Mobile Interface for a Smart Wheelchair
Julio Abascal1, Daniel Cagigas2, Nestor Garay1, and Luis Gardeazabal1
1
Laboratory of Human-Computer Interaction for Special Needs
Informatika Fakultatea. Euskal Herriko Unibertsitatea.
Manuel Lardizabal 1. E-20018 Donostia, Spain
_NYPMSRIWXSVPYMWKa$WMILYIW
2 Group of Robotics and Rehabilitation Technology
E. T. S. Ingeniería Informática. Universidad de Sevilla.
Avenida Reina Mercedes s/n. Sevilla, Spain
HERMIP$EXGYWIW
Abstract. Smart wheelchairs are designed for severely motor impaired people
that have difficulties to drive standard -manual or electric poweredwheelchairs. Their goal is to automate driving tasks as much as possible in
order to minimize user intervention. Nevertheless, human involvement is still
necessary to maintain high level task control. Therefore in the interface design
it is necessary to take into account the restrictions imposed by the system
(mobile and small), by the type of users (people with severe motor restrictions)
and by the task (to select a destination among a number of choices in a
structured environment). This paper describes the structure of an adaptive
mobile interface for smart wheelchairs that is driven by the context.
1
Introduction
Smart wheelchairs are designed to improve the mobility of users with severe motor
impairments that experiment difficulties to drive traditional electric-powered
wheelchairs. The techniques used to automatically drive wheelchairs come from the
Mobile Robotics and the Automated Guided Vehicles fields [1]. Smart wheelchairs
are usually provided with a number of sensors and the necessary software for control,
to be able to automatically follow a path from a starting position to a destination
without human intervention [2, 3, 4]. Even if the user of a smart wheelchair does not
need to carefully drive it, he or she must be provided with an adequate interface to be
able to give the necessary orders for the wheelchair control.
The design of an interface for a smart wheelchair faces diverse problems due to the
special characteristics of the user, the system and the task. Smart wheelchair typical
users are severely motor –and sometimes voice– impaired people that can not handle
a standard interface. On the other hand, the computing capacity of the system is
conditioned by the fact that usually it is run by an embedded computer mainly
devoted to real time control of the vehicle. In addition, people with disabilities need
frequently diverse devices that assist them for everyday tasks. Nevertheless, they can
not easily switch from a device to other. Therefore, all these devices tend to be
integrated together sharing an interface that gives access to all the functions required
by the user: wheelchair movement control, environmental control (usually through a
F. Paternò (Ed.): Mobile HCI 2002, LNCS 2411, pp. 373–377, 2002.
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domotic system) and, frequently, personal direct or remote communication via
computer. Among the diverse tasks that the user can perform form that interface, in
this paper we will only analyse the control of the wheelchair movement, because
communication and environmental control are well documented [5]. Therefore, the
main interface design problem is to give the user the possibility to select a destination
among a relatively large number of choices requiring the minimum effort. Next
section presents the project were this interface was developed.
2
The TetraNauta System
TetraNauta1 project developed a controller for standard electric-powered wheelchairs
that allows users with very severe mobility restrictions (such as people with
quadriplegia) to easily navigate in closed structured environments (home, hospital,
school, etc.). The main goal of this project was to design a non-expensive automatic
driving system to help this kind of users to employ the wheelchair with the minimum
effort, but maintaining the user as active as possible –to benefit his or her
rehabilitation. For this reason the design of an adequate adaptive mobile user interface
was a key factor in TetraNauta architecture.
User
commands
USER
status
User
Interface
commands
Path
Planner
status
feedback
path
next
movement
Absolute
position
restrictions
Traffic
Module
path
restrictions
Central
Traffic
Controller
Trajectory
Follower
programming
feedback
Power
Stage
Controller
Motors
events
External
Signals
Manager
programming
Power
control
commands
TetraNauta
System
signals
Sensors
Video
camera
IR US Bumper transponders
Fig. 1. Architecture of the TetraNauta System
From the point of view of the navigation, two main sections can be distinguished in
TetraNauta architecture (fig.1), the Control Section and the User Interface. The first
deals with automatic operations -such as signals handling, control of the motors, etc.while the second manages user dialogue. Due to already mentioned user motor
restrictions, many operations that usually are done by the user, must be transferred to
the automatic controller, thereby decreasing the effort made by him or her. Hence,
modules for path planning and guidance must be added. The path planning sub1
TetraNauta is a research project developed by the National Hospital of Paraplegics;
Bioingeniería Aragonesa S. A.; the Group of Robotics and Rehabilitation Technology of the
University of Seville and the Laboratory of HCI for Special Needs of the University of the
Basque Country.
