Upload
abhinavkssk
View
5
Download
0
Embed Size (px)
DESCRIPTION
Girish A_ME09B128
Citation preview
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 1/33
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
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 2/33
INTRODUCTION
2
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 3/33
21 Million.The number of people with disabilities in India.
(Disabled Population, Census 2001, 2001)
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 4/33
10.6 Million.The number of people with the disability ‘In Seeing’
(Disabled Population, Census 2001, 2001)
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 5/33
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)
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 6/33
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
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 7/33
‘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)
7
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 8/33
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.
8
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 9/33
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.
9
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 10/33
DESIGN TOOLS
10
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 11/33
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
11
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 12/33
MS Visual Studio 2008
• Application written using WPF (XAML/C#)12
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 13/33
DEMONSTRATION
13
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 14/33
14
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 15/33
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.
15
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 16/33
Data Logging
16
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 17/33
EXTENDED IMPACT AND FUTURESCOPE
17
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 18/33
Extended Impact
• Innovative Supplement to O & M training
• Low-cost and easily replicable system
• Aid to O & M research
18
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 19/33
Further Scope of Work
• Extending the game
• Player-specific games
• Integrating with other technology (Wiimote, Kinect)
• Develop other games
19
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 20/33
DESIGN DEVELOPMENTPROCESS
Skip Section
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 21/33
Basic Programs
• Basic applications made using WPF
21
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 22/33
Animation based onBoard Values
Code adapted from the Project-II by Anne Martin, University of NotreDame (Martin, 2009)
22
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 23/33
Two games developed
Static Balance | Following Sounds
Made in consultation with a Special Education Expert23
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 24/33
User Tests
• St. Louis School for the Deafand the Blind, Kotturpuram(14th March 2013)
•
Vidya Sagar, Kottur (30th April 2013)
• Informal feedback fromfriends
24
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 25/33
Final Form of ‘WiiPlay’
25
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 26/33
REFERENCES
26
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 27/33
• 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,
30.
• 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.
27
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 28/33
• 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.
28
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 29/33
Thank you!
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 30/33
BACKUP
30
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 31/33
31
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 32/33
32
7/15/2019 Project II Final Presentation_Girish A_ME09B128
http://slidepdf.com/reader/full/project-ii-final-presentationgirish-ame09b128 33/33
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)
33