Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

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Entertainment Software Accessibility - Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments - Tessendorf, Bernd (f)

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Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

  1. 1. 13th International Conference on Computers Helping People with Special Needs July 2012, Linz, Austria Improving Game Accessibility with Vibrotactile-Enhanced Hearing InstrumentsBernd Tessendorf, Peter Derleth, Manuela Feilner, Daniel Roggen, Thomas Stiefmeier, Gerhard Tröster
  2. 2. Video: http://www.ingenhindring.shdir.no/
  3. 3. 3
  4. 4. Locating sound sources comfort issue safety issue, e.g. traffic situation 4 4
  5. 5. 5
  6. 6. Vibrotactile Feedback sight hearing haptic ~ 70% ~ 20% 6[1] Raising awareness about space via vibro-tactile notifications, Andreas Riener, Alois Ferscha, EuroSSC, 2008, Zürich.
  7. 7. Vibrotactile Feedback Fast user response time Information parallel to sound sight hearing haptic Integration into hearing instruments ~ 70% ~ 20% 7
  8. 8. Coin shaped vibration motor 10mm...how to integrate into hearing instruments? 8
  9. 9. Commercial FM-Receiver 9
  10. 10. 10
  11. 11. Integration of Vibrotactile Feedback 11
  12. 12. Architecture Matlab USB Bit Whacker Vibration motors PWM Potentiometer Xsens MT9 IMU 12
  13. 13. Architecture Matlab User-in-the-loop USB Bit Whacker PWM Vibration motors Flexible generation of vibration patterns Potentiometer Xsens MT9 IMU Affordable off-the-shelf components 13
  14. 14. Application to Gaming Can vibrotactile feedback support HI users in gaming? 14
  15. 15. Gaming is very impressive and popular... à gaming market 2008: 50 Billion US$, with growing tendency [1][1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013 15
  16. 16. Gaming is very impressive and popular... à gaming market 2008: 50 Billion US$, with growing tendency [1] à impulses for, e.g., GPU development due to extreme resource requirements à impulses also for assistive technologies and HCI[1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013 16
  17. 17. 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.[1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013 17
  18. 18. DOOM 3[CC] http://vimeo.com/13340812 Nominated IGF Choice Award for Best Doom3 MOD by Reid Bryant Kimbal
  19. 19. 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
  20. 20. Explorative Evaluation with HI Users Tactograms User Studies 20
  21. 21. Pre-Study: Tactograms 21
  22. 22. Variants of Tactograms Resolution, #segments Intensity levels Patterns 22
  23. 23. Tactograms Left front Right Left right Right Left back Right 0 sec 0,2 sec 0,4 sec 0,6 motor on motor off 23
  24. 24. Tactograms 24
  25. 25. Pre-study16 normal hearing participants:7 males, 9 females, age 23 – 61Sessions of 90 minutes eachMeasurement of accuracy andresponse times 25
  26. 26. Calculation of angular deviation 26
  27. 27. Calculation of angular deviation 27
  28. 28. Summary ofRMS Lateralization ErrorUser Error Rate and Pre-Study Results Trade-Off: Minimal quantization(4error Segments, 1 Intensity) (due to the encoding) (6 Segments, 1 Intensity) VS the number of user errors (due to misinterpretation of (8 Segments, patterns) presented 1 Intensity) (12 Segments, 1 Intensity) Trade-Off: (8 Segments, 3 Intensities) Response time VS minimum lateralization error Intensities) (12 Segments, 3 Choosing the most suitable pattern is application-specific! 28
  29. 29. Vibrotactile Pattern ...to encode direction of rockets fired at the user. 29
  30. 30. 2nd Pre-Experiment (4 HI users, 5 normal hearing people) ...only sounds (no visual) of rockets Behind Left Right No Game Music Game Music
  31. 31. 2 nd Pre-Experiment 31
  32. 32. 2 nd Pre-Experiment Need to support HI users with sound localization 32
  33. 33. 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
  34. 34. 34
  35. 35. User Study Normal hearing people outperform HI users All HI users performsight better with system than hearing haptic without the system20% ~ 70% ~ 35
  36. 36. Conclusion Vibrator Integration of a vibrotactile Feedback into hearing instruments! 36
  37. 37. 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
  38. 38. 13th International Conference on Computers Helping People with Special Needs July 2012, Linz, Austria Questions? Comments? Feedback?Bernd Tessendorftessendorf@ife.ee.ethz.chhttp://www.wearable.ethz.ch/

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