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Improving O&M Skills Through the Use of VE
for People Who Are Blind: Past Research and
Future Potential
Improving O&M Skills Through the Use of VE
for People Who Are Blind: Past Research and
Future Potential
O. Lahav
School of Education, Tel Aviv University
O. Lahav
School of Education, Tel Aviv University
Research Goals
Examines VEs that have been researched and
developed for orientation and mobility
preplanning system
Discuss future research and development
Method - Sample Selection
21 peer reviewed papers
Papers were selected based on research
topics:
Virtual environment
People who are blind
Acquisition of a cognitive map
O&M rehabilitation aids
Variables - Descriptive Info.
Dimension Publication year
Affiliation
Discipline
State
Funding
Variables - System Dimension
System features: type, developments’ stage, number of users, location, modality, and user’s input and output device
Haptic feedback: type and variety
Audio feedback: audio system and type of audio feedback
Interaction type: user interaction, virtual object type, operation of the virtual object, and environment scaling
Variables - Research Dimension
Research type: clinic research, type of research, and research goal
Participant: participants’ visual ability, number of participants, age, and gender
Target space: VE representing real space, space complexity, and space location
Research task: length of exposure to VE, type of exploration, construction of cognitive map after exploring VE, and orientation tasks in the real space
Results - Descriptive Info.
Dimension First paper published by Max and González in
1997
Academic institutions 82%
Interdisciplinary researchers 43%
EU research community 67%
Worldwide, governments are the major funders
Results - System DimensionResults - System Dimension % Studies% Studies
System Type Software 77%
Hardware 5%
Software & Hardware 19%
System Stage Prototype 100%
Number of Users Single user 100%
Location Local 100%
System Modality Audio 53%
Haptic 5%
Audio & Haptic 43%
Results - Research Dimension
Clinical research 82%
Preliminary research 67%
Research represent real spaces 67%
Simple spaces 67%
Indoor area 82%
Multimodal systems represented mainly
complex spaces
Results - Research Dimension
Participants preferred active exploration
VE could reduce the stress experienced, as
opposed to the stress experienced in training
in RS
Participants’ physically turning right or left in
a VE caused disorientation
Conclusions
21 unique and creative preplanning
systems developed in the past 15 years
These preplanning system aid the user
to explore, to construct a cognitive map
and to apply this knowledge in the real
space
None of these systems is a shelf product
Future Research
VE exploration process
Construction of cognitive map
Real space navigation
How allocentric and egocentric spatial
representation can influence:
Examine outdoor complex real spaces
Future Implementation
Develop affordable VEs to impact the users’
quality of life, education, and employment
Impact rehabilitation of newly blind
Three years ago....
Three years ago....Computer with screen reader
Talking clock
Mobile manager
Talking clock identifier
Talking label identifier
Smart phone with screen reader
GPS with walking direction mode and screen reader
Reader streamer (play audio content)
Scanner
Digital camera
Three years ago....Computer with screen reader
Talking clock
Mobile manager
Talking clock identifier
Talking label identifier
Cell smart phone with screen reader
GPS with walking direction mode and screen reader
Reader streamer (play audio content)
Scanner
Digital camera
SmartPhone with built-in voice over
One device with one type of operation
mode less cognitive load
Less expensive
Less to carry on
Youngseong Kim & Eunsol Yeom, 2010
Fukushima, The University of Electro-Communications, 2011
Senseg, 2011
Handheld device
Use built-in abilities: screen reader, GPS and sharing information
Tactile feedback by using smart materials
User-friendly system
Dynamic data
Independent operation
Active virtual exploration
Knowledge transfer from VE to real space (install landmarks)
Acknowledgements21 research groups
Graduate students: H. Gedalevitz and I. Milman
European Commission, Marie Curie International
Reintegration Grants (Grant No. FP7-PEOPLE-
2007-4-3-IRG).
Method - Procedure
Collected peer review papers using
snowball sampling
Developed protocol research
Analyzed each paper twice
Results - System DimensionResults - System Dimension % Studies% Studies
User Input & or Output
Average 2.4 devices per system
Tracking System 48%
Keyboard 29%
Phantom 19%
Joystick 15%
Game Controller 15%
Headphones 34%
Loudspeakers 29%
Head-Mounted Display 15%
Audio System Surrounding Audio 40%
Type of Audio Sound localization 85%
Echolocation & Obstacle Perception
40%
Interaction Type Static 91%
Results - Research Dimension
Successfully VE exploration 60-100%
Cognitive maps constructed after VE
exploration
Ability to apply the VE knowledge in real
space 70-100%