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Games with Sounds: the Blind Navigation and Target Acquisition

AAFG 2005. Games with Sounds: the Blind Navigation and Target Acquisition. Antti Nyman Department of Computer Sciences University of Tampere Finland Antti.Nyman@uta.fi. March , 2005. Games with Sounds. Blind users do not prefer mouse (lack of feedback on movement & position).

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Games with Sounds: the Blind Navigation and Target Acquisition

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  1. AAFG 2005 Games with Sounds: the Blind Navigation and Target Acquisition Antti Nyman Department of Computer Sciences University of Tampere Finland Antti.Nyman@uta.fi March, 2005

  2. Games with Sounds Blind users do not prefer mouse (lack of feedback on movement & position). Making use of spatial sound has been suggested in [1, 4, 5]. Problems include the difficulty of recognizing simultaneously playing sounds and mixing up of directions (forward <-> backward) [3]. Earlier studies on sound grids have shown that easily recognized sound in the center of the grid reduces the navigation time and that a “landmark” technique used by cane-travelers could be used to assist blind persons in identifying different areas [5]. Commercial games could be modified and new game concepts created to better support blind navigation within the game field [2]. A. Nyman p 01_16 21.03.2005

  3. Typographic Semantics of Web Pages, P. Gorny, 2000 [3]. Games with Sounds center – 1 angles – 4 middle1 – 4 middle2 – 4 middle3 – 6 middle4 – 6 = 25 Demo 1 The task is to optimize/minimize the number of sounds (3 or 6) employed to mark 25 positions in the virtual sound grid (5 x 5) and to estimate navigation performance with the use of conventional mouse input in blind conditions. A. Nyman p 02_16 21.03.2005

  4. Games with Sounds Four subjects (two females, two males) with normal hearing and seeing abilities participated in the tests. During the test the subjects were blindfolded and used headphones to minimize the effect of distractions. Each subject played the game twice: with 3-sound grid and with 6-sound grid. Each game consisted of 25 tasks presented in a random order. Application stored the track of mouse movement, the passed time, the traveled distance and the number of the passed spots for each task. The original application was modified to use animal sound .wav-files to make sounds easier to recognize and to make game instructions easier. A. Nyman p 03_16 21.03.2005

  5. Games with Sounds 31213 12121 21312 12121 31213 Sound 1 Klikkaa eläintä vasemmassa ylänurkassa. Klikkaa eläintä joka on ylärivissä toinen vasemmalta. Klikkaa eläintä ylärivin keskellä. Klikkaa eläintä joka on ylärivissä toinen oikealta. Klikkaa eläintä oikeassa ylänurkassa. Klikkaa eläintä joka on toiseksi ylimmän rivin vasemmanpuoleisin. Klikkaa eläintä joka on toiseksi ylimmässä rivissä toinen vasemmalta Klikkaa eläintä toisen rivin keskellä. Klikkaa eläintä joka on toiseksi ylimmässä rivissä toinen oikealta. Klikkaa eläintä joka on toiseksi ylimmän rivin oikeanpuoleisin. Klikkaa eläintä joka on keskimmäisen rivin vasemmanpuoleisin. Klikkaa eläintä joka on keskimmäisessä rivissä toinen vasemmalta. Klikkaa eläintä keskimmäisen rivin keskellä. Klikkaa eläintä joka on keskimmäisessä rivissä toinen oikealta. Klikkaa eläintä joka on keskimmäisen rivin oikeanpuoleisin….. Sound 2 Sound 3 Sound 1 12321 45454 32623 4545 4 12321 Sound 2 Sound 3 Sound 4 Sound 5 Sound 6 A. Nyman p 04_16 21.03.2005

  6. the target acquisition time and the number of spots passed at 3 sounds used for marking 25 positions corr. (time to n spots) = 0.96 Games with Sounds A. Nyman p 05_16 21.03.2005

  7. Games with Sounds the target acquisition time and the distance to target at 3 sounds used for marking 25 positions corr. (time to distance) = 0.347 A. Nyman p 06_16 21.03.2005

  8. Games with Sounds the target acquisition time and the shortest paths to target at 3 sounds used for marking 25 positions corr. (time to path) = 0.233 A. Nyman p 07_16 21.03.2005

  9. Games with Sounds Correlation between the target acquisition time and the number of passed spots (targets) for 6- and 3-sound matrices in 4 subjects t = - .611, df = 3, p < 0.01 Correlation between the target acquisition time and the distance to target for 6- and 3-sound matrices in 4 subjects t = - .271, df = 3, p < 0.01 A. Nyman p 08_16 21.03.2005

  10. Games with Sounds the overall averaged error rates in a target acquisition task with the use of 6- and 3-sound matrices in 4 subjects t = 1.578, df = 3, p < 0.01 the overall target acquisition time for 6- and 3-sound matrices in 4 subjects t = 2.022, df = 3, p < 0.01 A. Nyman p 09_16 21.03.2005

  11. Games with Sounds overall data in a target acquisition task with the use of 6- and 3-sound matrices A. Nyman p 10_16 21.03.2005

  12. Games with Sounds Behavioral patterns recorded when subjects inspected game field by moving cursor down unintentionally while trying to move it vertically to right. A. Nyman p 11_16 21.03.2005

  13. Games with Sounds target target Behavioral patterns recorded during an inspection game field by using the corners as navigational “landmarks” to make target acquisition easier. A. Nyman p 12_16 21.03.2005

  14. Games with Sounds The number of passed spots has more effect on target acquisition time than the distance between starting and ending points  Other factors influence the difficulty of the task, they are e.g. the position of the target in the grid and the distinctiveness of the sound in the target. Average number of errors committed and average target acquisition time both were notably better with 6-sound grid  6 different sounds gives more support for navigation and target acquisition. Least errors and shortest acquisition times were related with the tasks to point out the target in corners of the grid  Corners of the grid could be used as “landmarks” to support navigation. A. Nyman p 13_16 21.03.2005

  15. Games with Sounds The sense of position could be lost totally when lifting the mouse. The different spots with the same sounds were easily mixed. This happened especially after getting lost and was more evident in the 3-sound grid. In future work we could further investigate the effect of different sound combinations in the 6-sound grid. Also the effect of subjects selecting the sounds themselves could be investigated since it has been noted that sounds in audio interfaces should be adaptable to personal preferences [3]. A. Nyman p 14_16 21.03.2005

  16. Games with Sounds References [1] Bölke, L., Gorny, P. Auditory Direct Manipulation of Acoustical Objects by Blind Computer Users. Proc. International Conference on Auditory Display 1994, 287-288. [2] Friberg, J., Gärdenfors, D. Audio Games: New perspectives on game audio. Proc. ACE Conference 2004. [3] Gorny, P. Typographic Semantics of Webpages Accessible for Visually Impaired Users: Mapping Layout and Interaction Objects to an Auditory Interaction Space. Proc. Int’l Conf. on Computers Helping People with Special Needs 2000, 251-257. [4] Kamel, H.M., Roth, P., Sinha, R.R. Graphics and User’s Exploration via Simple Sonics (GUESS): Providing Interrelational Representation of Objects in a Non-visual Environment. Proc. International Conference on Auditory Display 2001, 261-266. [5] Parente, P., Bishop, G. BATS: The Blind Audio Tactile Mapping System. A. Nyman p 15_16 21.03.2005

  17. Games with Sounds Click to go the first slide A. Nyman p 16_16 21.03.2005

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