scholarly journals Effects of Using Vibrotactile Feedback on Sound Localization by Deaf and Hard-of-Hearing People in Virtual Environments

Electronics ◽  
2021 ◽  
Vol 10 (22) ◽  
pp. 2794
Author(s):  
Mohammadreza Mirzaei ◽  
Peter Kán ◽  
Hannes Kaufmann

Sound source localization is important for spatial awareness and immersive Virtual Reality (VR) experiences. Deaf and Hard-of-Hearing (DHH) persons have limitations in completing sound-related VR tasks efficiently because they perceive audio information differently. This paper presents and evaluates a special haptic VR suit that helps DHH persons efficiently complete sound-related VR tasks. Our proposed VR suit receives sound information from the VR environment wirelessly and indicates the direction of the sound source to the DHH user by using vibrotactile feedback. Our study suggests that using different setups of the VR suit can significantly improve VR task completion times compared to not using a VR suit. Additionally, the results of mounting haptic devices on different positions of users’ bodies indicate that DHH users can complete a VR task significantly faster when two vibro-motors are mounted on their arms and ears compared to their thighs. Our quantitative and qualitative analysis demonstrates that DHH persons prefer using the system without the VR suit and prefer mounting vibro-motors in their ears. In an additional study, we did not find a significant difference in task completion time when using four vibro-motors with the VR suit compared to using only two vibro-motors in users’ ears without the VR suit.

Author(s):  
Hakan Tüzün ◽  
Dilek Doğan

This study aims to analyze the effects of using on-screen and paper maps on navigation efficiency in 3D MUVEs. There were 48 participants in the study, which has a randomized true experimental design. The researchers administered a demographics questionnaire and the spatial visualization test to the participants and formed three groups by checking a variety of independent variables, the On-Screen Map (OSM) group, the Paper Map (PM) group, and the Coordinate System (CS) group, which did not use any kind of map. The participants completed three tasks with increasing difficulty levels. There was a statistically significant difference between the methods for the completion times of the first task and aggregate tasks. This difference was between CS and PM as well as between CS and OSM. Participants got confused and lost the most in the CS group and the least in the OSM group. The CS group took longer to complete the tasks and got lost more frequently. Navigational aids that included visual tips about the environment increased the navigation efficiency of the participants using the MUVE.


Author(s):  
Keena S. Byrd ◽  
Barrett S. Caldwell

The goal of this study was to conduct preliminary research to inform system design for an advanced NASA assembly task. The primary objective of this research was to compare procedure-based task performance with three common mobile screen sizes: Ultra Mobile Personal Computer (7in/17.8cm), Personal Data Assistant (3.5in/8.9cm), and SmartPhone (2.8in/7.1cm). Study participants used these three screen sizes to view and complete a computer maintenance procedure. Results from 65 student participants indicated a significant difference in completion times between the three screen sizes (F(2, 120) = 690, p < 0.050), but no differences in subjectively-assessed cognitive workload, errors, or performance time. Competing task completion strategies were revealed through video analysis of access frequency and amount of time subjects spent reading the procedure before starting the experiment (F(2, 105) = 25.17, p<0.001). The 3.5 inch screen appeared to appropriately balance time spent reading the procedure before task start, and referring to the procedure during task execution.


Author(s):  
Jørgen Ernstsen ◽  
Steven C. Mallam ◽  
Salman Nazir

Modern virtual reality technologies increase the immersive experience for users. Increased immersivity may affect how users perceive, internalize, and thus, recall information about the virtual environment and experience compared to traditional mediums, such as desktop simulations. One critical aspect of recalling information is incidental memory, which refers to the ability for people to recall information they were unaware was relevant for evaluation. This paper investigates the differences of incidental memory recall between (i) immersive virtual reality and (ii) traditional desktop systems. Fifty-two participants completed a series of tasks within identical virtual environments of the two systems and completed an incidental memory recall questionnaire testing their recall of elements within the virtual world. Results found no significant difference in incidental memory recall between immersive virtual reality and traditional desktop conditions. However, when controlling for gaming experience and gender effects significant differences between groups were found.


