Echolocation as a Means for People with Visual Impairment (PVI) to Acquire Spatial Knowledge of Virtual Space

2021 ◽  
Vol 14 (1) ◽  
pp. 1-25
Author(s):  
Ronny Andrade ◽  
Jenny Waycott ◽  
Steven Baker ◽  
Frank Vetere

In virtual environments, spatial information is communicated visually. This prevents people with visual impairment (PVI) from accessing such spaces. In this article, we investigate whether echolocation could be used as a tool to convey spatial information by answering the following research questions: What features of virtual space can be perceived by PVI through the use of echolocation? How does active echolocation support PVI in acquiring spatial knowledge of a virtual space? And what are PVI’s opinions regarding the use of echolocation to acquire landmark and survey knowledge of virtual space? To answer these questions, we conducted a two-part within-subjects experiment with 12 people who were blind or had a visual impairment and found that size and materials of rooms and 90-degree turns were detectable through echolocation, participants preferred using echoes derived from footsteps rather than from artificial sound pulses, and echolocation supported the acquisition of mental maps of a virtual space. Ultimately, we propose that appropriately designed echolocation in virtual environments improves understanding of spatial information and access to digital games for PVI.

1999 ◽  
Vol 8 (6) ◽  
pp. 671-685 ◽  
Author(s):  
Jui Lin Chen ◽  
Kay M. Stanney

This paper proposes a theoretical model of wayfinding that can be used to guide the design of navigational aiding in virtual environments. Based on an evaluation of wayfinding studies in natural environments, this model divides the wayfinding process into three main subprocesses: cognitive mapping, wayfinding plan development, and physical movement or navigation through an environment. While this general subdivision has been proposed before, the current model further delineates the wayfinding process, including the distinct influences of spatial information, spatial orientation, and spatial knowledge. The influences of experience, abilities, search strategies, motivation, and environmental layout on the wayfinding process are also considered. With this specification of the wayfinding process, a taxonomy of navigational tools is then proposed that can be used to systematically aid the specified wayfinding subprocesses. If effectively applied to the design of a virtual environment, the use of such tools should lead to reduced disorientation and enhanced wayfinding in large-scale virtual spaces. It is also suggested that, in some cases, this enhanced wayfinding performance may be at the expense of the acquisition of an accurate cognitive map of the virtual environment being traversed.


2019 ◽  
Vol 3 (1) ◽  
pp. 12 ◽  
Author(s):  
Carmen Chai ◽  
Bee Lau ◽  
Zheng Pan

Navigation is done through obtaining spatial information from the environment and forming a spatial map about it. The visually impaired rely mainly on orientation and mobility training by a certified specialist to acquire spatial navigation skills. However, it is manpower intensive and costly. This research designed and developed a serious game, Hungry Cat. This game can convey spatial information of virtual rooms to children with visual impairment through game playing. An evaluation with 30 visually impaired participants was conducted by allowing them to explore each virtual room in Hungry Cat. After exploration, the food finding test, which is a game mode available in Hungry Cat, was conducted, followed by the physical wire net test to evaluate their ability in forming the spatial mental maps of the virtual rooms. The positive results of the evaluation obtained demonstrate the ability of Hungry Cat, in conveying spatial information about virtual rooms and aiding the development of spatial mental maps of these rooms through game playing.


1998 ◽  
Vol 7 (2) ◽  
pp. 116-128 ◽  
Author(s):  
Herbert A. Colle ◽  
Gary B. Reid

Navigating through real or virtual worlds requires a workable knowledge of the spatial layout. According to the landmark-route-survey model, metric spatial knowledge (survey knowledge) is acquired only following the acquisition of landmark and route knowledge. A dual mode model was proposed that assumes that survey knowledge may be quickly acquired for local regions. Research was conducted to understand how people rapidly acquire survey knowledge. Participants in three experiments briefly navigated on one floor of a virtual building, moving down hallways and performing tasks by using objects in rooms. Participants were later asked to answer from memory about the direction of objects by using pointing and map-drawing measures. A room effect was found for both measures; the angular positions of two objects in the same room were more accurately reported than those in different rooms. Accurate metric spatial information was available for objects in the same room, supporting an early acquisition assumption.


