This paper summarizes recent developments in audio and tactile feedback based assistive technologies targeting the blind community. Current technology allows applications to be efficiently distributed and run on mobile and handheld devices, even in cases where computational requirements are significant. As a result, electronic travel aids, navigational assistance modules, text-to-speech applications, as well as virtual audio displays which combine audio with haptic channels are becoming integrated into standard mobile devices. This trend, combined with the appearance of increasingly user-friendly interfaces and modes of interaction has opened a variety of new perspectives for the rehabilitation and training of users with visual impairments. The goal of this paper is to provide an overview of these developments based on recent advances in basic research and application development. Using this overview as a foundation, an agenda is outlined for future research in mobile interaction design with respect to users with special needs, as well as ultimately in relation to sensor-bridging applications in general.
Recent results in retinal research have shown that ganglion cell receptive fields cover the mammalian retina in a mosaic arrangement, with insignificant amounts of overlap in the central fovea. This means that the biological relevance of traditional and widely adapted edge-detection algorithms with convolution-based overlapping operator architectures has been disproved. However, using traditional filters with non-overlapping operator architectures leads to considerable losses in contour information. This paper introduces a novel, tremor- and drift-based edge-detection algorithm that reconciles these differences between the physiology of the retina and the overlapping architectures used by today’s widely adapted algorithms. The algorithm takes into consideration data convergence, as well as the dynamic properties of the retina, by incorporating a model of involuntary eye tremors and drifts and the impulse responses of ganglion cells. Based on the evaluation of the model, two hypotheses are formulated on the highly debated role of involuntary eye tremors: 1) The role of involuntary eye movements has information theoretical implications 2) From an information processing point of view, the functional role of involuntary eye movements extends to more than just the maintenance of action potentials. Involuntary eye-movements may be responsible for the compensation of information losses caused by a non-overlapping receptive field architecture.
In recent years, a large number of research projects have focused on the use of auditory representations in a broadened scope of application scenarios. Results in such projects have shown that auditory elements can effectively complement other modalities not only in the traditional desktop computer environment but also in virtual and augmented reality, mobile platforms, and other kinds of novel computing environments. The successful use of auditory representations in this growing number of application scenarios has in turn prompted researchers to rediscover the more basic auditory representations and extend them in various directions. The goal of this article is to survey both classical auditory representations (e.g., auditory icons and earcons) and those auditory representations that have been created as extensions to earlier approaches, including speech-based sounds (e.g., spearcons and spindex representations), emotionally grounded sounds (e.g., auditory emoticons and spemoticons), and various other sound types used to provide sonifications in practical scenarios. The article concludes by outlining the latest trends in auditory interface design and providing examples of these trends.
Abstract-The paper presents a multimodal conversational interaction system for the Nao humanoid robot. The system was developed at the 8th International Summer Workshop on Multimodal Interfaces, Metz, 2012. We implemented WikiTalk, an existing spoken dialogue system for open-domain conversations, on Nao. This greatly extended the robot's interaction capabilities by enabling Nao to talk about an unlimited range of topics. In addition to speech interaction, we developed a wide range of multimodal interactive behaviours by the robot, including facetracking, nodding, communicative gesturing, proximity detection and tactile interrupts. We made video recordings of user interactions and used questionnaires to evaluate the system. We further extended the robot's capabilities by linking Nao with Kinect.
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