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USER CENTRED DESIGN AND DEVELOPMENT OF AN EDUCATIONAL FORCE-FEEDBACK HAPTIC GAME FOR BLIND STUDENTS Maria Petridou, Peter Blanchfield, Reham Alabbadi Tim.

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Presentation on theme: "USER CENTRED DESIGN AND DEVELOPMENT OF AN EDUCATIONAL FORCE-FEEDBACK HAPTIC GAME FOR BLIND STUDENTS Maria Petridou, Peter Blanchfield, Reham Alabbadi Tim."— Presentation transcript:

1 USER CENTRED DESIGN AND DEVELOPMENT OF AN EDUCATIONAL FORCE-FEEDBACK HAPTIC GAME FOR BLIND STUDENTS Maria Petridou, Peter Blanchfield, Reham Alabbadi Tim Brailsford School of Computer Science & IT University of Nottingham

2 Introduction Maria Petridou2The University of Nottingham Current research Current research -Haptic sense technology for assisting visual impairment -Design & development of an Audio-Haptic Learning Environment for Learning about 3D Shapes -Promote social interaction & communication channel Blind people are still excluded from accessing certain types of information Blind people are still excluded from accessing certain types of information -Difficult to learn and to be taught geometry -No access to digital graphics Braille displays and text-to-speech systems Braille displays and text-to-speech systems - Give access to digital text Integrating game technology into education and learning Integrating game technology into education and learning - Some significant impact on learning and cognitive process

3 Haptics Maria Petridou3The University of Nottingham Refers to the sense of touch Ancient Greek word of πτικός - verb άπτω Ability of a person to sense, feel, recognise and interact Non-visual haptics – perceive haptically (user moves actively) In computer interaction haptic sense is enable, when -User moves the mouse or hits the keyboard Haptic Simulation Applications - Medicine – Remote Diagnosis, UI for blind - Entertainment – Games & Virtual Reality - Education – Training, Getting a feel of things - Arts – Virtual Art Exhibits, Concert Rooms, Museums

4 The Importance of Haptics Maria Petridou4The University of Nottingham It uniquely bidirectional information channel to the brain (Manav 2010) Quantitative Task Performance (Hasser 1998) Multimodal Feedback (Delus 2001) & (Akamatsu 1994) User Satisfaction (Serafin 2007) & (Brewster 2007) & (Chang 2005) Non-visual Interaction (OModhrain 1997) & (Petrie H. 1998)

5 Human Computer Interaction and VE Maria Petridou5The University of Nottingham Relatively little assistive technology has been developed for blind users Relatively little assistive technology has been developed for blind users Research and technology has at best remained stable or declined Research and technology has at best remained stable or declined Society has become electronically based Society has become electronically based Screen Display – commonly used interface Screen Display – commonly used interface People with visual handicap: People with visual handicap: - Excluded from this e-society Most recent force-feedback interfaces Most recent force-feedback interfaces - Allow blind users to interact with 3D virtual reality environment

6 Maria Petridou6The University of Nottingham Most recent force-feedback interfaces - Allow users to interact with 3D virtual reality environment PHANToM - produce correct tactile cues CyberGrasp & CyberGlove – lightweight exoskeleton Nintendo Wii joystick – motion sensing PlayStation Controller - vibration Xbox 360 Milo Project – Gesture Recognition & Virtual Interaction Novints Falcon Human Computer Interaction Devices

7 Maria Petridou7The University of Nottingham Novints Falcon - Consumers 3D device – users feel whats happening - To be a predator of the mouse - Mobile, ergonomic design - Consumers affordable Evaluation of Novints Falcon by blind users? - test devices robustness - level of successful interaction - easy adaptation to the grip - brainstorming Feedback… - easily conceptualise the game mechanically - importance of audio feedback and instructions - preferably bigger grip - multiple points of interaction The Novints Falcon

8 Maria Petridou8The University of Nottingham The Novints Falcon Image source: Manav Kataria

9 Maria Petridou9The University of Nottingham (interactive) Haptic-Audio Learning Environment Playful, adventures & exciting multimodal learning environment Enable blind students to learn about 3D shapes Test knowledge of basic geometrical concepts -Geometry -Geometry main theory of space requires systematic and thinking reasoning content rich in visual representation 2D illustrations and reproduction of 3D objects Tutorials and Help available iHALE

10 Phase One Maria Petridou10The University of Nottingham

11 Phase Two Maria Petridou11The University of Nottingham

12 Phase Three Maria Petridou12The University of Nottingham

13 Phase Four Maria Petridou13The University of Nottingham

14 Phase Five Maria Petridou14The University of Nottingham

15 Maria Petridou15The University of Nottingham Collaboration of all stakeholders - Allow brainstorming and opinions/views - Novel helpful and valuable ideas - offer valuable insights Involving users throughout the design and the development -receive immediate feedback - find out what is fun for blind students iHALE -Transform difficult and challenging work into a game - Form a communication channel with sighted peers/teachers - Shared understanding of teaching material - Promote independent study What is fun and joy for teenagers with visual impairment? How can a playful and enjoyable environment form a successful learning channel for these children? Conclusion

16 Maria Petridou16The University of Nottingham Characteristics of the final game Competition with other peers Competition with their own previous results Distinct tactile cues Positive sound for every correct answer Negative sound for every wrong answer Time count down notification Audio instructions Classification e.g. first in the school, region etc Reward e.g. get into finals and receive a present Conclusion

17 Maria Petridou17The University of Nottingham Questions Thank You


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