2002 ◽  
Vol 11 (1) ◽  
pp. 1-18 ◽  
Author(s):  
Bob G. Witmer ◽  
Wallace J. Sadowski ◽  
Neal M. Finkelstein

Virtual environments (VEs) have been used successfully to train wayfinders to navigate through buildings and learn their layout. However, at the same time, for many, the VE deficiencies have reduced the effectiveness of VEs for training spatial tasks. In an effort to improve VE effectiveness, we conducted research to determine if certain unique capabilities of VEs could compensate for its deficiencies. Research participants were required to learn the layout or configuration of one floor of an office building as portrayed in a VE. To improve spatial learning, we developed three VE navigation training aids: local and global orientation cues, aerial views, and a themed environment enhanced with sights and sounds and divided into four distinct sectors. The navigation aids were provided during the training but were not available during testing of survey knowledge. Of the three training aids investigated, only the aerial views were effective in improving performance on the survey knowledge tests. The effectiveness of the navigation aids seemed to depend on how they were used during training. A retention test given one week after training indicated that spatial knowledge acquired in a VE diminished little over the one-week retention interval.


2000 ◽  
Author(s):  
Nathaniel I. Durlach ◽  
Thomas E. von Wiegand ◽  
Andrew Brooks ◽  
Sam Madden ◽  
Lorraine Delhorne

2021 ◽  
Vol 13 (3) ◽  
pp. 1334
Author(s):  
Denis Maragno ◽  
Carlo Federico dall’Omo ◽  
Gianfranco Pozzer ◽  
Francesco Musco

Climate change risk reduction requires cities to undertake urgent decisions. One of the principal obstacles that hinders effective decision making is insufficient spatial knowledge frameworks. Cities climate adaptation planning must become strategic to rethink and transform urban fabrics holistically. Contemporary urban planning should merge future threats with older and unsolved criticalities, like social inequities, urban conflicts and “drosscapes”. Retrofitting planning processes and redefining urban objectives requires the development of innovative spatial information frameworks. This paper proposes a combination of approaches to overcome knowledge production limits and to support climate adaptation planning. The research was undertaken in collaboration with the Metropolitan City of Venice and the Municipality of Venice, and required the production of a multi-risk climate atlas to support their future spatial planning efforts. The developed tool is a Spatial Decision Support System (SDSS), which aids adaptation actions and the coordination of strategies. The model recognises and assesses two climate impacts: Urban Heat Island and Flooding, representing the Metropolitan City of Venice (CMVE) as a case study in complexity. The model is composed from multiple assessment methodologies and maps both vulnerability and risk. The atlas links the morphological and functional conditions of urban fabrics and land use that triggers climate impacts. The atlas takes the exposure assessment of urban assets into account, using this parameter to describe local economies and social services, and map the uneven distribution of impacts. The resulting tool is therefore a replicable and scalable mapping assessment able to mediate between metropolitan and local level planning systems.


2019 ◽  
Vol 8 (1) ◽  
pp. 50-67
Author(s):  
Lukasz Damurski ◽  
Jacek Pluta ◽  
Jerzy Ładysz ◽  
Magdalena Mayer-Wydra

Services originally developed as natural concentrations of human activity, reflecting the Christallerian hierarchy of central places. Today, those natural mechanisms are challenged by strong competition from online facilities. More and more services are offered by the internet and this affects the traditional ‘bricks-and-mortar' urban development. In this article, the main research problems of the inter-relatedness of real and virtual environments are defined in the context of urban neighbourhood service centres. The process of conversion from offline services into online ones is treated as a canvas for building a comprehensive research model for studying the development of the contemporary urban services sector in the local scale. Particular research questions and hypotheses are formulated and followed by a set of methods for further empirical research.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Harrison Cole

