Neuroscience

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Blind lead the way in brave new world of tactile technology

Imagine feeling a slimy jellyfish, a prickly cactus or map directions on your iPad mini Retina display, because that’s where tactile technology is headed. But you’ll need more than just an index finger to feel your way around.

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New research at UC Berkeley has found that people are better and faster at navigating tactile technology when using both hands and several fingers. Moreover, blind people in the study outmaneuvered their sighted counterparts – especially when using both hands and several fingers – possibly because they’ve developed superior cognitive strategies for finding their way around.

Bottom line: Two hands are better than one in the brave new world of tactile or “haptic” technology, and the visually impaired can lead the way.

”Most sighted people will explore these types of displays with a single finger. But our research shows that this is a bad decision. No matter what the task, people perform better using multiple fingers and hands,” said Valerie Morash, a doctoral student in psychology at UC Berkeley, and lead author of the study just published in the online issue of the journal, Perception.

“We can learn from blind people how to effectively use multiple fingers, and then teach these strategies to sighted individuals who have recently lost vision or are using tactile displays in high-stakes applications like controlling surgical robots,” she added.

For decades, scientists have studied how receptors on the fingertips relay information to the brain. Now, researchers at Disney and other media companies are implementing more tactile interfaces, which use vibrations, and electrostatic or magnetic feedback for users to find their way around, or experience how something feels.

In this latest study, Morash and fellow researchers at UC Berkeley and the Smith-Kettlewell Eye Research Institute in San Francisco tested 14 blind adults and 14 blindfolded sighted adults on several tasks using a tactile map. Using various hand and finger combinations, they were tasked with such challenges as finding a landmark or figuring out if a road looped around.

Overall, both blind and sighted participants performed better when using both hands and several fingers, although blind participants were, on average, 50 percent faster at completing the tasks, and even faster when they used both hands and all their fingers.

“As we move forward with integrating tactile feedback into displays, these technologies absolutely need to support multiple fingers,” Morash said. “This will promote the best tactile performance in applications such as the remote control of robotics used in space and high-risk situations, among other things.”

(Source: newscenter.berkeley.edu)

Filed under blind tactile technology haptic sensing perception neuroscience science

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Virtual Games Help the Blind Navigate Unknown Territory
On March 27th JoVE (Journal of Visualized Experiments) published a new video article by Dr. Lotfi Merabet showing how researchers in the Department of Ophthalmology at Massachusetts Eye and Ear Infirmary and Harvard Medical School have developed a virtual gaming environment to help blind individuals improve navigation skills and develop a cognitive spatial map of unfamiliar buildings and public locations.
"For the blind, finding your way or navigating in a place that is unfamiliar presents a real challenge," Dr. Merabet explains. "As people with sight, we can capture sensory information through our eyes about our surroundings. For the blind that is a real challenge… the blind will typically use auditory and tactile cues."
The technique utilizes computer generated layouts of public buildings and spatial sensory feedback to synthesize a virtual world that mimics a real world navigation task. In the game, participants must find jewels and carry them out of the building, without being intercepted by roaming monsters that steal the jewels and hide them elsewhere.  Participants interface with the virtual building by using a keyboard and wearing headphones that play auditory cues that help spatially orient them to the world around them. This interaction helps users generate an accurate mental layout of the mimicked building.  Dr. Merabet and his colleagues are also exploring applications of this technology with other user interfaces, like a Wii Remote or joystick.
"We have developed software called ABES, the Audio Based Environment Simulator that represents the actual physical environment of the Carol Center for the Blind in Newton Massachusetts. The participants will use the game metaphor to get a sense of the whole building through open discovery, allowing people to learn room layouts more naturally than if they were just following directions."
The technology will invariably be useful for the 285 million blind people world-wide, 6 million of which live in the United States. It will also have applications beyond the blind community for individuals with other visual impairments, cognitive deficits, or those recovering from brain injuries.
Dr. Merabet considers publication in JoVE’s video format especially helpful. “It is conceptually difficult for a sighted person to understand ‘a video game for blind people.’ What JoVE allows us to do is break down layouts of the game and strategy, show how the auditory cues can be used and how we quantify performance going from the virtual game to the physical world.”

Virtual Games Help the Blind Navigate Unknown Territory

On March 27th JoVE (Journal of Visualized Experiments) published a new video article by Dr. Lotfi Merabet showing how researchers in the Department of Ophthalmology at Massachusetts Eye and Ear Infirmary and Harvard Medical School have developed a virtual gaming environment to help blind individuals improve navigation skills and develop a cognitive spatial map of unfamiliar buildings and public locations.

"For the blind, finding your way or navigating in a place that is unfamiliar presents a real challenge," Dr. Merabet explains. "As people with sight, we can capture sensory information through our eyes about our surroundings. For the blind that is a real challenge… the blind will typically use auditory and tactile cues."

The technique utilizes computer generated layouts of public buildings and spatial sensory feedback to synthesize a virtual world that mimics a real world navigation task. In the game, participants must find jewels and carry them out of the building, without being intercepted by roaming monsters that steal the jewels and hide them elsewhere.  Participants interface with the virtual building by using a keyboard and wearing headphones that play auditory cues that help spatially orient them to the world around them. This interaction helps users generate an accurate mental layout of the mimicked building.  Dr. Merabet and his colleagues are also exploring applications of this technology with other user interfaces, like a Wii Remote or joystick.

"We have developed software called ABES, the Audio Based Environment Simulator that represents the actual physical environment of the Carol Center for the Blind in Newton Massachusetts. The participants will use the game metaphor to get a sense of the whole building through open discovery, allowing people to learn room layouts more naturally than if they were just following directions."

The technology will invariably be useful for the 285 million blind people world-wide, 6 million of which live in the United States. It will also have applications beyond the blind community for individuals with other visual impairments, cognitive deficits, or those recovering from brain injuries.

Dr. Merabet considers publication in JoVE’s video format especially helpful. “It is conceptually difficult for a sighted person to understand ‘a video game for blind people.’ What JoVE allows us to do is break down layouts of the game and strategy, show how the auditory cues can be used and how we quantify performance going from the virtual game to the physical world.”

Filed under blind virtual gaming environment navigation skills sensory information cognitive map neuroscience science

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