Sensors ◽  
2021 ◽  
Vol 21 (4) ◽  
pp. 1328
Author(s):  
Jorge Martin-Gutierrez ◽  
Marta Sylvia Del Rio Guerra

There has been a conscious shift towards developing increasingly inclusive applications. However, despite this fact, most research has focused on supporting those with visual or hearing impairments and less attention has been paid to cognitive impairments. The purpose of this study is to analyse touch gestures used for touchscreens and identify which gestures are suitable for individuals living with Down syndrome (DS) or other forms of physical or cognitive impairments. With this information, app developers can satisfy Design for All (DfA) requirements by selecting adequate gestures from existing lists of gesture sets. Twenty touch gestures were defined for this study and a sample group containing eighteen individuals with Down syndrome was used. A tool was developed to measure the performance of touch gestures and participants were asked to perform simple tasks that involved the repeated use of these twenty gestures. Three variables are analysed to establish whether they influence the success rates or completion times of gestures, as they could have a collateral effect on the skill with which gestures are performed. These variables are Gender, Type of Down syndrome, and Socioeconomic Status. Analysis reveals that significant difference is present when a pairwise comparison is performed, meaning individuals with DS cannot perform all gestures with the same ease. The variables Gender and Socioeconomic Status do not influence success rates or completion times, but Type of DS does.


2018 ◽  
Vol 2018 ◽  
pp. 1-11 ◽  
Author(s):  
Yea Som Lee ◽  
Bong-Soo Sohn

3D maps such as Google Earth and Apple Maps (3D mode), in which users can see and navigate in 3D models of real worlds, are widely available in current mobile and desktop environments. Users usually use a monitor for display and a keyboard/mouse for interaction. Head-mounted displays (HMDs) are currently attracting great attention from industry and consumers because they can provide an immersive virtual reality (VR) experience at an affordable cost. However, conventional keyboard and mouse interfaces decrease the level of immersion because the manipulation method does not resemble actual actions in reality, which often makes the traditional interface method inappropriate for the navigation of 3D maps in virtual environments. From this motivation, we design immersive gesture interfaces for the navigation of 3D maps which are suitable for HMD-based virtual environments. We also describe a simple algorithm to capture and recognize the gestures in real-time using a Kinect depth camera. We evaluated the usability of the proposed gesture interfaces and compared them with conventional keyboard and mouse-based interfaces. Results of the user study indicate that our gesture interfaces are preferable for obtaining a high level of immersion and fun in HMD-based virtual environments.


Author(s):  
Holland M. Vasquez ◽  
Justin G. Hollands ◽  
Greg A. Jamieson

Some previous research using a new augmented reality map display called Mirror-in-the-Sky (MitS) showed that performance was worse and mental workload (MWL) greater with MitS relative to a track-up map for navigation and wayfinding tasks. The purpose of the current study was to determine—for both MitS and track-up map—how much performance improves and MWL decreases with practice in a simple navigation task. We conducted a three-session experiment in which twenty participants completed a route following task in a virtual environment. Task completion times and collisions decreased, subjective MWL decreased, and secondary task performance improved with practice. The NASA-TLX Global ratings and Detection Response Task Hit Rates showed a larger decrease in MWL with MitS than the track-up map. Additionally, means for performance and workload measures showed that differences between the MitS and track-up map decreased in the first session. In later sessions the differences between the MitS and track-up map were negligible. As such, with practice performance and MWL may be comparable to a traditional track-up map.


2021 ◽  
Vol 45 (6) ◽  
pp. 389-394
Author(s):  
Supriya Kumari ◽  
Rachana Bahuguna ◽  
Nishita Garg ◽  
Ramakrishna Yeluri

Objective: To evaluate the efficacy of immersive VR (IVR) and non-immersive VR (NIVR) distraction on perceived pain during intraoral injections in children undergoing dental procedures. The objective was to introduce 3-dimensional nature of virtual reality during the provoking phase of dental treatment as a means of distraction in children. Study design: A total of 200 children were selected for the study, 100 for IVR group and 100 for NIVR group. After randomization, children were introduced to Oculus Go Standalone equipment; MCDAS (f), VAS, WBFRS and the treatment procedure using tell show do technique. Group I children were introduced to oculus go standalone headset with hand held controller to play temple run or roller coaster game while in group II, children watched cartoon movies of their choice. Pre-operative & post-operative MCDAS scores were obtained using MCDAS (f) questionnaire in local language. Post-operatively, VAS and WBFRS scores were also obtained. The data was analyzed using independent t-test and chi-square analysis. Results: Pre-operatively, the mean MCDAS scores were similar in both the groups viz. Group–I (29.20 ± 3.197) and Group–II (29.09 ± 3.803) and is statistically not significant. Post-operatively, the mean MCDAS scores were higher in non-immersive group (20.72 ± 2.822) as compared to immersive group (10.99 ± 2.227). VAS score was higher in non-immersive group (2.72 ± 0.99) as compared to immersive group (0.75 ± 0.88). WBFRS scores were higher in non-immersive group (2.78 ± 1.097) as compared to immersive group (0.82 ± 1.104). Conclusion: Three-dimensional virtual reality was found to be an effective means of distraction in children undergoing dental procedures and especially during the provoking phase. The significant difference obtained clearly indicates irrespective of immersiveness of virtual reality, anxiety had been decreased and on comparison the pain perception to intraoral injection is less in immersive virtual reality environment. Immersive VR distraction technique can serve as an adjunct to traditional behavior management strategies already available to the pediatric dentist.


