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Real-time Sensory Substitution to Enable
      Players who are Blind to Play Video games
      using Whole-Body Gestures
                          Tony Morelli, Eelke Folmer - FDG’11, Bordeaux
                                     Player-Game Interaction Research
                                           University of Nevada, Reno


Thursday, June 30, 2011
Gesture Based Interaction




                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Reliance on Visual Cues




                                            Player-Game Interaction Research
                                                  University of Nevada, Reno

Thursday, June 30, 2011
Reliance on Visual Cues

       dodge




                                            Player-Game Interaction Research
                                                  University of Nevada, Reno

Thursday, June 30, 2011
Reliance on Visual Cues

       dodge
                                                             ♫
                   ♫



                                            Player-Game Interaction Research
                                                  University of Nevada, Reno

Thursday, June 30, 2011
visual impairment & obesity




             60,000 Blind Children in US      More obese


                                              Player-Game Interaction Research
                                                    University of Nevada, Reno

Thursday, June 30, 2011
Barriers to physical activity




                     Rely on sighted guide      Safety


                                                Player-Game Interaction Research
                                                      University of Nevada, Reno

Thursday, June 30, 2011
Exercise games




            ★ Moderate to Vigorous PA (MVPA)   ★Independently
            ★60 min of MVPA daily (CDC)        ★Safer


                                                  Player-Game Interaction Research
                                                        University of Nevada, Reno

Thursday, June 30, 2011
Research Question




                                         Player-Game Interaction Research
                                               University of Nevada, Reno

Thursday, June 30, 2011
Gestures w/o visual cues?




                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Gestures w/o visual cues?



                                             ?
                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Sensory Substitution


                                    Visual

                                   information

                          Haptic                 Audio



                                                 Player-Game Interaction Research
                                                       University of Nevada, Reno

Thursday, June 30, 2011
Sensory Substitution
                                                 closed captioning

                                    Visual

                                   information

                          Haptic                   Audio



                                                    Player-Game Interaction Research
                                                          University of Nevada, Reno

Thursday, June 30, 2011
Sensory Substitution
                                                           closed captioning

                                              Visual

                                             information

                                    Haptic                   Audio
                          braille                              speech synthesis


                                                              Player-Game Interaction Research
                                                                    University of Nevada, Reno

Thursday, June 30, 2011
SS with Gestures?
                          Wii Sports            VI Tennis
                                       serve    ♫


                                       bounce   ♫      Bu
                                                          zz



                                       return

                                                    Player-Game Interaction Research
                                                          University of Nevada, Reno

Thursday, June 30, 2011
User studies

                                            vigorous




                                            moderate




                                            light

                                    VI Tennis




                                         Player-Game Interaction Research
                                               University of Nevada, Reno

Thursday, June 30, 2011
User studies

                                            vigorous




                                            moderate




                                            light

                                    VI Tennis




                                         Player-Game Interaction Research
                                               University of Nevada, Reno

Thursday, June 30, 2011
User studies

                                            vigorous




                                            moderate
        Upper Body


                                            light

                                    VI Tennis




                                         Player-Game Interaction Research
                                               University of Nevada, Reno

Thursday, June 30, 2011
User studies

                                            vigorous




                                            moderate
        Upper Body


                                            light

                                    VI Tennis




                                         Player-Game Interaction Research
                                               University of Nevada, Reno

Thursday, June 30, 2011
User studies

                                            vigorous




                                            moderate




                                            light

                                    VI Tennis

       Whole Body

                                         Player-Game Interaction Research
                                               University of Nevada, Reno

Thursday, June 30, 2011
Whole Body Exergames




             Yield Vigorous PA [Biddis & Irwin 2010]
             Track Gestures using Computer Vision
             Problems with Sensory Substitution
              »Systems are Controller less
              »Access to Source code              Player-Game Interaction Research
                                                        University of Nevada, Reno

Thursday, June 30, 2011
Real Time Sensory Substitution
                          Le*!!




