We increasingly rely on up-to-date, data-driven graphs to understand our environments and make informed decisions. However, many of the methods blind and visually impaired users (BVI) rely on to access data-driven information do not convey important shape-characteristics of graphs, are not refreshable, or are prohibitively expensive. To address these limitations, we introduce two refreshable, 1-DOF audio-haptic interfaces based on haptic cues fundamental to object shape perception. Slide-tone uses finger position with sonification, and Tilt-tone uses fingerpad contact inclination with sonification to provide shape feedback to users. Through formative design workshops (n = 3) and controlled evaluations (n = 8), we found that BVI participants appreciated the additional shape information, versatility, and reinforced understanding these interfaces provide; and that task accuracy was comparable to using interactive tactile graphics or sonification alone. Our research offers insight into the benefits, limitations, and considerations for adopting these haptic cues into a data visualization context.
more »
« less
Cogcues: Shifting Perception through Interactive Projected Cues in Still Life Drawing
The ability to visually discern shape, form, and value is fundamental to observational drawing. However, developing this skill requires a drawer to perceive a “raw” version of the scene being drawn, often referred to as regaining the innocence of the eye. This work investigates how interactive projected light cues can be used to alter the perception of drawing objects and understand how users might control their own perception. We introduce an augmented reality system capable of dynamically projecting interactive light cues onto objects within a live drawing studio. We present the design of three cues that address challenging percepts for novice drawers: gauging proportion, discerning shape, and shifting visual attention. In a formal user study with novice and intermediate drawers, we evaluate the effectiveness of these cues in supporting observational drawing. We demonstrate how cues can be designed to correct subconscious errors and visually guide users in learning to draw.
more »
« less
- Award ID(s):
- 2150321
- PAR ID:
- 10574517
- Publisher / Repository:
- ACM
- Date Published:
- ISBN:
- 9798400701801
- Page Range / eLocation ID:
- 171 to 184
- Subject(s) / Keyword(s):
- creativity support tools
- Format(s):
- Medium: X
- Location:
- Virtual Event USA
- Sponsoring Org:
- National Science Foundation
More Like this
-
-
Visually guided movements can show surprising accuracy even when the perceived three-dimensional (3D) shape of the target is distorted. One explanation of this paradox is that an evolutionarily specialized “vision-for-action” system provides accurate shape estimates by relying selectively on stereo information and ignoring less reliable sources of shape information like texture and shading. However, the key support for this hypothesis has come from studies that analyze average behavior across many visuomotor interactions where available sensory feedback reinforces stereo information. The present study, which carefully accounts for the effects of feedback, shows that visuomotor interactions with slanted surfaces are actually planned using the same cue-combination function as slant perception and that apparent dissociations can arise due to two distinct supervised learning processes: sensorimotor adaptation and cue reweighting. In two experiments, we show that when a distorted slant cue biases perception (e.g., surfaces appear flattened by a fixed amount), sensorimotor adaptation rapidly adjusts the planned grip orientation to compensate for this constant error. However, when the distorted slant cue is unreliable, leading to variable errors across a set of objects (i.e., some slants are overestimated, others underestimated), then relative cue weights are gradually adjusted to reduce the misleading effect of the unreliable cue, consistent with previous perceptual studies of cue reweighting. The speed and flexibility of these two forms of learning provide an alternative explanation of why perception and action are sometimes found to be dissociated in experiments where some 3D shape cues are consistent with sensory feedback while others are faulty. NEW & NOTEWORTHY When interacting with three-dimensional (3D) objects, sensory feedback is available that could improve future performance via supervised learning. Here we confirm that natural visuomotor interactions lead to sensorimotor adaptation and cue reweighting, two distinct learning processes uniquely suited to resolve errors caused by biased and noisy 3D shape cues. These findings explain why perception and action are often found to be dissociated in experiments where some cues are consistent with sensory feedback while others are faulty.more » « less
-
Current Computer-Aided Design (CAD) tools lack proper support for guiding novice users towards designs ready for fabrication. We propose Shape Structuralizer (SS), an interactive design support system that repurposes surface models into structural constructions using rods and custom 3Dprinted joints. Shape Structuralizer embeds a recommendation system that computationally supports the user during design ideation by providing design suggestions on local refinements of the design. This strategy enables novice users to choose designs that both satisfy stress constraints as well as their personal design intent. The interactive guidance enables users to repurpose existing surface mesh models, analyze them in-situ for stress and displacement constraints, add movable joints to increase functionality, and attach a customized appearance. This also empowers novices to fabricate even complex constructs while ensuring structural soundness. We validate the Shape Structuralizer tool with a qualitative user study where we observed that even novice users were able to generate a large number of structurally safe designs for fabrication.more » « less
-
Introductory computer programming presents a number of challenges for blind and visually impaired screen reader users. In addition to the challenges of navigating complex code documents using a screen reader, novice programmers who are blind are often unable to experience fun coding projects such as programming games or animations. To address these accessibility barriers, we developed Bonk, an accessible programming environment that enables the creation of interactive audio games using a subset of the JavaScript programming language. Bonk enables novice programmers to create, share, play, and remix accessible audio games. In this paper, we introduce the Bonk programming toolkit and describe its use in a week-long programming workshop with blind and visually impaired high school students. Students in the workshop were able to create and share original audio games using Bonk, and expressed enthusiasm about furthering their programming knowledge.more » « less
-
Distance compression, which refers to the underestimation of ego-centric distance to objects, is a common problem in immersive virtual environments. Besides visually compensating the compressed distance, several studies have shown that auditory information can be an alternative solution for this problem. In particular, reverberation time (RT) has been proven to be an effective method to compensate distance compression. To further explore the feasibility of applying audio information to improve distance perception, we investigate whether users’ egocentric distance perception can be calibrated, and whether the calibrated effect can be carried over and even sustain for a longer duration. We conducted a study to understand the perceptual learning and carryover effects by using RT as stimuli for users to perceive distance in IVEs. The results show that the carryover effect exists after calibration, which indicates people can learn to perceive distances by attuning reverberation time, and the accuracy even remains a constant level after 6 months. Our findings could potentially be utilized to improve the distance perception in VR systems as the calibration of auditory distance perception in VR could sustain for several months. This could eventually avoid the burden of frequent training regimens.more » « less
An official website of the United States government

