Tactile maps and diagrams are widely used as accessible graphical media for people with visual impairments, in particular in the context of education. They can be made interactive by augmenting them with audio feedback. It is however complicated to create audiotactile graphics that have rich and realistic tactile textures. To overcome these limitations, we propose a new augmented reality approach allowing novices to easily and quickly augment real objects with audio feedback. In our user study, six teachers created their own audio-augmentation of objects, such as a botanical atlas, within 30 minutes or less. Teachers found the tool easy to use and were confident about re-using it. The resulting augmented objects allow two modes: exploration mode provides feedback on demand about an element, while quiz mode provides questions and answers. We evaluated the resulting audio-tactile material with five visually impaired children. Participants found the resulting interactive graphics exciting to use independently of their mental imagery skills.
Figure 1.A teacher draws interactive zones directly on a tactile map with his finger and records the associated audio-feedback using a microphone. Touching the same zone will later launch the recorded audio-feedback. ABSTRACTInteractive tactile graphics have shown a true potential for people with visual impairments, for instance for acquiring spatial knowledge. Until today, however, they are not well adopted in real-life settings (e.g. special education schools). One obstacle consists in the creation of these media, which requires specific skills, such as the use of vector-graphic software for drawing and inserting interactive zones, which is challenging for stakeholders (social workers, teachers, families of people with visual impairments, etc.). We explored how a Spatial Augmented Reality approach can enhance the creation of interactive tactile graphics by sighted users. We developed the system using a participatory design method. A user study showed that the augmented reality device allowed stakeholders (N=28) to create interactive tactile graphics more efficiently than with a regular vector-drawing software (baseline), independently of their technical background.
Board games allow us to share collective entertainment experiences. They entertain because of the interactions between players, physical manipulation of tokens and decision making. Unfortunately, most board games exclude people with visual impairments as they were not initially designed for players with special needs. Through a user-centered design process with an accessible game library and visually impaired players, we observed challenges and solutions in making existing board games accessible through handcrafted solutions (tactile stickers, braille labels, etc.). In a second step, we used Spatial Augmented Reality (SAR), to make existing board games inclusive by adding interactivity (GameARt). In a case study with an existing board game considered as not accessible (Jamaica), we designed an interactive SAR version with touch detection (JamaicAR). We evaluated this prototype in a user study with 5 groups of 3 players each, including sighted, low vision and blind players. All players, independent of visual status, were able to play the Augmented Reality game. Moreover, the game was rated positively by all players regarding attractiveness, play engrossment, enjoyment and social connectivity. Our work shows that Spatial Augmented Reality has the potential to make board games accessible to people with visual impairments when handcrafted adaptations fall short.
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International audienceThis paper highlights the use of Situated Artificial Institution (SAI) within an hybrid, interactive, normative multi-agent system to regulate human collaboration in crisis management. Norms regulate the actions of human actors based on the dynamics of the environment in which they are situated. This dynamics result both from environment evolution and actors actions. Our objective is to couple norms to environment state to provide a context aware crisis regulation. Introducing a constitutive level between environmental and normative states provides a loosely coupling of norms with the environment. Norms are thus no more referring to environmental facts but to status functions, i.e. institutional interpretation of environmental facts through constitutive rules. We present how this declarative and distinct SAI modelling succeeds in managing the interpretation of the events while taking into account organizational context
Orientation and Mobility (O&M) classes teach people with visual impairments how to navigate the world, for instance how to cross a road. Yet, this training can be difficult and dangerous due to conditions such as traffic and weather. Virtual Reality (VR) can overcome these challenges by providing interactive controlled environments. However, most existing VR tools rely on visual feedback, which limits their use with students with visual impairment. In a collaborative design approach with O&M instructors, we designed an affordable and accessible VR system for O&M classes, called X-Road. Using a smartphone and a bespoke headmount, X-Road provides both visual and audio feedback and allows users to move in space, as in the real world. In a study with 13 students with visual impairments, X-Road proved to be an effective alternative to teaching and learning classical O&M tasks, and both students and instructors were enthusiastic about this technology. We conclude with design recommendations for inclusive VR systems. CCS Concepts: • Human-centered computing → Virtual reality; Accessibility systems and tools; Participatory design;
In this work, we address three common misconceptions about visual impairments with an interactive virtual reality simulation. We raise awareness of the phenomenological consequences of central and peripheral field defects and the remaining visual potential of "legally blind" individuals. The goal is to sensitize the public to the effects of visual impairments on daily life activities.
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