improving game accessibility with vibrotactile-enhanced hearing instruments

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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

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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

Video: http://www.ingenhindring.shdir.no/

3

comfort issue

safety issue, e.g. traffic situation

Locating sound sources

4 4

5

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

Coin shaped vibration motor

10mm

...how to integrate into hearing instruments? 8

9

Commercial FM-Receiver

10

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Integration of Vibrotactile Feedback

Matlab USB Bit Whacker Vibration motors PWM

Xsens MT9 IMU

Potentiometer

Architecture

12

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

14

Can vibrotactile feedback support HI users in gaming?

Application to Gaming

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

Explorative Evaluation with HI Users

Tactograms User Studies

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Pre-Study: Tactograms

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Resolution, #segments

Intensity levels

Variants of Tactograms

Patterns

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0 0,2 0,4 0,6

Right

Left

Right

Left

Right

Left

motor 'on' motor 'off'

sec sec sec

front

right

back

Tactograms

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Tactograms

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16 normal hearing participants: 7 males, 9 females, age 23 – 61

Pre-study

Sessions of 90 minutes each

Measurement of accuracy and response times

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Calculation of angular deviation

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Calculation of angular deviation

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

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Trade-Off: Response time VS minimum lateralization error

Choosing the most suitable pattern is application-specific!

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Vibrotactile Pattern

...to encode direction of rockets fired at the user.

2nd Pre-Experiment (4 HI users, 5 normal hearing people)

...only sounds (no visual) of rockets

Behind Left Right

No Game Music Game Music

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2nd Pre-Experiment

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Need to support HI users with sound localization

2nd Pre-Experiment

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

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sight hearing haptic

~ 70% ~ 20%

User Study

Normal hearing people outperform HI users

All HI users perform better with system than without the system

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Conclusion

Vibrator

Integration of a vibrotactile Feedback into hearing instruments!

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?