scholarly journals ColorWatch: Color Perceptual Spatial Tactile Interface for People with Visual Impairments

Electronics ◽  
2021 ◽  
Vol 10 (5) ◽  
pp. 596
Author(s):  
Muhammad Shahid Jabbar ◽  
Chung-Heon Lee ◽  
Jun Dong Cho

Tactile perception enables people with visual impairments (PVI) to engage with artworks and real-life objects at a deeper abstraction level. The development of tactile and multi-sensory assistive technologies has expanded their opportunities to appreciate visual arts. We have developed a tactile interface based on the proposed concept design under considerations of PVI tactile actuation, color perception, and learnability. The proposed interface automatically translates reference colors into spatial tactile patterns. A range of achromatic colors and six prominent basic colors with three levels of chroma and values are considered for the cross-modular association. In addition, an analog tactile color watch design has been proposed. This scheme enables PVI to explore artwork or real-life object color by identifying the reference colors through a color sensor and translating them to the tactile interface. The color identification tests using this scheme on the developed prototype exhibit good recognition accuracy. The workload assessment and usability evaluation for PVI demonstrate promising results. This suggest that the proposed scheme is appropriate for tactile color exploration.

Author(s):  
Terence W. Cavanaugh ◽  
Nicholas P. Eastham

Educational technologists are often asked to provide assistance in the identification or creation of assistive technologies for students. Individuals with visual impairments attending graduate schools are expected to be able to work with data sets, including reading, interpreting, and sharing findings with others in their field, but due to their impairments may not be able to work with standard displays. The cost and time involved in preparing adapted graphs based on student research data for individuals with visual impairments can be prohibitive. This chapter introduces a method for the rapid prototyping of tactile graphs for students to use in data analysis through the use of spreadsheets, internet-based conversion tools, and a 3D printer.


Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1981
Author(s):  
Jun Dong Cho ◽  
Jaeho Jeong ◽  
Ji Hye Kim ◽  
Hoonsuk Lee

The recent development of color coding in tactile pictograms helps people with visual impairments (PVI) appreciate the visual arts. The auditory sense, in conjunction with (or possibly as an alternative to) the tactile sense, would allow PVI to perceive colors in a way that would be difficult to achieve with just a tactile stimulus. Sound coding colors (SCCs) can replicate three characteristics of colors, i.e., hue, chroma, and value, by matching them with three characteristics of sound, i.e., timbre, intensity, and pitch. This paper examines relationships between sound (melody) and color mediated by tactile pattern color coding and provides sound coding for hue, chroma, and value to help PVI deepen their relationship with visual art. Our two proposed SCC sets use melody to improve upon most SCC sets currently in use by adding more colors (18 colors in 6 hues). User experience and identification tests were conducted with 12 visually impaired and 8 sighted adults, and the results suggest that the SCC sets were helpful for the participants.


Author(s):  
Dimitris Spiliotopoulos ◽  
Georgios Kouroupetroglou

This chapter presents the state-of-the-art in usability issues and methodologies for spoken dialogue web interfaces along with the appropriate designer-needs analysis. It is planned to unfold a theoretical perspective to the usability methodology and provide a framework description for creating and testing usable content and applications for conversational interfaces. Main concerns include the problem identification of design issues for usability design and evaluation, the use of customer experience for the design of voice-web interfaces and dialogue, and the problems that arise from real-life deployment. Moreover, it discusses the hands-on approaches for applying usability methodologies in a spoken dialogue web application environment, including methodological and design issues, resource management, implementation using existing technologies for usability evaluation in several stages of the design and deployment.


Author(s):  
Julian Brinkley ◽  
Nasseh Tabrizi

Social networking sites (SNSs) like Facebook are widely used and have been broadly studied but despite years of investigation, accessibility complaints from individuals with visual impairments continue to persist. To investigate this issue we have conducted a quasi-ethnographic usability evaluation of Facebook involving blind participants, the mobile interface ( m.facebook.com ) and the JAWS screen reader on a desktop computer; a configuration that has been suggested in the related literature but insufficiently investigated. Six participants attempted 18 tasks designed to be representative of common SNS user activities. Of the features evaluated participants were most severely challenged by the process of creating a user profile and identifying other users with whom to establish relationships; two of the three core activities commonly viewed as characterizing SNSs. These findings suggest that despite recent progress additional research may be needed to make Facebook truly accessible for individuals with visual impairments.


