SlideShare uma empresa Scribd logo
1 de 24
Gedalevitz, Lahav
School of Education
Tel Aviv University
Tel Aviv, Israel

Battersby, Brown, Evett and Merritt
Computing and Technology Team
Nottingham Trent University
Nottingham, UK

Using Wii Technology
to Explore Real Spaces
Via Virtual Environments
for People Who Are Blind
Research Goals
Understand whether blind people can construct
a cognitive map by exploring an unknown space
using the Virtual-cane (Wii-based VE) and later
to apply it in the real space
Research Questions
(1) What exploration strategies and processes
do blind people use when working with
Virtual-cane?
(2) Does using the Virtual-cane contribute to the
construction of a cognitive map?
(3) How does this cognitive map contribute to
the blind person’s orientation performance in
real spaces?
Last Thing First…
The Virtual-cane changed the way the participants
explored VEs:
 More scanning than walking
 More object-to-object than perimeter strategy
 Long pauses
Spatial representations were achieved, where Mapmodel was the main representation
The participants orientation tasks in the real spaces
(simple & complex) were performed correctly using a
direct path
The Virtual-cane

Walking

Scanning
(Haptic feedback)
Participants
The participants (N=10) were adults, men and
women, totally blind, congenitally and late blind
The participants were divided into two groups:
- Experimental group (n=5)
- Control group (n=5)
Variables
Exploration process
Duration; exploration mode; orientation
strategies; and systematic exploration
Cognitive map construction
Space components and their location; spatial
strategy; and spatial model
Orientation tasks performance
Duration; success; type of path; and aids used
Research Instrument
Eight training environments
Research Instrument
Two simulated environments:
Complex
Simple
Research Instruments
Tasks
 Exploration task
 Description task

 Orientation tasks:
 Object-oriented
 Perspective-change
 Pointing-to-the-location
Path drawing

Interact ©

All tasks were
video recorded.
The videos were
coded using the
Interact©
Procedure
Experimental Group

Control Group

O&M Questionnaire & Open Interview

Meeting #1

Meeting #1-4

Training using the
Virtual-cane

Meeting #5
Simple space

&

Meeting #6
Complex space

Exploration task
in the VE

Exploration task
in the real space

Description task
Orientation tasks in the real space

Meeting #1
Simple space

&

Meeting #2
Complex space
Results >>>>>>>
(1)

Complex VE

Simple VE

N

What exploration strategies and processes do blind
people use when working with Virtual-cane?
Duration
(seconds)

1
1764
2
2979
3
2312
4
3525
5
1938
Total average
1
1596
2
3791
3
2683
4
5213
5
2713
Total average

Walking mode
Spatial strategy

Scanning mode

Name
37%
28%
41%
45%
50%

Distance
33%
54%
33%
21%
28%

Perimeter
2%
5%
0%
4%
6%

22%
49%
32%
23%
20%

1%
3%
2%
5%
9%

74%

51%
26%
46%
43%
51%
72%

Object to object
6%
6%
3%
3%
8%
8%
7%
13%
2%
6%
11%
12%

Pauses

23%
7%
22%
28%
7%
17%
21%
6%
16%
22%
7%
14%
(2)
N

Does using the Virtual-cane contribute to the
construction of a cognitive map?

Space
Spatial strategy
components

Estimated Spatial
relationship representation

Chronology

Complex VE

66%

List

4

Map model

Structure

2

75%

Starting point

11

Map model

Structure

3

57%

Object to object

9

Route model

Structure

4
5

59%
50%

Map model
Map model

Structure
Structure

19%

Object to object
Area & Object to
object
List

15
16

1

Simple VE

1

1

List

Structure

2

44%

Area

12

Route model

Structure

3
4

38%
53%

14
15

46%

Route model
Map and route
model
Map model

Structure
Structure

5

Object to object
Area & Object to
object
Area

15

Structure
(3)

How does this cognitive map contribute to the blind
person’s orientation performance in the real space?
N

Simple VE

1
2
3
4

5

AVG
Complex VE

1
2
3
4
5

AVG

Object-oriented tasks
Duration
Success
Direct path
(seconds)
358
67%
33%
180
67%
67%
117
67%
67%
174
100%
100%
137
67%
67%
193
73%
67%
220
50%
0%
373
50%
50%
65
0%
0%
718
0%
0%
226
50%
50%
320
30%
20%
(3)

