Improving Game Accessibility with Vibrotactile-Enhanced Hearing Instruments
1. 13th International Conference on Computers
Helping People with Special Needs
July 2012, Linz, Austria
Improving
Game Accessibility with
Vibrotactile-Enhanced
Hearing Instruments
Bernd Tessendorf, Peter Derleth, Manuela Feilner, Daniel Roggen, Thomas Stiefmeier, Gerhard Tröster
15. Gaming is very impressive and popular...
à gaming market 2008: 50 Billion US$,
with growing tendency [1]
[1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013 15
16. Gaming is very impressive and popular...
à gaming market 2008: 50 Billion US$,
with growing tendency [1]
à impulses for, e.g., GPU development due to
extreme resource requirements
à impulses also for assistive technologies and HCI
[1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013 16
17. Gaming is very impressive and popular...
à gaming market 2008: 50 Billion US$,
with growing tendency [1]
à impulses for, e.g., GPU development due to
extreme resource requirements
à impulses also for assistive technologies and HCI
à accessible gaming: e.g. Closed Captioning
...but can also be very violent.
[1] PricewaterhouseCoopers: Entertainment and Media Outlook 2009–2013 17
19. 3D Shooter as an evaluation scenario
• High cognitive load on user
• fast gameplay, reaction time critical
• sound cues are important information here
• background music is present
• Reproducible daily-life scenario
• Open Source: possible to enhance
with assistive technology
25. Pre-study
16 normal hearing participants:
7 males, 9 females, age 23 – 61
Sessions of 90 minutes each
Measurement of accuracy and
response times
25
28. Summary ofRMS Lateralization Error
User Error Rate and
Pre-Study Results
Trade-Off:
Minimal quantization(4error
Segments, 1 Intensity)
(due to the encoding)
(6 Segments, 1 Intensity)
VS the number of user errors
(due to misinterpretation of (8 Segments, patterns)
presented 1 Intensity)
(12 Segments, 1 Intensity)
Trade-Off:
(8 Segments, 3 Intensities)
Response time
VS minimum lateralization error Intensities)
(12 Segments, 3
Choosing the most suitable
pattern is application-specific!
28
32. 2 nd Pre-Experiment
Need to support HI users
with sound localization
32
33. User Study (4 HI users, 5 normal hearing people)
• HI users with and without system
• Normal hearing without system
• >10h of gaming data, >4500 rockets fired
• Measure: hit rate in gameplay
35. User Study
Normal hearing people
outperform HI users
All HI users perform
sight better with system than
hearing haptic
without the system20%
~ 70% ~
35
36. Conclusion
Vibrator
Integration of a vibrotactile Feedback
into hearing instruments!
36
37. Outlook
• Standardize API for vibrotactile
feedback, e.g. like in HTML5
• Deployment in parallel to other assistive
technologies
• Confirmation of, e.g., volume change
• Alarm in emergencies
• Warning if battery is empty
38. 13th International Conference on Computers
Helping People with Special Needs
July 2012, Linz, Austria
Questions?
Comments?
Feedback?
Bernd Tessendorf
tessendorf@ife.ee.ethz.ch
http://www.wearable.ethz.ch/