USER CENTRED DESIGN AND DEVELOPMENT OF AN …

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USER CENTRED DESIGN AND DEVELOPMENT OF AN
EDUCATIONAL FORCE-FEEDBACK HAPTIC GAME
FOR BLIND STUDENTS
Maria Petridou, Peter Blanchfield, Reham Alabbadi
Tim Brailsford
School of Computer Science & IT
University of Nottingham
Introduction
 Current research
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Haptic sense technology for assisting visual impairment
Design & development of an Audio-Haptic Learning Environment for
Learning about 3D Shapes
Promote social interaction & communication channel
 Blind people are still excluded from accessing certain types of
information
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Difficult to learn and to be taught geometry
No access to digital graphics
 Braille displays and text-to-speech systems
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Give access to digital text
 Integrating game technology into education and learning
- Some significant impact on learning and cognitive process
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Haptics
 Refers to the sense of touch
 Ancient Greek word of “ἁπτικός” - verb “άπτω”
 Ability of a person to sense, feel, recognise and interact
 Non-visual haptics – perceive haptically (user moves actively)
 In computer interaction haptic sense is enable, when
- User moves the mouse or hits the keyboard
 Haptic Simulation Applications
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Medicine – Remote Diagnosis, UI for blind
Entertainment – Games & Virtual Reality
Education – Training, Getting a “feel of things”
Arts – Virtual Art Exhibits, Concert Rooms, Museums
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The Importance of Haptics
 “It uniquely bidirectional information channel to the brain”
(Manav 2010)
 Quantitative Task Performance
(Hasser 1998)
 Multimodal Feedback
(Delus 2001) & (Akamatsu 1994)
 User Satisfaction
(Serafin 2007) & (Brewster 2007) & (Chang 2005)
 Non-visual Interaction
(O’Modhrain 1997) & (Petrie H. 1998)
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Human Computer Interaction and VE
 Relatively little assistive technology has been developed for blind
users
 Research and technology has at best remained stable or declined
 Society has become electronically based
 Screen Display – commonly used interface
 People with visual handicap:
- Excluded from this e-society
 Most recent force-feedback interfaces
- Allow blind users to interact with 3D virtual reality environment
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Human Computer Interaction Devices
 Most recent force-feedback interfaces
- Allow users to interact with 3D virtual reality environment
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PHANToM™ - produce correct tactile cues
CyberGrasp & CyberGlove – lightweight exoskeleton
Nintendo Wii joystick – motion sensing
PlayStation Controller - vibration
Xbox 360 Milo Project – Gesture Recognition & Virtual Interaction
Novint’s Falcon
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The Novint’s Falcon
 Novint’s Falcon
- Consumer’s 3D device – users feel what’s happening
- To be a predator of the mouse
- Mobile, ergonomic design
- Consumers’ affordable
 Evaluation of Novint’s Falcon by blind users?
- test devices robustness
- level of successful interaction
- easy adaptation to the grip
- brainstorming
 Feedback…
- easily conceptualise the game mechanically
- importance of audio feedback and instructions
- preferably bigger grip
- multiple points of interaction
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The Novint’s Falcon
Image source: Manav Kataria
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iHALE
 (interactive) Haptic-Audio Learning Environment
 Playful, adventures & exciting multimodal learning environment
 Enable blind students to learn about 3D shapes
 Test knowledge of basic geometrical concepts
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Geometry  main theory of space
 requires systematic and thinking reasoning
 content rich in visual representation
 2D illustrations and reproduction of 3D objects
Tutorials and Help available
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Phase One
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Phase Two
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Phase Three
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Phase Four
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Phase Five
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Conclusion
 Collaboration of all stakeholders
- Allow brainstorming and opinions/views
- Novel helpful and valuable ideas
- offer valuable insights
 Involving users throughout the design and the development
-receive immediate feedback
- find out what is fun for blind students
 iHALE
-Transform difficult and challenging work into a game
- Form a communication channel with sighted peers/teachers
- Shared understanding of teaching material
- Promote independent study
What is fun and joy for teenagers with visual impairment?
 How can a playful and enjoyable environment form a successful learning
channel for these children?
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Conclusion
 Characteristics of the final game
 Competition with other peers
Competition with their own previous results
Distinct tactile cues
Positive sound for every correct answer
Negative sound for every wrong answer
Time count down notification
Audio instructions
Classification e.g. first in the school, region etc
Reward e.g. get into finals and receive a present
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Thank You
Questions
Email: [email protected]
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