USER CENTRED DESIGN AND DEVELOPMENT OF AN EDUCATIONAL FORCE-FEEDBACK HAPTIC GAME FOR BLIND STUDENTS...

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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

Transcript of USER CENTRED DESIGN AND DEVELOPMENT OF AN EDUCATIONAL FORCE-FEEDBACK HAPTIC GAME FOR BLIND STUDENTS...

Page 1: USER CENTRED DESIGN AND DEVELOPMENT OF AN EDUCATIONAL FORCE-FEEDBACK HAPTIC GAME FOR BLIND STUDENTS Maria Petridou, Peter Blanchfield, Reham Alabbadi Tim.

USER CENTRED DESIGN AND DEVELOPMENT OF AN EDUCATIONAL FORCE-FEEDBACK

HAPTIC GAME FOR BLIND STUDENTS

Maria Petridou, Peter Blanchfield, Reham AlabbadiTim Brailsford

School of Computer Science & ITUniversity of Nottingham

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Introduction

Maria Petridou 2The University of Nottingham

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

Maria Petridou 3The University of Nottingham

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 - 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

Maria Petridou 4The University of Nottingham

“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

Maria Petridou 5The University of Nottingham

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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Maria Petridou 6The University of Nottingham

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

Human Computer Interaction Devices

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Maria Petridou 7The University of Nottingham

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

The Novint’s Falcon

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Maria Petridou 8The University of Nottingham

The Novint’s Falcon

Image source: Manav Kataria

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Maria Petridou 9The University of Nottingham

(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

iHALE

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Phase One

Maria Petridou 10The University of Nottingham

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Phase Two

Maria Petridou 11The University of Nottingham

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Phase Three

Maria Petridou 12The University of Nottingham

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Phase Four

Maria Petridou 13The University of Nottingham

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Phase Five

Maria Petridou 14The University of Nottingham

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Maria Petridou 15The University of Nottingham

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?

Conclusion

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Maria Petridou 16The University of Nottingham

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

Conclusion

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Maria Petridou 17The University of Nottingham

QuestionsEmail: [email protected]

Thank You