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
-
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
-
Difficult to learn and to be taught geometry
No access to digital graphics
Braille displays and text-to-speech systems
-
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
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
-
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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