How does this cognitive map contribute to the blind
person’s orientation performance in the real space?
N

Simple VE

1
2
3
4

5

AVG
Complex VE

1
2
3
4
5

AVG
Walking path

Perspective-change tasks
Duration
Success
Direct path
(seconds)
294
100%
100%
300
67%
67%
249
33%
0%
576
100%
67%
214
67%
67%
327
73%
60%
604
50%
50%
639
100%
50%
529
50%
0%
665
100%
100%
322
50%
50%
552
70%
50%

Pointing
Success
100%
67%
67%
83%
83%
80%
50%
0%
17%
33%
50%
30%
(3)

How does this cognitive map contribute to the blind
person’s orientation performance in the real space?
N

Simple VE

1
2
3
4

5

AVG
Complex VE

1
2
3
4
5

AVG
Full table

Perspective-Change tasks
Duration
Success
Direct path
(seconds)
294
100%
100%
300
67%
67%
249
33%
0%
576
100%
67%
214
67%
67%
327
73%
60%
604
50%
50%
639
100%
50%
529
50%
0%
665
100%
100%
322
50%
50%
552
70%
50%

Pointing
Success
100%
67%
67%
83%
83%
80%
50%
0%
17%
33%
50%
30%
Conclusions
 The virtual cane changed the way the
participants explored the VEs:
 More scanning than walking
 More object-to-object than perimeter
strategy
 Long pauses

 Spatial representations were achieved, where
Map-model was the main representation
Conclusions
 As the spaces became more complex the
cognitive map was less detailed
 Participants managed to perform well in most
of the tasks in the real simple and complex
spaces
 Most walking paths were direct to object
Future implementation
 R&D on outdoor complex spaces
 Compare the Virtual-cane with different
virtual technologies

 Improve the UI for a shorter learning process
Thank you for listening
Special thanks
Hadas, Steven, David, Lindsay, and Patrick
The 10 participants that came voluntary
Itzik and Einat (video’s man)
lahavo@post.tau.ac.il
Interact ©
Path drawing

Back
Path drawing
Interact ©

Back
Back

Mais conteúdo relacionado

Semelhante a Using Wii Technology to Explore Real Spaces Via Virtual Environments for People Who Are Blind

HON4D (O. Oreifej et al., CVPR2013)
HON4D (O. Oreifej et al., CVPR2013)HON4D (O. Oreifej et al., CVPR2013)
HON4D (O. Oreifej et al., CVPR2013)
Mitsuru Nakazawa
 

Semelhante a Using Wii Technology to Explore Real Spaces Via Virtual Environments for People Who Are Blind (20)

Cnn acuracia remotesensing-08-00329
Cnn acuracia remotesensing-08-00329Cnn acuracia remotesensing-08-00329
Cnn acuracia remotesensing-08-00329
 
Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...
Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...
Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...
 
Supporting situation awareness on the move - the role of technology for spati...
Supporting situation awareness on the move - the role of technology for spati...Supporting situation awareness on the move - the role of technology for spati...
Supporting situation awareness on the move - the role of technology for spati...
 
Bieg Eye And Pointer Coordination In Search And Selection Tasks
Bieg Eye And Pointer Coordination In Search And Selection TasksBieg Eye And Pointer Coordination In Search And Selection Tasks
Bieg Eye And Pointer Coordination In Search And Selection Tasks
 
Ay4103315317
Ay4103315317Ay4103315317
Ay4103315317
 
The human face of AI: how collective and augmented intelligence can help sol...
The human face of AI:  how collective and augmented intelligence can help sol...The human face of AI:  how collective and augmented intelligence can help sol...
The human face of AI: how collective and augmented intelligence can help sol...
 