2008 ◽  
Vol 2 (2) ◽  
Author(s):  
Glenn Nordehn ◽  
Spencer Strunic ◽  
Tom Soldner ◽  
Nicholas Karlisch ◽  
Ian Kramer ◽  
...  

Introduction: Cardiac auscultation accuracy is poor: 20% to 40%. Audio-only of 500 heart sounds cycles over a short time period significantly improved auscultation scores. Hypothesis: adding visual information to an audio-only format, significantly (p<.05) improves short and long term accuracy. Methods: Pre-test: Twenty-two 1st and 2nd year medical student participants took an audio-only pre-test. Seven students comprising our audio-only training cohort heard audio-only, of 500 heart sound repetitions. 15 students comprising our paired visual with audio cohort heard and simultaneously watched video spectrograms of the heart sounds. Immediately after trainings, both cohorts took audio-only post-tests; the visual with audio cohort also took a visual with audio post-test, a test providing audio with simultaneous video spectrograms. All tests were repeated in six months. Results: All tests given immediately after trainings showed significant improvement with no significant difference between the cohorts. Six months later neither cohorts maintained significant improvement on audio-only post-tests. Six months later the visual with audio cohort maintained significant improvement (p<.05) on the visual with audio post-test. Conclusions: Audio retention of heart sound recognition is not maintained if: trained using audio-only; or, trained using visual with audio. Providing visual with audio in training and testing allows retention of auscultation accuracy. Devices providing visual information during auscultation could prove beneficial.


2021 ◽  
Vol 11 (2) ◽  
pp. 151-158
Author(s):  
Meliha Povlakic Hadziefendic ◽  
◽  
Esad H. Mahmutovic ◽  

Goal of this paper was to determine differences between deaf and hard of hearing (DHH) students in motivation for academic achievement and compared to hearing students. Sample was comprised of 94 students averaging 16.5 ± 1.34 years of age. Sample was divided into three groups (deaf, hard of hearing and hearing students). For examination, we used the following: Great Inventory of Achievement Motivation, measuring instrument for assessing students’ motivation for academic achievement, that is comprised of five subtests i.e. 13 areas of measurement (Suzic, 2006). For difference testing t-test was used along with analysis of variance (ANOVA). T-test determined statistically significant difference in areas of “self-efficacy “, “engagement”, “control” and “non-conformism”. Deaf and hard of hearing students displayed less motivation on these parameters than their hearing counterparts. In the area of “valuing academic achievements” DHH students together displayed, better motivation than their hearing counterparts and difference was statistically significant. With Analysis of Variance i.e. with additional Tukey test, we have determined that statistically significant difference is present only when comparing deaf and hearing students, but not when comparing hard of hearing and hearing students.


2000 ◽  
Vol 9 (1) ◽  
pp. 25-36 ◽  
Author(s):  
Robert L. Williams ◽  
Jason M. Henry ◽  
Daniel W. Repperger

This research focuses on improved control for force-reflecting teleoperation systems in free motion and contact tasks. Specifically, the Naturally Transitioning Rate-to-Force Controller (NTRFC) is implemented in an Air Force experimental force-reflecting teleoperation system to achieve a unified controller with no mode switches from free motion to contact, and to reduce the wrench exerted on the environment by the slave manipulator during remote teleoperation tasks. In an effectiveness evaluation experiment, the experimental hypothesis is validated: the NTRFC with force reflection performs the best amongst four teleoperation control modes with respect to minimal wrench exertion on the environment. A negligible difference was found in total task-completion times amongst the four modes. The NTRFC with force reflection has the potential to improve task performance in remote, hazardous, teleoperation tasks in which minimal exerted wrench is desirable.


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