Two Decades of Touchable and Walkable Virtual Reality for Blind and Visually Impaired People: A High-Level Taxonomy
Abstract
:1. Introduction
1.1. Definition: Blind or Visually Impaired
1.2. Consideration Regarding the Term ‘Virtual Reality’ within the Scope of this Paper
1.3. Integration and Differentiation from Existing Surveys
2. Introduction of Proposed Taxonomy
2.1. Scientific Scope and Literature Search Methodology
2.2. Definition of the Feature ‘Scale’
2.2.1. Small Scale: Touching Virtual Objects within Arm’s Reach or Absolute Positioning of the Avatar
2.2.2. Medium Scale: Physically Walking through VE, Restricted to Physically Available Space
2.2.3. Large Scale: Relative Positioning of the Avatar (‘walking’) by Controller Input, e.g., a Joystick
2.3. Definition of the Feature ‘Exploration Interaction’
2.3.1. Haptic Feedback
2.3.2. Audio Feedback
2.3.3. Locomotion in VE
2.4. Definition of the Feature ‘Perspective’
2.5. Definition of the Feature ‘Application Scenarios’
2.6. Definition of the Feature ‘Evaluation and Metrics’
3. Application and Discussion of Taxonomy
3.1. Technical and Content Development over the Last Two Decades
3.2. Analysis of the Current State of the Art
3.3. The Taxonomy’s Value for Future Work
3.4. Limitations
4. Conclusions and Outlook
Author Contributions
Funding
Conflicts of Interest
References
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Scale | Small | Medium | Large |
---|---|---|---|
Exploration Interface | Hand reachable with mostly grounded force feedback | Room size tracked walkable area with non-grounded haptic feedback | Controller based relative locomotion with (non-)grounded haptic feedback |
Common Hardware | Data glove or Phantom | Controller (white cane simulation) | Game controller, keyboard or joystick |
Positioning | Absolute (avatar or hand) | Absolute (avatar and hands) | Relative (avatar) |
Content | Scaled to fit available space | Only section of a larger VE to fit in tracked area | Building or urban environment with no space limitations |
Common example | Exploring charts and graphs [30,31] | Train O+M skill in certain urban scene [32,33] | Explore unknown building [34] or learn subway network [35] |
Scale | Exploration Interaction | Perspective | Exemplary Application Scenario | Frequent Evaluation & Metrics | Relevant Work |
---|---|---|---|---|---|
Small | Grounded force feedback | Egocentric | Feel local environment by means of an audio-haptic VE | Usability, feasibility or O+M Questionnaire | [65,91,92,93,94] |
Vibrotactile feedback | Exocentric | Explore geometric shapes and floor plans | Object identification and task load | [84] | |
Grounded force feedback | Exocentric | Generic virtual objects to be explored (mainly 3D content in real world) | Object identification or understanding, very often only technical prototype | [38,47,52,66,67,69,70,95,96,97,98,99,100,101,102] | |
Audio-haptic games (e.g., 3D memory, battleships) | Feasibility study and function test | [72,103,104,105,106] | |||
Mathematical graphs, lines, diagrams and charts (mainly 2D content in real world) | Level of detail of conveyed content and questionnaire of task load | [12,19,30,31,46,47,48,49,50,51,72,107,108,109,110] | |||
Miniature map | Rebuild with physical properties and questionnaire of usability | [47,72,75,80,92,111,112,113,114,115,116] | |||
Explore VE which is proxy of real space | Exploration strategy and transfer of cognitive model to real space | [34,47,57,61,68,78,117,118,119,120,121,122] | |||
Medium | Wearable haptic feedback | Egocentric | Virtual cane to explore true scale section of larger VE | Rebuild with physical properties or measure usability | [33,39,40,71,123] |
Auditory walkable | Create acoustic proxy of real space or train navigation | Usability and efficiency of training scenario or cognitive model | [41,53,63,64,87,124,125] | ||
Smartphone | Train street crossing or create room for O+M class | Feasibility and efficiency of training scenario | [32,126] | ||
Large | Audio-haptic feedback | Egocentric | Explore VE which is proxy of real space with virtual cane | Task load and usability | [37,58,73,76,77,88,127,128] |
Smartphone | Train real path which is walkable in VE | Rebuild with physical properties or real-world navigation | [43,44,56,129,130,131] | ||
Audio Feedback | Explore VE with controller or keyboard, oftentimes gaming approach | Usability or cognitive load questionnaire, function test | [16,35,42,54,55,59,60,62,74,79,81,85,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149] |
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Kreimeier, J.; Götzelmann, T. Two Decades of Touchable and Walkable Virtual Reality for Blind and Visually Impaired People: A High-Level Taxonomy. Multimodal Technol. Interact. 2020, 4, 79. https://doi.org/10.3390/mti4040079
Kreimeier J, Götzelmann T. Two Decades of Touchable and Walkable Virtual Reality for Blind and Visually Impaired People: A High-Level Taxonomy. Multimodal Technologies and Interaction. 2020; 4(4):79. https://doi.org/10.3390/mti4040079
Chicago/Turabian StyleKreimeier, Julian, and Timo Götzelmann. 2020. "Two Decades of Touchable and Walkable Virtual Reality for Blind and Visually Impaired People: A High-Level Taxonomy" Multimodal Technologies and Interaction 4, no. 4: 79. https://doi.org/10.3390/mti4040079
APA StyleKreimeier, J., & Götzelmann, T. (2020). Two Decades of Touchable and Walkable Virtual Reality for Blind and Visually Impaired People: A High-Level Taxonomy. Multimodal Technologies and Interaction, 4(4), 79. https://doi.org/10.3390/mti4040079