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INTERACTIVE TECHNOLOGY FOR ORIENTATION AND MOBILITY TRAINING OF BLIND AND VISUALLY IMPAIRED CHILDREN B. TECH PROJECT GIRISH A (ME09B128) (GUIDE: DR. SUJATHA SRINIVASAN) DEPARTMENT OF MECHANICAL ENGINEERING IIT MADRAS MAY 2013

Project II Final Presentation_Girish A_ME09B128

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INTERACTIVE TECHNOLOGYFOR

ORIENTATION AND MOBILITY TRAININGOF

BLIND AND VISUALLY IMPAIRED CHILDREN

B. TECH PROJECTGIRISH A (ME09B128)

(GUIDE: DR. SUJATHA SRINIVASAN)DEPARTMENT OF MECHANICAL ENGINEERING

IIT MADRAS

MAY 2013

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INTRODUCTION

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21 Million.The number of people with disabilities in India.

(Disabled Population, Census 2001, 2001)

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10.6 Million.The number of people with the disability ‘In Seeing’ 

(Disabled Population, Census 2001, 2001)

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Orientation and Mobility (O & M)

• Movement is crucial to learning

• O & M Training for a blind child:

 – to know where he is in space and where he wants to go

(orientation) – to be able to carry out a plan to get there (mobility)

• Emphasis is given to infancy, until the child learns to walk 

• Traditional methods: – They require a large amount of dedicated time of the instructors for one-

on-one training

 – There is a dearth of commercially available technology in this field

(Martinez, 2006)

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Gaming Technology in Therapy

• Gaming technology today is – Increasingly advanced

 – Comparatively low-cost

 – Widely available

• Video games used in the right context can have the potential – to be used as training aids in classrooms and therapeutic settings

 – to provide skills in psychomotor coordination

 – in simulations of real life events(Pearson and Bailey, 2007)

Image source: stuffmideast.com6

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‘Wiihabilitation’ 

• Augmenting rehabilitation of a child withCerebral Palsy (Deutsch et al., 2008)

• Balance rehabilitation in patients with acquiredbrain injury (Gil-Gómez et al., 2011)

• Vestibular Rehabilitation (Fitzpatrick andHarding, 2009)

• ‘Virtual WiiHab’ (Anderson et al., 2010)

• ‘WeHab’ for stroke patients (Kennedy et al.,2011)

Image source: stuffmideast.com

(Use of the Wii for rehabilitation)

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For the Visually Impaired?

• “The Explorer and the Mystery of the Diamond

Scarab”: Wii Game for blind as well as sightedkids (Willems et al., 2010)

• VI Tennis, VI Bowling: modified versions of

popular motion sensing exergames that explorethe use of vibrotactile and audio cues, and alsoa third game, Pet-n-Punch (Morelli et al., 2010)

• AudiOdyssey: an  experimental accessiblecomputer game 

Image source: http://www.conmishijos.comhttp://gambit.mit.edu/loadgame/audiodyssey.php

That’s about it. 

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Project Scope and Objectives

• The project aims to develop a software application that canbe used to improve the O & M and auditory localization skillsof visually impaired children, using the Nintendo Wii Balance

Board.

• The application is to be tested with blind and visually impairedchildren, and refined with the results of these user trials.

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DESIGN TOOLS

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Nintendo Wii peripherals

• Wii Remote (Wiimote)

 – Motion sensing throughaccelerometer and opticalsensor technology

• Wii Balance Board – Contains four pressure sensors

that measure the user’s Center of Pressure and weight

Image source: wiifit.comvisions.mst.edu

• The Wii is a home video game console by Nintendo

• Bluetooth technology for data communication

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MS Visual Studio 2008

• Application written using WPF (XAML/C#)12

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DEMONSTRATION

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Features

• Game designed to give the child an immersive experience,while helping him gain O & M and auditory localization skills.

