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Bernd Tessendorf, Peter Derleth, Manuela Feilner, Daniel Roggen, Thomas Stiefmeier, Gerhard Tröster Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments 13th International Conference on Computers Helping People with Special Needs July 2012, Linz, Austria
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Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

Jul 14, 2015

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Page 1: Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

Bernd Tessendorf, Peter Derleth, Manuela Feilner, Daniel Roggen, Thomas Stiefmeier, Gerhard Tröster

Improving

Game Accessibility with

Vibrotactile-Enhanced

Hearing Instruments

13th International Conference on Computers Helping People with Special Needs July 2012, Linz, Austria

Page 2: Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

Video: http://www.ingenhindring.shdir.no/

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3

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comfort issue

safety issue, e.g. traffic situation

Locating sound sources

4 4

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sight hearing haptic

~ 70% ~ 20%

Vibrotactile Feedback

6 [1] Raising awareness about space via vibro-tactile notifications, Andreas Riener, Alois Ferscha, EuroSSC, 2008, Zürich.

Page 7: Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

sight hearing haptic

~ 70% ~ 20%

Vibrotactile Feedback

7

Fast user response time

Information parallel to sound

Integration into hearing instruments

Page 8: Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

Coin shaped vibration motor

10mm

...how to integrate into hearing instruments? 8

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Commercial FM-Receiver

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Integration of Vibrotactile Feedback

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Matlab USB Bit Whacker Vibration motors PWM

Xsens MT9 IMU

Potentiometer

Architecture

12

Page 13: Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

Matlab USB Bit Whacker Vibration motors PWM

Xsens MT9 IMU

Potentiometer

Architecture

13

User-in-the-loop

Flexible generation of vibration patterns

Affordable off-the-shelf components

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Can vibrotactile feedback support HI users in gaming?

Application to Gaming

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Gaming is very impressive and popular...

à gaming market 2008: 50 Billion US$, with growing tendency [1]

15 [1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013

Page 16: Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

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

16 [1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013

Page 17: Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

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.

17 [1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013

Page 18: Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

DOOM 3[CC] http://vimeo.com/13340812 Nominated IGF Choice Award for Best Doom3 MOD by Reid Bryant Kimbal

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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

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Explorative Evaluation with HI Users

Tactograms User Studies

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Pre-Study: Tactograms

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Resolution, #segments

Intensity levels

Variants of Tactograms

Patterns

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0 0,2 0,4 0,6

Right

Left

Right

Left

Right

Left

motor 'on' motor 'off'

sec sec sec

front

right

back

Tactograms

23

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Tactograms

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16 normal hearing participants: 7 males, 9 females, age 23 – 61

Pre-study

Sessions of 90 minutes each

Measurement of accuracy and response times

25

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Calculation of angular deviation

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Calculation of angular deviation

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User Error Rate and RMS Lateralization Error

(4 Segments, 1 Intensity) (6 Segments, 1 Intensity) (8 Segments, 1 Intensity) (12 Segments, 1 Intensity) (8 Segments, 3 Intensities) (12 Segments, 3 Intensities)

Trade-Off: Minimal quantization error (due to the encoding)

VS the number of user errors (due to misinterpretation of presented patterns)

Summary of Pre-Study Results

28

Trade-Off: Response time VS minimum lateralization error

Choosing the most suitable pattern is application-specific!

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Vibrotactile Pattern

...to encode direction of rockets fired at the user.

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2nd Pre-Experiment (4 HI users, 5 normal hearing people)

...only sounds (no visual) of rockets

Behind Left Right

No Game Music Game Music

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2nd Pre-Experiment

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Need to support HI users with sound localization

2nd Pre-Experiment

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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

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sight hearing haptic

~ 70% ~ 20%

User Study

Normal hearing people outperform HI users

All HI users perform better with system than without the system

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Conclusion

Vibrator

Integration of a vibrotactile Feedback into hearing instruments!

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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

Page 38: Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments

13th International Conference on Computers Helping People with Special Needs July 2012, Linz, Austria

Bernd Tessendorf

[email protected] http://www.wearable.ethz.ch/

Questions? Comments? Feedback?