VStroll:一种基于音频的虚拟探索,鼓励有视力障碍的人行走

Gesu India, Mohit Jain, Pallav Karya, Nirmalendu Diwakar, Manohar Swaminathan
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引用次数: 8

摘要

目前的基础设施设计、父母的不鼓励以及缺乏内在动力是视障人士与正常人一样进行体育活动的障碍。这促使无障碍运动技术成为一个新兴的研究领域。然而,目前大多数解决方案要么存在安全问题,要么价格昂贵,因此限制了它们的大规模采用。在我们的工作中,我们提出了一个智能手机应用程序VStroll,通过使他们能够虚拟地探索现实世界的位置,同时在家中安全舒适地行走,从而促进pv之间的步行。对于盲人来说,步行是一种便宜、方便、常见的体育活动。VStroll有几个附加功能,例如在每个十字路口使用空间音频和语音输入来选择路线的景点(POI)公告,这有助于用户在行走时获得空间意识。为了了解VStroll的可用性,16名参与者使用了我们的应用程序五天,然后进行了半结构化的采访。总的来说,我们的参与者进行了253次旅行,步行了50.8小时,覆盖了121.6公里。我们发现了一些新颖的见解,例如发现新的poi和与健身相关的更新是关键的激励因素,路线选择提高了他们对导航的信心,空间音频带来了沉浸式体验。最后,我们总结了促进无障碍运动技术的关键经验教训。
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VStroll: An Audio-based Virtual Exploration to Encourage Walking among People with Vision Impairments
Current infrastructure design, discouragement by parents, and lack of internal motivation act as barriers for people with visual impairments (PVIs) to perform physical activities at par with sighted individuals. This has triggered accessible exercise technologies to be an emerging area of research. However, most current solutions have either safety concerns and/or are expensive, hence limiting their mass adoption. In our work, we propose VStroll, a smartphone app to promote walking among PVIs, by enabling them to virtually explore real-world locations, while physically walking in the safety and comfort of their homes. Walking is a cheap, accessible, and a common physical activity for people with blindness. VStroll has several added features, such as places-of-interest (POI) announcement using spatial audio and voice input for route selection at every intersection, which helps the user to gain spatial awareness while walking. To understand the usability of VStroll, 16 participants used our app for five days, followed by a semi-structured interview. Overall, our participants took 253 trips, walked for 50.8 hours covering 121.6 kms. We uncovered novel insights, such as discovering new POIs and fitness-related updates acted as key motivators, route selection boosted their confidence in navigation, and spatial audio resulted in an immersive experience. We conclude the paper with key lessons learned to promote accessible exercise technologies.
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