<p><strong>Abstract.</strong> The near future of our planet under climate change is predicted to be characterized by increasingly frequent and severe natural hazards of all kinds. Understanding the potential spatial extent and impacts of these hazards is a critical component of creating effective emergency management plans, not just on the part of emergency managers and relief organizations, but also for those who may reside in areas vulnerable to disaster. Often, information about disaster risk is communicated using maps, such as in the case of storm surge maps, evacuation zone maps or wildfire extent maps. While generally helpful, these maps are of limited use to those with low vision or blindness, and the information is rarely, if ever, distributed in accessible formats. Furthermore, in contrast to wayfinding maps, this type of information does not lend itself to being translated into a set of instructions to be read aloud by a test-to-speech device. Instead, risk maps are useful because they allow users to identify and assess spatial relationships between many features on the maps- a key process that would be muddled if the maps were to be verbally described, and thus a process that is currently inaccessible to those who cannot see the maps. As people with visual impairments are especially vulnerable in disaster scenarios, working towards the universal accessibility of spatial information is imperative for inclusive disaster preparedness and hazard mitigation.</p><p>Many challenges exist in creating maps for people with visual impairments. The most obvious is the fact that a visual medium cannot be used by someone who is unable to see. It is important to note that “visual impairment” covers a broad spectrum of conditions from pronounced myopia to complete blindness. Here, I will be limiting my topical scope to people with total or near-total blindness. Tactile maps are the tool of choice for this population. However, it is generally harder to distinguish between similar patterns using touch than using sight, so features on a tactile map need to be unique and unambiguous. This makes it more challenging to communicate information typically represented using color gradients or transparency. Additionally, distributing spatial information in tactile form poses another layer of complications. There are several options for creating tactile maps, from embossed paper to 3D printing, and each come with their own advantages and drawbacks. Cost, speed and detail all vary among these media, and thus each potentially impact the user’s perception of risk.</p><p> In my talk, I will be examining these challenges as they intersect with research on cartographic risk visualization, emergency management, and tactile maps in general. First, I will briefly discuss the state of risk visualization in the context of emergency management, focusing on preparedness. Then, I will give a general overview of the extant research on tactile maps with particular attention paid to their influence on spatial cognition. Next, I will examine how the considerations particular to risk map creation are affected by the potentials and limitations of tactile maps. Finally, I will outline a research agenda for creating and distributing accessible maps for emergency management. Using visual impairment and tactile maps as starting points, I will identify further aspects of emergency management that urgently require greater attention to accessibility, and how cartographic research and technology can help bridge those gaps.</p><p> Planning for natural hazards is an essential step in mitigating their impacts on communities, and that process includes individual citizens making their own plans for evacuation, finding shelter or securing food, water or medicine. This is especially important for people with disabilities, as resources deployed after a disaster may fail to accommodate their particular needs, and processes such as evacuating a building or house can take substantially longer than average. Planning for these scenarios is made all the more difficult for people with visual impairments, as conventional maps are unhelpful, and environmental awareness is limited. Thus, empowering people with visual impairments to make emergency plans for themselves and contribute to planning for their community as a whole can help build autonomy and self-confidence and ultimately ensure that disaster plans truly account for everyone.</p>


2021 ◽  
Vol 11 (1) ◽  
pp. 91-109
Author(s):  
Andrew Burrell

This article explores a way of thinking about virtual environments and how they might be used to create new spaces, not as an alternate reality, but as an integrated part of reality – regardless of this reality being physical and/or digital. Virtual environments can be seen as an extension of reality – the physical and the virtual sitting side by side with one, more often than not, bleeding into the other. The virtual is not separable from the physical and vice versa. This position will be formed by directly referring to traditions that stem from processes and ideas around materiality, poetics and philosophy rather than centring on technical or hardware specifics. At the centre of this exploration is an ongoing investigation into the role of memory and imagination in narrative spaces in immersive virtual environments, stemming from the author’s background in interactive Installation art and designing for virtual environments. The article’s subtitle refers to Robert Morris’s 1978 article, ‘The present tense of space’, which informs the article’s overall position.


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