                                          Player-Game Interaction Research
                                                University of Nevada, Reno

Thursday, June 30, 2011
Video Analysis




                                       Player-Game Interaction Research
                                             University of Nevada, Reno

Thursday, June 30, 2011
Instrumentation




                                        Player-Game Interaction Research
                                              University of Nevada, Reno

Thursday, June 30, 2011
Real time Video Analysis
              <SECTION>
              <XMIN>100</XMIN>
              <XMAX>300</XMAX>
              <YMIN>150</YMIN>
              <YMAX>300</YMAX>
              <MINR>230</MINR>
              <MAXR>999</MAXR>
              <MING>230</MING>
              <MAXG>999</MAXG>
              <MINB>0</MINB>
              <MAXB>100</MAXB>
              <ACTION
                 <WIIMOTE>
                 <ID>0</ID>
                 <DURATION>-1</DURATION>
                 </WIIMOTE>
                 <AUDIO>
                 <ID>alert.wav</ID>
                 <LOOP>0</LOOP>
                 </AUDIO>
              </ACTION>
              </SECTION>

                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Real time Video Analysis
              <SECTION>
              <XMIN>100</XMIN>
              <XMAX>300</XMAX>
              <YMIN>150</YMIN>
              <YMAX>300</YMAX>
              <MINR>230</MINR>
              <MAXR>999</MAXR>
              <MING>230</MING>
              <MAXG>999</MAXG>
              <MINB>0</MINB>
              <MAXB>100</MAXB>
              <ACTION
                 <WIIMOTE>
                 <ID>0</ID>
                 <DURATION>-1</DURATION>
                 </WIIMOTE>
                 <AUDIO>
                 <ID>alert.wav</ID>
                 <LOOP>0</LOOP>
                 </AUDIO>
              </ACTION>
              </SECTION>

                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Real time Video Analysis
              <SECTION>
              <XMIN>100</XMIN>
              <XMAX>300</XMAX>
              <YMIN>150</YMIN>
              <YMAX>300</YMAX>
              <MINR>230</MINR>
              <MAXR>999</MAXR>
              <MING>230</MING>
              <MAXG>999</MAXG>
              <MINB>0</MINB>
              <MAXB>100</MAXB>
              <ACTION
                 <WIIMOTE>
                 <ID>0</ID>
                 <DURATION>-1</DURATION>
                 </WIIMOTE>
                 <AUDIO>
                 <ID>alert.wav</ID>
                 <LOOP>0</LOOP>
                 </AUDIO>
              </ACTION>
              </SECTION>

                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Real time Video Analysis
              <SECTION>
              <XMIN>100</XMIN>
              <XMAX>300</XMAX>
              <YMIN>150</YMIN>
              <YMAX>300</YMAX>
              <MINR>230</MINR>
              <MAXR>999</MAXR>
              <MING>230</MING>
              <MAXG>999</MAXG>
              <MINB>0</MINB>
              <MAXB>100</MAXB>
              <ACTION
                 <WIIMOTE>
                 <ID>0</ID>
                 <DURATION>-1</DURATION>
                 </WIIMOTE>
                 <AUDIO>
                 <ID>alert.wav</ID>
                 <LOOP>0</LOOP>
                 </AUDIO>
              </ACTION>
              </SECTION>

                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Real time Video Analysis
              <SECTION>
              <XMIN>100</XMIN>
              <XMAX>300</XMAX>
              <YMIN>150</YMIN>
              <YMAX>300</YMAX>
              <MINR>230</MINR>
              <MAXR>999</MAXR>
              <MING>230</MING>
              <MAXG>999</MAXG>
              <MINB>0</MINB>
              <MAXB>100</MAXB>
              <ACTION
                 <WIIMOTE>
                 <ID>0</ID>
                 <DURATION>-1</DURATION>
                 </WIIMOTE>
                 <AUDIO>
                 <ID>alert.wav</ID>
                 <LOOP>0</LOOP>
                 </AUDIO>
              </ACTION>
              </SECTION>

                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Real time Video Analysis
              <SECTION>
              <XMIN>100</XMIN>
              <XMAX>300</XMAX>
              <YMIN>150</YMIN>
              <YMAX>300</YMAX>
              <MINR>230</MINR>
              <MAXR>999</MAXR>
              <MING>230</MING>
              <MAXG>999</MAXG>
              <MINB>0</MINB>
              <MAXB>100</MAXB>
              <ACTION
                 <WIIMOTE>
                 <ID>0</ID>
                 <DURATION>-1</DURATION>
                 </WIIMOTE>
                 <AUDIO>
                 <ID>alert.wav</ID>
                 <LOOP>0</LOOP>
                 </AUDIO>
              </ACTION>
              </SECTION>

                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Real time Video Analysis




                                             Player-Game Interaction Research
                                                   University of Nevada, Reno

Thursday, June 30, 2011
Evaluate

                             How efficient is RTSS?




