USER CENTRED DESIGN AND DEVELOPMENT OF AN EDUCATIONAL FORCE-FEEDBACK HAPTIC GAME FOR BLIND STUDENTS...
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Transcript of USER CENTRED DESIGN AND DEVELOPMENT OF AN EDUCATIONAL FORCE-FEEDBACK HAPTIC GAME FOR BLIND STUDENTS...
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
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
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
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)
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
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
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
Maria Petridou 8The University of Nottingham
The Novint’s Falcon
Image source: Manav Kataria
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
Phase One
Maria Petridou 10The University of Nottingham
Phase Two
Maria Petridou 11The University of Nottingham
Phase Three
Maria Petridou 12The University of Nottingham
Phase Four
Maria Petridou 13The University of Nottingham
Phase Five
Maria Petridou 14The University of Nottingham
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
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