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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.

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Presentation on theme: "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."— Presentation transcript:

1 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

2 Research Goals Examines VEs that have been researched and developed for orientation and mobility preplanning system Discuss future research and development

3 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

4 Variables - Descriptive Info. Dimension Publication year Affiliation Discipline State Funding

5 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

6 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

7 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

8 Results - System Dimension % 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%

9 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

10 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

11 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

12 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

13 Future Implementation Develop affordable VEs to impact the users’ quality of life, education, and employment Impact rehabilitation of newly blind

14 Three years ago....

15 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

16 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

17 SmartPhone with built-in voice over One device with one type of operation mode less cognitive load Less expensive Less to carry on

18 Youngseong Kim & Eunsol Yeom, 2010

19 Fukushima, The University of Electro-Communications, 2011

20 Senseg, 2011

21 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)

22 Acknowledgements 21 research groups Graduate students: H. Gedalevitz and I. Milman European Commission, Marie Curie International Reintegration Grants (Grant No. FP7-PEOPLE-2007-4-3- IRG).

23 Method - Procedure Collected peer review papers using snowball sampling Developed protocol research Analyzed each paper twice

24 Results - System Dimension % 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 SystemSurrounding Audio 40% Type of AudioSound localization 85% Echolocation & Obstacle Perception 40% Interaction TypeStatic 91%

25 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%


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