Satellite and Land Cover Image Classification using Deep Learning
Satellite and Land Cover Image Classification using Deep LearningSatellite and Land Cover Image Classification using Deep Learning
Satellite and Land Cover Image Classification using Deep Learning
 
RemoteSensing_DeepLearning_v2.pptx
RemoteSensing_DeepLearning_v2.pptxRemoteSensing_DeepLearning_v2.pptx
RemoteSensing_DeepLearning_v2.pptx
 
Open Topology: A Toolkit for Brain Isosurface Correction-776
Open Topology: A Toolkit for Brain Isosurface Correction-776Open Topology: A Toolkit for Brain Isosurface Correction-776
Open Topology: A Toolkit for Brain Isosurface Correction-776
 
Interactive Exploration of Geospatial Network Visualization
Interactive Exploration of Geospatial Network Visualization Interactive Exploration of Geospatial Network Visualization
Interactive Exploration of Geospatial Network Visualization
 
COMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User InterfacesCOMP 4010 - Lecture 4: 3D User Interfaces
COMP 4010 - Lecture 4: 3D User Interfaces
 
HON4D (O. Oreifej et al., CVPR2013)
HON4D (O. Oreifej et al., CVPR2013)HON4D (O. Oreifej et al., CVPR2013)
HON4D (O. Oreifej et al., CVPR2013)
 
Artificial Intelligence Advances | Vol.4, Iss.1 April 2022
Artificial Intelligence Advances | Vol.4, Iss.1 April 2022Artificial Intelligence Advances | Vol.4, Iss.1 April 2022
Artificial Intelligence Advances | Vol.4, Iss.1 April 2022
 
[Seminar] 20210108 Seunghyeong Choe
[Seminar] 20210108 Seunghyeong Choe[Seminar] 20210108 Seunghyeong Choe
[Seminar] 20210108 Seunghyeong Choe
 
Final presentation for Ordinance Survey sponsored MSc Project
Final presentation for Ordinance Survey sponsored MSc ProjectFinal presentation for Ordinance Survey sponsored MSc Project
Final presentation for Ordinance Survey sponsored MSc Project
 
IRJET- Identification of Missing Person in the Crowd using Pretrained Neu...
IRJET-  	  Identification of Missing Person in the Crowd using Pretrained Neu...IRJET-  	  Identification of Missing Person in the Crowd using Pretrained Neu...
IRJET- Identification of Missing Person in the Crowd using Pretrained Neu...
 
COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...
COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...
COGNITIVE SPACE IN THE INTERACTIVE MOVIE MAP: AN INVESTIGATION OF SPATIAL LEA...
 
University of Nottingham - NGI Geospatial Science Example Activities
University of Nottingham - NGI Geospatial Science Example ActivitiesUniversity of Nottingham - NGI Geospatial Science Example Activities
University of Nottingham - NGI Geospatial Science Example Activities
 
528 439-449
528 439-449528 439-449
528 439-449
 
COMP 4010: Lecture 4 - 3D User Interfaces for VR
COMP 4010: Lecture 4 - 3D User Interfaces for VRCOMP 4010: Lecture 4 - 3D User Interfaces for VR
COMP 4010: Lecture 4 - 3D User Interfaces for VR
 

Mais de Interactive Technologies and Games: Education, Health and Disability

Mais de Interactive Technologies and Games: Education, Health and Disability (20)

Robotics and Education – EduRob Project Results Launch
Robotics and Education – EduRob Project Results LaunchRobotics and Education – EduRob Project Results Launch
Robotics and Education – EduRob Project Results Launch
 
Educational Robotics for Students with disabilities (EDUROB) - brochure
Educational Robotics for Students with disabilities (EDUROB) - brochureEducational Robotics for Students with disabilities (EDUROB) - brochure
Educational Robotics for Students with disabilities (EDUROB) - brochure
 
Can Computer-Assisted Training of Prerequisite Motor Skills Help Enable Commu...
Can Computer-Assisted Training of Prerequisite Motor Skills Help Enable Commu...Can Computer-Assisted Training of Prerequisite Motor Skills Help Enable Commu...
Can Computer-Assisted Training of Prerequisite Motor Skills Help Enable Commu...
 
Increasing Awareness of Alzheimer’s Disease through a Mobile Game (Beverley C...
Increasing Awareness of Alzheimer’s Disease through a Mobile Game (Beverley C...Increasing Awareness of Alzheimer’s Disease through a Mobile Game (Beverley C...
Increasing Awareness of Alzheimer’s Disease through a Mobile Game (Beverley C...
 