Mobile Interface for a Smart Wheelchair
R0
R1
R3
R5
R7
R9
R1
Gymnasium
375
R13
Chapel
R2
R4
R6
R8
R24
R22
R20
R18
R25
R23
R21
R19
R10
R16
R17
R12
R14
R15
Coffee shop
TV room
Toilet
Staff
Lift
Lift
Office
Toilet
Main entrance
Fig. 2. A graph (dotted lines) representing a plant.
system finds a path free of obstacles between two points on a topological map (a
graph, see fig 2), whilst the guidance sub-system drives the wheelchair along the
trajectory calculated by the path planning module while estimating its absolute
position. The path planner is implemented by means of a search algorithm that finds a
path that links two nodes of a graph. A detailed description of that algorithm can be
found in [6, 7].
A number of beacons are disseminated in the environment to allow absolute
positioning. When the wheelchair approaches one of them it recalibrates its position.
There is a command to automatically find a track or beacon to acquire the current
position when it is unknown by the system. It is also possible to manually drive the
wheelchair to a track or beacon.
3
Interface Structure
The user controls the system through a very intuitive graphical interface that
translates his or her orders (e.g. the desired destination) into commands for the
Trajectory Planner (that calculates a quasi-optimal trajectory). It also gives feed-back
to the user about the current operation.
The input device for TetraNauta interface is typically the same used to drive the
wheelchair: a joystick, mouth-stick, or any other alternative input system used in
Assistive Technology [5]. The output is a small colour display (that currently has
been ported to a PDA). Due to the user motor restrictions the selection of the desired
command is usually done either by scanning a matrix of icons and selecting them
with a pushbutton; or by means of directed scanning where the user goes through the
matrix using a joystick2.
2
Depending on the user characteristics other input/output devices are possible: for input
purposes touch-screens, voice recognition, etc., while, besides a display, synthetic voice can
be used for output in some cases. Here we only present the most common choice.
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Simplified Task Model
For navigation purposes the user can perform the following tasks (see fig. 3): when
the vehicle is stopped, if the current position is not known by the system, the user can
automatically find a track (or manually drive the wheelchair to a track). If the current
position is known by the system, the user can select a destination or go to a given
destination (from the current localization). While the wheelchair is going to a
destination, the user can change the current destination (which stops the wheelchair
and pass to “select a destination”). In addition, the user can always switch to manual
control that stops the wheelchair and leaves the control to a human).
Start
Change
destination
yes
going to a
destination?
no
no
Find a track
current
position
yes
Select
destination
known?
Switch to manual control
Go to
destination
Fig. 3. Simplified task diagram
As it is sown previously, most of the tasks can be represented by icons in a simple
interface. Nevertheless, when the user has to select a destination, the number of nodes
in a graph representing a structured closed environment (see fig. 2) is usually too
large for the display mounted in the wheelchair, making the selection difficult. To
avoid this trouble, the interface makes use of the information the system has about the
task that it is performing [8]: the current position and the map of possible destinations.
Therefore, the same data structure (a multi-layered map) used for trajectory planning
is used for display purpose, due to the information management facilities that it
provides. In fact, the hierarchical map model is very suitable for compact menu-based
displays (do not forget that our implementation of menus is based on scanning and
selection). Therefore, each abstraction level can be included in a menu and a selection
may be carried using a small number of menus.
In addition, user adaptation allows the optimization of the choices. When the user
is choosing a destination, the selection set is composed only by the reachable
destinations from that point, ordered by frequency of use. In this way, only possible
destinations -in order of probability- are offered, minimizing the selection effort.
Other important characteristic of TetraNauta interface is that it is not intrusive. The
system does not take decisions when the user is able to take it, which is very
important to facilitate the user rehabilitation process. Since the abilities of the user
can change with the training it is necessary to build an incremental user model, to be
able to determine what decisions are in the hands of the user.
More details about the TetraNauta interface can be found in [9].
Mobile Interface for a Smart Wheelchair
4
377
Conclusion
The design of an adaptable mobile interface for a smart wheelchair heavily depends
on the tasks that this device performs. The knowledge that the system has about the
current position and the points that are reachable from this point allows the design of
a simple and effective interface that takes into account the context. The interface of
TetraNauta system is also adaptable and accessible to severely motor impaired
people. In addition, it helps to the rehabilitation of the user giving to the user as much
decisions as he or she can take.
Acknowledgments
This work has been partially supported by the Spanish Comisión Interministerial de
Ciencia y Tecnología (CICYT) -contract TER96-2056-C02-02- and the Ministerio de
Trabajo y Asuntos Sociales.
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