                                        Player-Game Interaction Research
                                              University of Nevada, Reno

Thursday, June 30, 2011
Thursday, June 30, 2011
Thursday, June 30, 2011
User Study
             Anonymously recruited and tested
             Evaluated 2 versions of the hurlde game
              »Regular (Audio + Video)
              »RTSS ( Audio + Haptic)
             28 sighted participants
             Novice players
             Switch between versions a*er 3 players
             12 people played Regular <-- data loss
             16 people played RTSS
                                               Player-Game Interaction Research
                                                     University of Nevada, Reno

Thursday, June 30, 2011
Results

             version      N success            time	
  (seconds)
             RTSS         12 0.39	
  (δ=0.26) 28.67	
  (δ=8.41)
             Regular 16 0.37	
  (δ=0.32) 26.76	
  (δ=4.76)

                                  No Significant Difference p>.05




                                                       Player-Game Interaction Research
                                                             University of Nevada, Reno

Thursday, June 30, 2011
Jump Timing Accuracy




                             Significant Difference p<0.05
                                                   Player-Game Interaction Research
                                                         University of Nevada, Reno

Thursday, June 30, 2011
Observations
             Game Restarts
              »False Starts
                          ‣Regular: 2 players started too early
                          ‣RTSS: None
                  »Out of Range
                          ‣Regular: None
                          ‣RTSS: 3 players out of range
             Successful jump depends on pace



                                                              Player-Game Interaction Research
                                                                    University of Nevada, Reno

Thursday, June 30, 2011
Limitations of RTSS




                          Kinect Sports       Kinect Adventures
              ★ Predefined gestures        ★ Different gestures
              ★ Fixed target              ★ Random targets
              ★ 1 haptic cue              ★ (directional) haptic cues?
                                                    Player-Game Interaction Research
                                                          University of Nevada, Reno

Thursday, June 30, 2011
Future Work
          Techniques for keeping
           players in range and
           facing the camera.
          Multiplayer
          Detecting cues/objects
          Test with Blind Kids & Measure Energy Expenditure
          Integrate RTSS in Console OS



                                            Player-Game Interaction Research
                                                  University of Nevada, Reno

Thursday, June 30, 2011
Questions




                                      Player-Game Interaction Research
                                            University of Nevada, Reno

Thursday, June 30, 2011
Questions




                           ?
                                      Player-Game Interaction Research
                                            University of Nevada, Reno

Thursday, June 30, 2011

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Real-time Sensory Substitution to Enable Players who are Blind to Play Video games using Whole-Body Gestures

