Zahra J. Muhsin, Rami Qahwaji, Faruque Ghanchi, Majid Al-Taee
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Review of substitutive assistive tools and technologies for people with visual impairments: recent advancements and prospects
The development of many tools and technologies for people with visual impairment has become a major priority in the field of assistive technology research. However, many of these technology advancements have limitations in terms of the human aspects of the user experience (e.g., usability, learnability, and time to user adaptation) as well as difficulties in translating research prototypes into production. Also, there was no clear distinction between the assistive aids of adults and children, as well as between “partial impairment” and “total blindness”. As a result of these limitations, the produced aids have not gained much popularity and the intended users are still hesitant to utilise them. This paper presents a comprehensive review of substitutive interventions that aid in adapting to vision loss, centred on laboratory research studies to assess user-system interaction and system validation. Depending on the primary cueing feedback signal offered to the user, these technology aids are categorized as visual, haptics, or auditory-based aids. The context of use, cueing feedback signals, and participation of visually impaired people in the evaluation are all considered while discussing these aids. Based on the findings, a set of recommendations is suggested to assist the scientific community in addressing persisting challenges and restrictions faced by both the totally blind and partially sighted people.
期刊介绍:
The Journal of Multimodal User Interfaces publishes work in the design, implementation and evaluation of multimodal interfaces. Research in the domain of multimodal interaction is by its very essence a multidisciplinary area involving several fields including signal processing, human-machine interaction, computer science, cognitive science and ergonomics. This journal focuses on multimodal interfaces involving advanced modalities, several modalities and their fusion, user-centric design, usability and architectural considerations. Use cases and descriptions of specific application areas are welcome including for example e-learning, assistance, serious games, affective and social computing, interaction with avatars and robots.