Assistive technology enables people to achieve independence when performing daily tasks and it enhances their overall quality of life. Visual information is the basis for most navigational tasks, so visually impaired individuals are at disadvantage due to the lack of sufficient information about their surrounding environment. With recent advances in inclusive technology it is possible to extend the support given to people with visual disabilities in terms of their mobility. In this context we propose and describe the Blavigator project, whose global objective is to assist visually impaired people in their navigation on indoor and outdoor environments. This paper is focused mainly on the Computer Vision module of the Blavigator prototype. We propose an object collision detection algorithm based on disparity images. The proposed algorithm uses a 2D Ensemble Empirical Mode Decomposition image optimization algorithm and a two layer disparity image segmentation to detect nearby objects.
5 August 2016 in Behaviour & Information Technology
Gestural interaction devices emerged and originated various studies on multimodal human–computer interaction to improve user experience (UX). However, there is a knowledge gap regarding the use of these devices to enhance learning. We present an exploratory study which analysed the UX with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality (VR) environment: one as the helmsman aboard Vasco da Gama’s fifteenth-century Portuguese ship and the other as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a VR headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterisation of UX, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human–computer interaction.