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
Game features of cognitive training (Michael P. Craven and Carlo Fabricatore)
 
Enhancing the measurement of clinical outcomes using Microsoft Kinect choices...
Enhancing the measurement of clinical outcomes using Microsoft Kinect choices...Enhancing the measurement of clinical outcomes using Microsoft Kinect choices...
Enhancing the measurement of clinical outcomes using Microsoft Kinect choices...
 
User involvement in design and application of virtual reality gamification to...
User involvement in design and application of virtual reality gamification to...User involvement in design and application of virtual reality gamification to...
User involvement in design and application of virtual reality gamification to...
 
Our virtual selves, our virtual morals – Mass Effect players’ personality and...
Our virtual selves, our virtual morals – Mass Effect players’ personality and...Our virtual selves, our virtual morals – Mass Effect players’ personality and...
Our virtual selves, our virtual morals – Mass Effect players’ personality and...
 
Support Dementia: using wearable assistive technology and analysing real-time...
Support Dementia: using wearable assistive technology and analysing real-time...Support Dementia: using wearable assistive technology and analysing real-time...
Support Dementia: using wearable assistive technology and analysing real-time...
 
Breast Cancer Diagnosis using a Hybrid Genetic Algorithm for Feature Selectio...
Breast Cancer Diagnosis using a Hybrid Genetic Algorithm for Feature Selectio...Breast Cancer Diagnosis using a Hybrid Genetic Algorithm for Feature Selectio...
Breast Cancer Diagnosis using a Hybrid Genetic Algorithm for Feature Selectio...
 
Keynote speakers – Dom Martinovs and Rachel Barrett, ‘ No One Left Behind’ pr...
Keynote speakers – Dom Martinovs and Rachel Barrett, ‘ No One Left Behind’ pr...Keynote speakers – Dom Martinovs and Rachel Barrett, ‘ No One Left Behind’ pr...
Keynote speakers – Dom Martinovs and Rachel Barrett, ‘ No One Left Behind’ pr...
 
Playing games with observation, dependency and agency in a new environment fo...
Playing games with observation, dependency and agency in a new environment fo...Playing games with observation, dependency and agency in a new environment fo...
Playing games with observation, dependency and agency in a new environment fo...
 
Me, My Game-Self, and Others: A Qualitative Exploration of the Game-Self (Nik...
Me, My Game-Self, and Others: A Qualitative Exploration of the Game-Self (Nik...Me, My Game-Self, and Others: A Qualitative Exploration of the Game-Self (Nik...
Me, My Game-Self, and Others: A Qualitative Exploration of the Game-Self (Nik...
 
A comparison of humanoid and non-humanoid robots in supporting the learning o...
A comparison of humanoid and non-humanoid robots in supporting the learning o...A comparison of humanoid and non-humanoid robots in supporting the learning o...
A comparison of humanoid and non-humanoid robots in supporting the learning o...
 
ITAG 2016 Keynote speaker - Fiorella Operto, ‘Robotics, A New Science’
ITAG 2016 Keynote speaker - Fiorella Operto, ‘Robotics, A New Science’ITAG 2016 Keynote speaker - Fiorella Operto, ‘Robotics, A New Science’
ITAG 2016 Keynote speaker - Fiorella Operto, ‘Robotics, A New Science’
 
Tell me what you want and I’ll show you what you can have: who drives design ...
Tell me what you want and I’ll show you what you can have: who drives design ...Tell me what you want and I’ll show you what you can have: who drives design ...
Tell me what you want and I’ll show you what you can have: who drives design ...
 
Using a blended pedagogical framework to guide the applications of games in n...
Using a blended pedagogical framework to guide the applications of games in n...Using a blended pedagogical framework to guide the applications of games in n...
Using a blended pedagogical framework to guide the applications of games in n...
 
Urban Games: playful storytelling experiences for city dwellers
Urban Games: playful storytelling experiences for city dwellersUrban Games: playful storytelling experiences for city dwellers
Urban Games: playful storytelling experiences for city dwellers
 
Game transfer Phenomena: the pervasiveness of sounds from video games and the...
Game transfer Phenomena: the pervasiveness of sounds from video games and the...Game transfer Phenomena: the pervasiveness of sounds from video games and the...
Game transfer Phenomena: the pervasiveness of sounds from video games and the...
 
