{"title":"Development of a wheelchair simulator for children with multiple disabilities","authors":"Nancy Rodriguez","doi":"10.1109/VAAT.2015.7155405","DOIUrl":"https://doi.org/10.1109/VAAT.2015.7155405","url":null,"abstract":"Virtual reality allows to create situations which can be experimented under the control of the user, without risks, in a very flexible way. This allows to develop skills and to have confidence to work in real conditions with real equipment. VR is then widely used as a training and learning tool. More recently, VR has also showed its potential in rehabilitation and therapy fields because it provides users with the ability of repeat their actions several times and to progress at their own pace. In this communication, we present our work in the development of a wheelchair simulator designed to allow children with multiple disabilities to familiarize themselves with the wheelchair.","PeriodicalId":119384,"journal":{"name":"2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology (VAAT)","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127547601","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Goshiro Yamamoto, Jaakko Hyry, Max Krichenbauer, Takafumi Taketomi, C. Sandor, H. Kato, P. Pulli
{"title":"A user interface design for the elderly using a projection tabletop system","authors":"Goshiro Yamamoto, Jaakko Hyry, Max Krichenbauer, Takafumi Taketomi, C. Sandor, H. Kato, P. Pulli","doi":"10.1109/VAAT.2015.7155407","DOIUrl":"https://doi.org/10.1109/VAAT.2015.7155407","url":null,"abstract":"We present a design of a user interface on a projection tabletop system for the elderly. Nowadays, the population imbalance between the elderly who require daily care and caregivers is being one of global social issues since the population aging advances. Additionally, if the amount of the elderly with memory problem increases, the imbalanced situation makes the elderly worse because of few caregivers, then a negative chain reaction would be occurred. In order to avoid the worst situation, we believe that it is important to support the daily lives of the elderly persons at the early stage for reducing aging effects. In this research, we challenge to develop the internet-connected assistive system to support their daily lives individually in order to help them manage their time without the need for caregivers support on location. We focus on projection technology to display visual information onto physical surfaces such as tables or walls especially for indoor use. The projection technology does not require embedding other displays such as LCD into tables or walls that the users have already owned, and to hold or wear the special devices in hands or on heads. Also we apply interactive functions for the design that lets the users think and decide by themselves, since the quality of lives of the elderly needs to be considered to keep them from just following the given instruction without thinking. Finally, we have decided three designs of graphical user interface on the projection tabletop system through a brief user test. In this paper we show the thee different interaction methods based on the graphical user interface designs and one of augmented reality applications as an example of a practical use of the system.","PeriodicalId":119384,"journal":{"name":"2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology (VAAT)","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122884626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Non-visual virtual interaction: Can Sensory Substitution generically increase the accessibility of Graphical virtual reality to the blind?","authors":"S. Maidenbaum, A. Amedi","doi":"10.1109/VAAT.2015.7155404","DOIUrl":"https://doi.org/10.1109/VAAT.2015.7155404","url":null,"abstract":"Most of the content of Graphical virtual environments is currently visual, severely limiting their accessibility to the blind population. While several steps improving this situation have been made in recent years they are mainly environment specific and there is still much more to be done. This is especially unfortunate as VR holds great potential for the blind, e.g., for safe orientation and learning. We suggest in this position paper that Visual-to-audio Sensory Substitution Devices (SSDs) can potentially increase their accessibility generically fashion by sonifying the on-screen content regardless of the specific environment while allowing the user to capitalize upon his experience from other use of the device such as in the real world. We will demonstrate the potential of this approach using several recent examples from literature and from our own work.","PeriodicalId":119384,"journal":{"name":"2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology (VAAT)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115935551","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gaming and entertainment technologies for includification","authors":"Alexander Hofmann, H. Hlavacs","doi":"10.1109/VAAT.2015.7155402","DOIUrl":"https://doi.org/10.1109/VAAT.2015.7155402","url":null,"abstract":"We propose research focussing on new approaches to help disabled persons to gain access to the world of computer games. In this context, Includification means actively helping disabled people to become competitive players, being able to master and win difficult and