2021 ◽  
Vol 10 (78) ◽  

Computer games, which cover a large part of today's entertainment world, are increasingly important in digital media. With the developments in technology, computer game design has moved to different dimensions in the game industry. From a visual point of view, the line between games and real life has become very thin. The fact that the visual features of computer games are creative, unique and innovative beyond the relationship with the genre and main elements of the games brings the concept design of the game to the fore. Concept designers who can blend creative ideas with visual designs are needed in the production of computer games. The fact that concept design, the idea and visual expression at the beginning of the projects are seen as the most important stage in the computer game industry and many business areas, carefully reveals the place of this field in the sector. During the preparation of this study, the limitation of the studies and texts on concept design was seen as a problem. scientific studies on the profession's perception of the concept of design in Turkey could not be found. It is hoped that this study, which examines the current perception of this profession, will serve as a reference to other researches and researchers and contribute to the raising of awareness about this field in the society. Keywords: Concept design, graphic design, job perception, concept art, computer game graphics


2021 ◽  
pp. 1-21
Author(s):  
Marina Iosifyan

Abstract Theory of mind is a cognitive ability that enables us to understand mental states of others, important in real-life communications as well as in aesthetic cognition. The present research investigated whether understanding intentions and emotions is related to aesthetic appreciation. Study 1 tested whether there is a link between aesthetic appreciation of cinematic films and attempts to understand the intentions and emotions of the artists and the film characters. It showed that a self-reported understanding of emotions and intentions is positively associated with aesthetic appreciation. Studies 2 and 4 investigated a causal relationship between the attempt to understand emotions and an aesthetic appreciation of artistic photos. Study 3 investigated an actual understanding of emotions and aesthetic appreciation of movie shots. The results show that when people evaluate the emotional state of the characters, they aesthetically appreciate artistic photos more, compared to when they evaluate non-mental characteristics of these photos (age of the characters, the colour of the photos). Moreover, better understanding of another’s emotions is related to greater aesthetic appreciation.


2002 ◽  
Vol 96 (2) ◽  
pp. 98-105 ◽  
Author(s):  
Gerald H. Abner ◽  
Elizabeth A. Lahm

Teachers of students of visual impairments in Kentucky were surveyed to identify the current assistive technologies their students were using and to identify the teachers’ possible unmet training needs. Although the teachers had access to and used computer-based technologies, they lacked the training and support for teaching specific technologies to their students, so only half their students used these technologies.


Author(s):  
Satadal Saha ◽  
Subhadip Basu ◽  
Mita Nasipuri

In the present work, the authors designed and developed a complete system for generating the list of all violating vehicles that has violated the stop-line at a road crossing automatically from video snapshots of road-side surveillance cameras using background subtraction technique. It then localizes the license plates of the vehicles by analyzing the vertical edge map of the images, segments the license plate characters using connected component labeling algorithm, and recognizes the characters using back propagation neural network. Considering round-the-clock operations in a real-life test environment, the developed system could successfully track 92% images of vehicles with violations on the stop-line in a red traffic signal. The performance of the system is evaluated with a dataset of 4717 images collected from 13 different camera views in 4 different environmental conditions. The authors have achieved around 92% plate localization accuracy over different views and weather conditions. The average plate level recognition accuracy of 92.75% and character level recognition accuracy of 98.76% are achieved over the localized vehicle images.


Author(s):  
Susana Vasconcelos Mesquita ◽  
Maria João Carneiro

Museums are important cultural places where technology, and specifically assistive technology, offers a prime opportunity for people with visual impairments to access the exhibition and the space. People with visual impairments represent a large group of the population but still experience several constraints during their museum visits. Nevertheless, there are few studies on the importance of assistive technologies in museums. This chapter aims to discuss the relevance of technology in museums and to identify guidelines to implement assistive technologies in order to improve the experience of people with visual impairments during their visits to museums. A reflection on the potential of assistive technologies for people with visual impairments and some guidelines are provided in order to promote more accessible and inclusive museums.


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