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DualPanto: A Haptic Device that Enables Blind Users to Continuously Interact with Virtual Worlds

Published: 11 October 2018 Publication History

Abstract

We present a new haptic device that enables blind users to continuously interact with spatial virtual environments that contain moving objects, as is the case in sports or shooter games. Users interact with DualPanto by operating the me handle with one hand and by holding on to the it handle with the other hand. Each handle is connected to a pantograph haptic input/output device. The key feature is that the two handles are spatially registered with respect to each other. When guiding their avatar through a virtual world using the me handle, spatial registration enables users to track moving objects by having the device guide the output hand. This allows blind players of a 1-on-1 soccer game to race for the ball or evade an opponent; it allows blind players of a shooter game to aim at an opponent and dodge shots. In our user study, blind participants reported very high enjoyment when using the device to play (6.5/7).

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      cover image ACM Conferences
      UIST '18: Proceedings of the 31st Annual ACM Symposium on User Interface Software and Technology
      October 2018
      1016 pages
      ISBN:9781450359481
      DOI:10.1145/3242587
      Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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      Published: 11 October 2018

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      Author Tags

      1. accessibility
      2. blind
      3. force-feedback
      4. gaming
      5. haptics
      6. visually impaired

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      UIST '18 Paper Acceptance Rate 80 of 375 submissions, 21%;
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      Cited By

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      • (2023)Accessibility Issues Within Serious Games in Engineering Education for Visual ImpairmentEntertainment Computing – ICEC 202310.1007/978-981-99-8248-6_8(96-114)Online publication date: 15-Nov-2023
      • (2023)A Framework for Accessibility in XR EnvironmentsHCI International 2023 – Late Breaking Posters10.1007/978-3-031-49215-0_31(252-263)Online publication date: 12-Dec-2023
      • (2022)Research Status and Trends of the Gamification Design for Visually Impaired People in Virtual RealityHCI in Games10.1007/978-3-031-05637-6_41(637-651)Online publication date: 26-Jun-2022
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      • (2021)ThroughHand: 2D Tactile Interaction to Simultaneously Recognize and Touch Multiple ObjectsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445530(1-13)Online publication date: 6-May-2021
      • (2021)Juicy Haptic Design: Vibrotactile Embellishments Can Improve Player Experience in GamesProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445463(1-11)Online publication date: 6-May-2021
      • (2021)F2T: A Novel Force-Feedback Haptic Architecture Delivering 2D Data to Visually Impaired PeopleIEEE Access10.1109/ACCESS.2021.30914419(94901-94911)Online publication date: 2021
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