improving game accessibility with vibrotactile-enhanced hearing instruments
TRANSCRIPT
Bernd Tessendorf, Peter Derleth, Manuela Feilner, Daniel Roggen, Thomas Stiefmeier, Gerhard Tröster
Improving
Game Accessibility with
Vibrotactile-Enhanced
Hearing Instruments
13th International Conference on Computers Helping People with Special Needs July 2012, Linz, Austria
sight hearing haptic
~ 70% ~ 20%
Vibrotactile Feedback
6 [1] Raising awareness about space via vibro-tactile notifications, Andreas Riener, Alois Ferscha, EuroSSC, 2008, Zürich.
sight hearing haptic
~ 70% ~ 20%
Vibrotactile Feedback
7
Fast user response time
Information parallel to sound
Integration into hearing instruments
Matlab USB Bit Whacker Vibration motors PWM
Xsens MT9 IMU
Potentiometer
Architecture
13
User-in-the-loop
Flexible generation of vibration patterns
Affordable off-the-shelf components
Gaming is very impressive and popular...
à gaming market 2008: 50 Billion US$, with growing tendency [1]
15 [1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013
Gaming is very impressive and popular...
à gaming market 2008: 50 Billion US$, with growing tendency [1]
à impulses for, e.g., GPU development due to extreme resource requirements
à impulses also for assistive technologies and HCI
16 [1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013
Gaming is very impressive and popular...
à gaming market 2008: 50 Billion US$, with growing tendency [1]
à impulses for, e.g., GPU development due to extreme resource requirements
à impulses also for assistive technologies and HCI
à accessible gaming: e.g. Closed Captioning
...but can also be very violent.
17 [1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013
DOOM 3[CC] http://vimeo.com/13340812 Nominated IGF Choice Award for Best Doom3 MOD by Reid Bryant Kimbal
3D Shooter as an evaluation scenario
• High cognitive load on user • fast gameplay, reaction time critical • sound cues are important information here • background music is present
• Reproducible daily-life scenario
• Open Source: possible to enhance with assistive technology
0 0,2 0,4 0,6
Right
Left
Right
Left
Right
Left
motor 'on' motor 'off'
sec sec sec
front
right
back
Tactograms
23
16 normal hearing participants: 7 males, 9 females, age 23 – 61
Pre-study
Sessions of 90 minutes each
Measurement of accuracy and response times
25
User Error Rate and RMS Lateralization Error
(4 Segments, 1 Intensity) (6 Segments, 1 Intensity) (8 Segments, 1 Intensity) (12 Segments, 1 Intensity) (8 Segments, 3 Intensities) (12 Segments, 3 Intensities)
Trade-Off: Minimal quantization error (due to the encoding)
VS the number of user errors (due to misinterpretation of presented patterns)
Summary of Pre-Study Results
28
Trade-Off: Response time VS minimum lateralization error
Choosing the most suitable pattern is application-specific!
2nd Pre-Experiment (4 HI users, 5 normal hearing people)
...only sounds (no visual) of rockets
Behind Left Right
No Game Music Game Music
User Study (4 HI users, 5 normal hearing people)
• HI users with and without system • Normal hearing without system • >10h of gaming data, >4500 rockets fired
• Measure: hit rate in gameplay
35
sight hearing haptic
~ 70% ~ 20%
User Study
Normal hearing people outperform HI users
All HI users perform better with system than without the system
Outlook
• Standardize API for vibrotactile feedback, e.g. like in HTML5
• Deployment in parallel to other assistive technologies
• Confirmation of, e.g., volume change
• Alarm in emergencies
• Warning if battery is empty
13th International Conference on Computers Helping People with Special Needs July 2012, Linz, Austria
Bernd Tessendorf
[email protected] http://www.wearable.ethz.ch/
Questions? Comments? Feedback?