EEG Measures of Auditory and Tactile Stimulations in Computer Vision Based Sensory Substitution System for Visually Impaired Users

Author(s):  
Pawel Poryzala
Author(s):  
Mariacarla Memeo ◽  
Marco Jacono ◽  
Giulio Sandini ◽  
Luca Brayda

Abstract Background In this work, we present a novel sensory substitution system that enables to learn three dimensional digital information via touch when vision is unavailable. The system is based on a mouse-shaped device, designed to jointly perceive, with one finger only, local tactile height and inclination cues of arbitrary scalar fields. The device hosts a tactile actuator with three degrees of freedom: elevation, roll and pitch. The actuator approximates the tactile interaction with a plane tangential to the contact point between the finger and the field. Spatial information can therefore be mentally constructed by integrating local and global tactile cues: the actuator provides local cues, whereas proprioception associated with the mouse motion provides the global cues. Methods The efficacy of the system is measured by a virtual/real object-matching task. Twenty-four gender and age-matched participants (one blind and one blindfolded sighted group) matched a tactile dictionary of virtual objects with their 3D-printed solid version. The exploration of the virtual objects happened in three conditions, i.e., with isolated or combined height and inclination cues. We investigated the performance and the mental cost of approximating virtual objects in these tactile conditions. Results In both groups, elevation and inclination cues were sufficient to recognize the tactile dictionary, but their combination worked at best. The presence of elevation decreased a subjective estimate of mental effort. Interestingly, only visually impaired participants were aware of their performance and were able to predict it. Conclusions The proposed technology could facilitate the learning of science, engineering and mathematics in absence of vision, being also an industrial low-cost solution to make graphical user interfaces accessible for people with vision loss.


2014 ◽  
Vol 8 (2) ◽  
pp. 77-94 ◽  
Author(s):  
Juan D. Gomez ◽  
Guido Bologna ◽  
Thierry Pun

Purpose – The purpose of this paper is to overcome the limitations of sensory substitution methods (SSDs) to represent high-level or conceptual information involved in vision, which are mainly produced by the biological sensory mismatch between sight and substituting senses. Thus, provide the visually impaired with a more practical and functional SSD. Design/methodology/approach – Unlike any other approach, the SSD extends beyond a sensing prototype, by integrating computer vision methods to produce reliable knowledge about the physical world (at the lowest cost to the user). Importantly though, the authors do not abandon the typical encoding of low-level features into sound. The paper simply argues that any visual perception can be achieved through hearing needs to be reinforced or enhanced by techniques that lie beyond mere visual-to-audio mapping (e.g. computer vision, image processing). Findings – Experiments reported in this paper reveal that the See ColOr is learnable and functional, and provides easy interaction. In moderate time, participants were enabled to grasp visual information of the world out of which they could derive: spatial awareness, ability to find someone, location of daily objects and skill to walk safely avoiding obstacles. The encouraging results open a door toward autonomous mobility of the blind. Originality/value – The paper uses the “extended” approach to introduce and justify that the system is brand new, as well as the experimental studies on computer-vision extension of SSDs that are presented. Also, this is the first paper reporting on a terminated, integrated and functional system.


2019 ◽  
Author(s):  
Jamie E. Poole ◽  
Jhon P. C. Casas ◽  
Roberto A. Bolli ◽  
Hermano I. Krebs

2017 ◽  
Vol 111 (2) ◽  
pp. 148-164 ◽  
Author(s):  
Oana Bălan ◽  
Alin Moldoveanu ◽  
Florica Moldoveanu ◽  
Hunor Nagy ◽  
György Wersényi ◽  
...  

Introduction As the number of people with visual impairments (that is, those who are blind or have low vision) is continuously increasing, rehabilitation and engineering researchers have identified the need to design sensory-substitution devices that would offer assistance and guidance to these people for performing navigational tasks. Auditory and haptic cues have been shown to be an effective approach towards creating a rich spatial representation of the environment, so they are considered for inclusion in the development of assistive tools that would enable people with visual impairments to acquire knowledge of the surrounding space in a way close to the visually based perception of sighted individuals. However, achieving efficiency through a sensory substitution device requires extensive training for visually impaired users to learn how to process the artificial auditory cues and convert them into spatial information. Methods Considering all the potential advantages game-based learning can provide, we propose a new method for training sound localization and virtual navigational skills of visually impaired people in a 3D audio game with hierarchical levels of difficulty. The training procedure is focused on a multimodal (auditory and haptic) learning approach in which the subjects have been asked to listen to 3D sounds while simultaneously perceiving a series of vibrations on a haptic headband that corresponds to the direction of the sound source in space. Results The results we obtained in a sound-localization experiment with 10 visually impaired people showed that the proposed training strategy resulted in significant improvements in auditory performance and navigation skills of the subjects, thus ensuring behavioral gains in the spatial perception of the environment.


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