  • 1. Real-time Sensory Substitution to Enable Players who are Blind to Play Video games using Whole-Body Gestures Tony Morelli, Eelke Folmer - FDG’11, Bordeaux Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 2. Gesture Based Interaction Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 3. Reliance on Visual Cues Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 4. Reliance on Visual Cues dodge Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 5. Reliance on Visual Cues dodge ♫ ♫ Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 6. visual impairment & obesity 60,000 Blind Children in US More obese Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 7. Barriers to physical activity Rely on sighted guide Safety Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 8. Exercise games ★ Moderate to Vigorous PA (MVPA) ★Independently ★60 min of MVPA daily (CDC) ★Safer Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 9. Research Question Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 10. Gestures w/o visual cues? Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 11. Gestures w/o visual cues? ? Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 12. Sensory Substitution Visual information Haptic Audio Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 13. Sensory Substitution closed captioning Visual information Haptic Audio Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 14. Sensory Substitution closed captioning Visual information Haptic Audio braille speech synthesis Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 15. SS with Gestures? Wii Sports VI Tennis serve ♫ bounce ♫ Bu zz return Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 16. User studies vigorous moderate light VI Tennis Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 17. User studies vigorous moderate light VI Tennis Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 18. User studies vigorous moderate Upper Body light VI Tennis Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 19. User studies vigorous moderate Upper Body light VI Tennis Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 20. User studies vigorous moderate light VI Tennis Whole Body Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 21. Whole Body Exergames Yield Vigorous PA [Biddis & Irwin 2010] Track Gestures using Computer Vision Problems with Sensory Substitution »Systems are Controller less »Access to Source code Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 22. Real Time Sensory Substitution Le*!! Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 23. Video Analysis Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 24. Instrumentation Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 25. Real time Video Analysis <SECTION> <XMIN>100</XMIN> <XMAX>300</XMAX> <YMIN>150</YMIN> <YMAX>300</YMAX> <MINR>230</MINR> <MAXR>999</MAXR> <MING>230</MING> <MAXG>999</MAXG> <MINB>0</MINB> <MAXB>100</MAXB> <ACTION <WIIMOTE> <ID>0</ID> <DURATION>-1</DURATION> </WIIMOTE> <AUDIO> <ID>alert.wav</ID> <LOOP>0</LOOP> </AUDIO> </ACTION> </SECTION> Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 26. Real time Video Analysis <SECTION> <XMIN>100</XMIN> <XMAX>300</XMAX> <YMIN>150</YMIN> <YMAX>300</YMAX> <MINR>230</MINR> <MAXR>999</MAXR> <MING>230</MING> <MAXG>999</MAXG> <MINB>0</MINB> <MAXB>100</MAXB> <ACTION <WIIMOTE> <ID>0</ID> <DURATION>-1</DURATION> </WIIMOTE> <AUDIO> <ID>alert.wav</ID> <LOOP>0</LOOP> </AUDIO> </ACTION> </SECTION> Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 27. Real time Video Analysis <SECTION> <XMIN>100</XMIN> <XMAX>300</XMAX> <YMIN>150</YMIN> <YMAX>300</YMAX> <MINR>230</MINR> <MAXR>999</MAXR> <MING>230</MING> <MAXG>999</MAXG> <MINB>0</MINB> <MAXB>100</MAXB> <ACTION <WIIMOTE> <ID>0</ID> <DURATION>-1</DURATION> </WIIMOTE> <AUDIO> <ID>alert.wav</ID> <LOOP>0</LOOP> </AUDIO> </ACTION> </SECTION> Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 28. Real time Video Analysis <SECTION> <XMIN>100</XMIN> <XMAX>300</XMAX> <YMIN>150</YMIN> <YMAX>300</YMAX> <MINR>230</MINR> <MAXR>999</MAXR> <MING>230</MING> <MAXG>999</MAXG> <MINB>0</MINB> <MAXB>100</MAXB> <ACTION <WIIMOTE> <ID>0</ID> <DURATION>-1</DURATION> </WIIMOTE> <AUDIO> <ID>alert.wav</ID> <LOOP>0</LOOP> </AUDIO> </ACTION> </SECTION> Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 29. Real time Video Analysis <SECTION> <XMIN>100</XMIN> <XMAX>300</XMAX> <YMIN>150</YMIN> <YMAX>300</YMAX> <MINR>230</MINR> <MAXR>999</MAXR> <MING>230</MING> <MAXG>999</MAXG> <MINB>0</MINB> <MAXB>100</MAXB> <ACTION <WIIMOTE> <ID>0</ID> <DURATION>-1</DURATION> </WIIMOTE> <AUDIO> <ID>alert.wav</ID> <LOOP>0</LOOP> </AUDIO> </ACTION> </SECTION> Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 30. Real time Video Analysis <SECTION> <XMIN>100</XMIN> <XMAX>300</XMAX> <YMIN>150</YMIN> <YMAX>300</YMAX> <MINR>230</MINR> <MAXR>999</MAXR> <MING>230</MING> <MAXG>999</MAXG> <MINB>0</MINB> <MAXB>100</MAXB> <ACTION <WIIMOTE> <ID>0</ID> <DURATION>-1</DURATION> </WIIMOTE> <AUDIO> <ID>alert.wav</ID> <LOOP>0</LOOP> </AUDIO> </ACTION> </SECTION> Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 31. Real time Video Analysis Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 32. Evaluate How efficient is RTSS? Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 35. User Study Anonymously recruited and tested Evaluated 2 versions of the hurlde game »Regular (Audio + Video) »RTSS ( Audio + Haptic) 28 sighted participants Novice players Switch between versions a*er 3 players 12 people played Regular <-- data loss 16 people played RTSS Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 36. Results version N success time  (seconds) RTSS 12 0.39  (δ=0.26) 28.67  (δ=8.41) Regular 16 0.37  (δ=0.32) 26.76  (δ=4.76) No Significant Difference p>.05 Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 37. Jump Timing Accuracy Significant Difference p<0.05 Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 38. Observations Game Restarts »False Starts ‣Regular: 2 players started too early ‣RTSS: None »Out of Range ‣Regular: None ‣RTSS: 3 players out of range Successful jump depends on pace Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 39. Limitations of RTSS Kinect Sports Kinect Adventures ★ Predefined gestures ★ Different gestures ★ Fixed target ★ Random targets ★ 1 haptic cue ★ (directional) haptic cues? Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 40. Future Work Techniques for keeping players in range and facing the camera. Multiplayer Detecting cues/objects Test with Blind Kids & Measure Energy Expenditure Integrate RTSS in Console OS Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 41. Questions Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011
  • 42. Questions ? Player-Game Interaction Research University of Nevada, Reno Thursday, June 30, 2011