Immersive Virtual Reality Simulation Deployment in a Lean Manufacturing Envir...
Immersive Virtual Reality Simulation Deployment in a Lean Manufacturing Envir...Immersive Virtual Reality Simulation Deployment in a Lean Manufacturing Envir...
Immersive Virtual Reality Simulation Deployment in a Lean Manufacturing Envir...
 

Último

Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Safe Software
 

Último (20)

Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...
Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...
Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
 
Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)Powerful Google developer tools for immediate impact! (2023-24 C)
Powerful Google developer tools for immediate impact! (2023-24 C)
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
 
FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024
 
Navi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Navi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot ModelNavi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot Model
Navi Mumbai Call Girls 🥰 8617370543 Service Offer VIP Hot Model
 
DBX First Quarter 2024 Investor Presentation
DBX First Quarter 2024 Investor PresentationDBX First Quarter 2024 Investor Presentation
DBX First Quarter 2024 Investor Presentation
 
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
 
2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...
 
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodPolkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
 
Ransomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdfRansomware_Q4_2023. The report. [EN].pdf
Ransomware_Q4_2023. The report. [EN].pdf
 
AXA XL - Insurer Innovation Award Americas 2024
AXA XL - Insurer Innovation Award Americas 2024AXA XL - Insurer Innovation Award Americas 2024
AXA XL - Insurer Innovation Award Americas 2024
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptx
 
ICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesICT role in 21st century education and its challenges
ICT role in 21st century education and its challenges
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
A Beginners Guide to Building a RAG App Using Open Source Milvus
A Beginners Guide to Building a RAG App Using Open Source MilvusA Beginners Guide to Building a RAG App Using Open Source Milvus
A Beginners Guide to Building a RAG App Using Open Source Milvus
 
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?
 

Using Wii Technology to Explore Real Spaces Via Virtual Environments for People Who Are Blind

