Drone Interaction in Sub-Saharan Africa

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    Drones are an exciting technology that is quickly being adopted in the global consumer market. Africa has become a center of deployment with the first drone airport established in Rwanda and drones currently being used for applications such as medical deliveries, agriculture, and wildlife monitoring. Despite this increasing presence of drones, there is a lack of research on stakeholders' perspectives from this region. We ran a human-drone interaction user study (N=15) with experts from several sub-Saharan countries using a co-design methodology. Participants described novel applications and identified important design aspects for the integration of drones in this context. Our results highlight the potential of drones to address real world problems, the need for them to be culturally situated, and the importance of considering the social aspects of their interaction with humans. This research highlights the need for diverse perspectives in the human-drone interaction design process.Comment: To be published in the ACM conference on Designing Interactive Systems (DIS '20

    Grand challenges in accessible maps

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    Towards a Multidisciplinary Approach for Designing Multimodal Sensory Communication Devices for Aeronautics

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    International audienceDeaf pilots in France are currently allowed to fly planes with the help of a second pilot handling voice and radio communication. Yet, they are not allowed to pilot independently. Fans4All is an association that aims at making aeronautics more accessible to pilots who are hearing or speaking impaired (HSI). In this paper we present our experience as a multidisciplinary design team (including two HSI pi-lots) working towards this goal. We present the current and past steps to develop a Multimodal Sensory Communication Device (MSCD) composed of a touchscreen tablet and a haptic jacket, as well as the visual vocabulary to define messages between HSI pilots and air traffic controllers. Moreover, we present our approach combining quantitative and qualitative methods for evaluation. We hope that our work will help making aeronautics more accessible to people with impairments

    Representing children living with visual impairments in the design process: a case study with personae

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    Assistive technologies (ATs) must improve activities but also participations of impaired users. Thus when designing ATs, especially for children, one should consider the diversity of users and disabilities but also the educational and societal contexts, as well as subjectivities (i.e. personal experience of disability, own motivations, etc.). Co-design is a method that encompasses all those features, but it is not easy to achieve with impaired users, especially when they are children. In the context of a research project on interactive maps for visually impaired people, we first conducted a field study to better describe potential users (visually impaired people, but also parents, teachers, therapists, etc.) and their needs. Building upon this field-study, we developed a set of design cards representing users but also needs, places, goals, etc. We then designed a workshop aiming to improve the knowledge and empathy researchers had about users, ideation step of the design process. We report on how these methods facilitated the creation of inventive scenarios, interactions and prototypes, but also how they helped researchers to think about their own design and research practices
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