• Uses 3-D sound

• Three variants of the game: – Classic: Hit each target in 60 seconds

 – Accuracy: Hit max no of targets in 120 secs

 – Speed: Hit 30 targets in minimum time

• Tutorial included to familiarize the user 

• Game data recorded every ~30 milliseconds, useful for O & Mresearch.

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Data Logging

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EXTENDED IMPACT AND FUTURESCOPE

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Extended Impact

• Innovative Supplement to O & M training

• Low-cost and easily replicable system

• Aid to O & M research

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Further Scope of Work 

• Extending the game

• Player-specific games

• Integrating with other technology (Wiimote, Kinect)

• Develop other games

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DESIGN DEVELOPMENTPROCESS

Skip Section

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Basic Programs

• Basic applications made using WPF

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Animation based onBoard Values

Code adapted from the Project-II by Anne Martin, University of NotreDame (Martin, 2009)

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Two games developed

Static Balance | Following Sounds

Made in consultation with a Special Education Expert23

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User Tests

• St. Louis School for the Deafand the Blind, Kotturpuram(14th March 2013)

Vidya Sagar, Kottur (30th April 2013)

• Informal feedback fromfriends

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Final Form of ‘WiiPlay’ 

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REFERENCES

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• Anderson, Fraser, Michelle Annett, and Walter F. Bischof (2010), Lean on Wii: physicalrehabilitation with virtual reality Wii peripherals, Stud Health Technol Inform, 154, 229-234.

• Deutsch, J.E., M. Borbely, J. Filler, K. Huhn, P. Guarrera-Bowlby (2008) Use of a low-cost,commercially available gaming console (Wii) for rehabilitation of an adolescent withcerebral palsy, Physical therapy, 88.10, 1196-1207.

• Disabled Population, Census and You, Census Data (2001) accessed on 13th May 2013http://censusindia.gov.in/Census\And\You/disabled\population.aspx

• Fitzpatrick, M. and L. Harding (2009) Using the Wii for Vestibular Rehabilitation, Vestibular Disorders Association Publication C-7.

• Gil-Gomez, J., R. Llorens, M. Alcañiz and C. Colomer (2011) Effectiveness of a Wii balanceboard-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trialin patients with acquired brain injury, Journal of neuroengineering and rehabilitation, 8.1,

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• Kennedy, Michael W., James P. Schmiedeler, Charles R. Crowell, Michael Villano, AaronD. Striegel, and Johan Kuitse (2011) Enhanced feedback in balance rehabilitation usingthe Nintendo Wii Balance Board, e-Health Networking Applications and Services(Healthcom), 2011 13th IEEE International Conference on. IEEE, 162-168.

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• Martin, Anne (2009) Project 2 - Wii Balance Board Visualization, accessed on 15thDecember 2012 <http://netscale.cse.nd.edu/twiki/bin/view/Edu/SysIF09Proj2>

• Martinez, Carolina (2006) Orientation and Mobility training: the Way to Go, SEE/HEAR.Texas School for the Blind. Consulta efectuada em 29, no. 06 (1998)

• Morelli, Tony, John Foley, Luis Columna, Lauren Lieberman, and Eelke Folmer (2010) VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired, Proceedingsof the Fifth International Conference on the Foundations of Digital Games, ACM, 147-154.

• Pearson, E., and C. Bailey (2007) Evaluating the potential of the Nintendo Wii to supportdisabled students in education, ICT: Providing choices for learners and learning,Proceedings Ascilite, Singapore.

• Willems, Rob, Christiaan Pinkster, Sven Schultz, and Liliane Kuiper-Hoyng (2010) Co-creating a Wii-game for the blind and sighted.

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Thank you!

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BACKUP

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Recognition of Potential

• Top 30 teams of the Jed-I Project Challenge (Finals –  14June 2013)

• Top 30 teams of the Next Big Idea 2013 (Finals – 20-22 May 2013)

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