challenging computer games, either played against the computer or other human players, abled or disabled. Since disabilities may present a significant drawback in terms of reaction time, coordination, cognitive skills, or other aspects, computer games should actively balance such drawbacks to even the chances to win. The goal goes way beyond the commonly used term Accessibility which usually simply means improving audio/visual presentation, and requires changes starting at the game design, up to providing advanced software components, to include algorithms that actively support these players and fill the gap between abled and disabled gamers.","PeriodicalId":119384,"journal":{"name":"2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology (VAAT)","volume":"9 30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129222449","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
P. Wargnier, Adrien Malaisé, Julien Jacquemot, Samuel Benveniste, P. Jouvelot, Maribel Pino, A. Rigaud
{"title":"Towards attention monitoring of older adults with cognitive impairment during interaction with an embodied conversational agent","authors":"P. Wargnier, Adrien Malaisé, Julien Jacquemot, Samuel Benveniste, P. Jouvelot, Maribel Pino, A. Rigaud","doi":"10.1109/VAAT.2015.7155406","DOIUrl":"https://doi.org/10.1109/VAAT.2015.7155406","url":null,"abstract":"Embodied conversational agents (ECAs) are virtual characters using verbal and non-verbal communication for Human-machine interaction. The aim of our research is to create an ECA-based user interface for assistive technologies targeting older adults with cognitive impairment. Our design methodology is a co-design living lab approach, collecting design guidelines through questionnaires, focus groups and user trials. In this paper, we report on the results of the first phase of this iterative design process. We developed Louise, a semi-automatic ECA prototype that aims to compensate, through attention monitoring, for a user's attentional disorders by performing autonomous prompting, i.e., calling the user to regain his or her attention in case he or she got distracted. We evaluated the performance of Louise with a group of experts in assistive technologies and collected their feedback. Louise's simple attention estimator is more than 80% accurate. The system got quite positive reviews from users.","PeriodicalId":119384,"journal":{"name":"2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology (VAAT)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130221404","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Zhihan Lv, C. Esteve, J. Chirivella, Pablo Gagliardo
{"title":"A game based assistive tool for rehabilitation of dysphonic patients","authors":"Zhihan Lv, C. Esteve, J. Chirivella, Pablo Gagliardo","doi":"10.1109/VAAT.2015.7155403","DOIUrl":"https://doi.org/10.1109/VAAT.2015.7155403","url":null,"abstract":"An assistive training tool for rehabilitation of dysphonic patients is designed and developed according to the practical clinical needs. The assistive tool employs a space flight game as the attractive logic part, and microphone arrays as input device, which is getting rid of ambient noise by setting a specific orientation. The therapist can guide the patient to play the game as well as the voice training simultaneously side by side, while not interfere the patient voice. The voice information can be recorded and extracted for evaluating the long-time rehabilitation progress. This paper outlines a design science approach for the development of an initial useful software prototype of such a tool, considering `Intuitive', `Entertainment', `Incentive' as main design factors.","PeriodicalId":119384,"journal":{"name":"2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology (VAAT)","volume":"86 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133857224","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marina-Anca Cidotã, S. Lukosch, Paulina J. M. Bank
{"title":"Augmented reality for motion analysis of patients with upper extremity motor dysfunction","authors":"Marina-Anca Cidotã, S. Lukosch, Paulina J. M. Bank","doi":"10.1109/VAAT.2015.7155401","DOIUrl":"https://doi.org/10.1109/VAAT.2015.7155401","url":null,"abstract":"Various diseases affect human motion (e.g. neurovascular diseases, neurodegenerative diseases, and musculoskeletal pain conditions). Currently, each medical discipline uses disease-specific clinical tests to assess motor (dys)function, based on subjectively scored and low-resolution clinimetric tests, qualitative video analysis, or cumbersome marker-based motion capturing. As such, no standard protocols for motion recording exist with respect to type of movements and activities of the upper extremity in various patient groups. For a better understanding of how different disorders affect motor function, a uniform, standardized and objective evaluation is a desirable goal in the study of motion disorders. Our aim is to explore the capabilities of the augmented reality (AR) technology for uniform assessment of the motor function, both for diagnosis and treatment.","PeriodicalId":119384,"journal":{"name":"2015 3rd IEEE VR International Workshop on Virtual and Augmented Assistive Technology (VAAT)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129729235","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}