  • 1. Gedalevitz, Lahav School of Education Tel Aviv University Tel Aviv, Israel Battersby, Brown, Evett and Merritt Computing and Technology Team Nottingham Trent University Nottingham, UK Using Wii Technology to Explore Real Spaces Via Virtual Environments for People Who Are Blind
  • 2. Research Goals Understand whether blind people can construct a cognitive map by exploring an unknown space using the Virtual-cane (Wii-based VE) and later to apply it in the real space
  • 3. Research Questions (1) What exploration strategies and processes do blind people use when working with Virtual-cane? (2) Does using the Virtual-cane contribute to the construction of a cognitive map? (3) How does this cognitive map contribute to the blind person’s orientation performance in real spaces?
  • 4. Last Thing First… The Virtual-cane changed the way the participants explored VEs:  More scanning than walking  More object-to-object than perimeter strategy  Long pauses Spatial representations were achieved, where Mapmodel was the main representation The participants orientation tasks in the real spaces (simple & complex) were performed correctly using a direct path
  • 6. Participants The participants (N=10) were adults, men and women, totally blind, congenitally and late blind The participants were divided into two groups: - Experimental group (n=5) - Control group (n=5)
  • 7. Variables Exploration process Duration; exploration mode; orientation strategies; and systematic exploration Cognitive map construction Space components and their location; spatial strategy; and spatial model Orientation tasks performance Duration; success; type of path; and aids used
  • 9. Research Instrument Two simulated environments: Complex Simple
  • 10. Research Instruments Tasks  Exploration task  Description task  Orientation tasks:  Object-oriented  Perspective-change  Pointing-to-the-location Path drawing Interact © All tasks were video recorded. The videos were coded using the Interact©
  • 11. Procedure Experimental Group Control Group O&M Questionnaire & Open Interview Meeting #1 Meeting #1-4 Training using the Virtual-cane Meeting #5 Simple space & Meeting #6 Complex space Exploration task in the VE Exploration task in the real space Description task Orientation tasks in the real space Meeting #1 Simple space & Meeting #2 Complex space
  • 13. (1) Complex VE Simple VE N What exploration strategies and processes do blind people use when working with Virtual-cane? Duration (seconds) 1 1764 2 2979 3 2312 4 3525 5 1938 Total average 1 1596 2 3791 3 2683 4 5213 5 2713 Total average Walking mode Spatial strategy Scanning mode Name 37% 28% 41% 45% 50% Distance 33% 54% 33% 21% 28% Perimeter 2% 5% 0% 4% 6% 22% 49% 32% 23% 20% 1% 3% 2% 5% 9% 74% 51% 26% 46% 43% 51% 72% Object to object 6% 6% 3% 3% 8% 8% 7% 13% 2% 6% 11% 12% Pauses 23% 7% 22% 28% 7% 17% 21% 6% 16% 22% 7% 14%
  • 14. (2) N Does using the Virtual-cane contribute to the construction of a cognitive map? Space Spatial strategy components Estimated Spatial relationship representation Chronology Complex VE 66% List 4 Map model Structure 2 75% Starting point 11 Map model Structure 3 57% Object to object 9 Route model Structure 4 5 59% 50% Map model Map model Structure Structure 19% Object to object Area & Object to object List 15 16 1 Simple VE 1 1 List Structure 2 44% Area 12 Route model Structure 3 4 38% 53% 14 15 46% Route model Map and route model Map model Structure Structure 5 Object to object Area & Object to object Area 15 Structure
  • 15. (3) How does this cognitive map contribute to the blind person’s orientation performance in the real space? N Simple VE 1 2 3 4 5 AVG Complex VE 1 2 3 4 5 AVG Object-oriented tasks Duration Success Direct path (seconds) 358 67% 33% 180 67% 67% 117 67% 67% 174 100% 100% 137 67% 67% 193 73% 67% 220 50% 0% 373 50% 50% 65 0% 0% 718 0% 0% 226 50% 50% 320 30% 20%
  • 16. (3) How does this cognitive map contribute to the blind person’s orientation performance in the real space? N Simple VE 1 2 3 4 5 AVG Complex VE 1 2 3 4 5 AVG Walking path Perspective-change tasks Duration Success Direct path (seconds) 294 100% 100% 300 67% 67% 249 33% 0% 576 100% 67% 214 67% 67% 327 73% 60% 604 50% 50% 639 100% 50% 529 50% 0% 665 100% 100% 322 50% 50% 552 70% 50% Pointing Success 100% 67% 67% 83% 83% 80% 50% 0% 17% 33% 50% 30%
  • 17. (3) How does this cognitive map contribute to the blind person’s orientation performance in the real space? N Simple VE 1 2 3 4 5 AVG Complex VE 1 2 3 4 5 AVG Full table Perspective-Change tasks Duration Success Direct path (seconds) 294 100% 100% 300 67% 67% 249 33% 0% 576 100% 67% 214 67% 67% 327 73% 60% 604 50% 50% 639 100% 50% 529 50% 0% 665 100% 100% 322 50% 50% 552 70% 50% Pointing Success 100% 67% 67% 83% 83% 80% 50% 0% 17% 33% 50% 30%
  • 18. Conclusions  The virtual cane changed the way the participants explored the VEs:  More scanning than walking  More object-to-object than perimeter strategy  Long pauses  Spatial representations were achieved, where Map-model was the main representation
  • 19. Conclusions  As the spaces became more complex the cognitive map was less detailed  Participants managed to perform well in most of the tasks in the real simple and complex spaces  Most walking paths were direct to object
  • 20. Future implementation  R&D on outdoor complex spaces  Compare the Virtual-cane with different virtual technologies  Improve the UI for a shorter learning process
  • 21. Thank you for listening Special thanks Hadas, Steven, David, Lindsay, and Patrick The 10 participants that came voluntary Itzik and Einat (video’s man) lahavo@post.tau.ac.il
  • 24. Back

Notas do Editor

  1. Exploration Task (The experimental G. -VE Wii ; control G - real space. in their own way in a limited time (40 minutes for exploring the simple space and 60 minutes for exploring the complex space). Description Task (verbal description)Orientation Tasks:Object-Oriented assignmentsPerspective-Change assignmentsPoint-to-the-Location assignments90 min for a meeting
  2. Although the cognitive map was less detailed as the spaces became more complex, the participants still managed to perform most of the tasks in the corresponding real space