TY - CHAP A1 - Götzelmann, Timo A1 - Kreimeier, Julian A1 - Schwabl, Johannes A1 - Karg, Pascal A1 - Oumard, Christina A1 - Büttner, Florian T1 - AmI-VR: An Accessible Building Information System as Case Study Towards the Applicability of Ambient Intelligence in Virtual Reality T2 - Mensch und Computer 2021 N2 - Ambient intelligence represents a paradigm in which the user does not react to the environment, but vice versa. Accordingly, smart environments can react to the presence and activities of users and support them unobtrusively from the background. Especially in the context of accessibility, this offers great potential that has so far only been demonstrated for individual user groups. To overcome this limitation, we propose the automated, user- and context-related adaptation of the modality as well as locality of the representation of building information in the form of both an adjustable table as well as two displays on the basis of a prototype for a library information center. For being independent from material and regulatory restrictions and for better planability (especially with the ongoing COVID-19 pandemic) we used in addition to the hardware components also a Virtual Reality simulation, which proved to be very useful. Further optimization and evaluation will be needed for a more in depth understanding and dissemination in the long run, yet our prototype aims to help fostering further activities in the field of ambient intelligence, accessibility and virtual reality as a planning tool. Y1 - 2021 U6 - https://doi.org/10.1145/3473856.3474032 SP - 597 EP - 600 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Kreimeier, Julian A1 - Ullmann, Daniela A1 - Kipke, Harald A1 - Götzelmann, Timo T1 - Initial Evaluation of Different Types of Virtual Reality Locomotion Towards a Pedestrian Simulator for Urban and Transportation Planning T2 - Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems N2 - The simulation of human behaviour in today's travel demand models is usually based on the assumption of a rational behaviour of its participants. Since travel demand models have been applied in particular for motorized traffic, only little is known about the influence of variables that affect both the choice of trip destination and the route decision in pedestrian and cycling models. In order to create urban spaces that encourage cycling and walking, we propose a VR (Virtual Reality) pedestrian simulator which involves walk-in-place locomotion. Thus, identical conditions are obtained for all subjects which is not feasible in real world field research with naturally varying environmental influences. As a first step, our qualitative and quantitative user study revealed that walking in a VR treadmill felt safest and most intuitive, although walking in it took in return more energy than walking-in-place with VR trackers only. Y1 - 2020 U6 - https://doi.org/10.1145/3334480.3382958 SP - 1 EP - 6 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Kreimeier, Julian A1 - Karg, Pascal A1 - Götzelmann, Timo T1 - Tabletop virtual haptics BT - feasibility study for the exploration of 2.5D virtual objects by blind and visually impaired with consumer data gloves T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - When thinking of Virtual Reality (VR), most people think of stunning audio-visual environments in the context of entertainment. However, VR can also provide haptic information, e.g., to convey spatial information to blind and visually impaired people. In this context of accessibility they might be able to explore independently and self-determined tactile graphics, e.g., the structure of unknown real places prior to visiting them. Thus, we propose and evaluate tabletop virtual objects that can be felt by nowadays commercially available VR components, instead of exploring physical models (e.g., 3D printed maps) with the bare hand. These can be easily placed on an empty table, giving the blind user faster and more independent access to tactile information than with real physical representations. Our comprehensive pilot user study shows that it is possible to recognize floor plans and simple geometric shapes in this context. Also, the insights gained with regard to the suitability for practical application in this context point out the way to eased access to spatial (virtual) information using off-the-shelf components which can significantly support blind and visually impaired users' autonomy. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3389194 SP - 1 EP - 10 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Kreimeier, Julian A1 - Karg, Pascal A1 - Götzelmann, Timo T1 - BlindWalkVR BT - formative insights into blind and visually impaired people's VR locomotion using commercially available approaches T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - Virtual Reality (VR) promises expanded access to spatial information, especially for blind and visually impaired people. Through haptic and acoustic feedback, real world's limitations like the risk of injury or the necessity of a sighted safety assistant can be circumvented. However, the best possible profit of this technology requires interactive locomotion in large virtual environments to overcome real world space limitations. Thus, we present formative insights of blind people's egocentric VR locomotion by comparing four different implementations (i.e., two VR treadmills, trackers on the ankles or joystick based locomotion) in a qualitative and quantitative user study with seven blind and visually impaired participants. Our results reveal novel insights on characteristics of each implementation in terms of usability and practicability and also provide recommendations for further work in this field with the target user group in sight. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3389193 SP - 1 EP - 8 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Kreimeier, Julian A1 - Kappe, Maximilian A1 - Götzelmann, Timo T1 - BlindScanLine BT - preliminary implementation and evaluation of a cross-platform line scanning sonification approach using frequency and amplitude modulation T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - Sonification is a promising way for blind and visually impaired people to capture and process information purely auditory, e.g., by mapping distance metrics on sound characteristics. To optimally use the users' sensory bandwidth and cognitive load a sequential scanning at multiple azimuth angles instead of only one measuring point straight ahead could be a suitable option. Thus, we present a preliminary cross-platform implementation and evaluation of such a sequential 'line-scanning sonification' using off-the-shelf components while comparing frequency (FM) and amplitude modulation (AM). In our user study with blindfolded and visually impaired participants, users gained a more accurate mental model in significantly shorter time by means of FM compared to AM and the HoloLens' usability was rated better than our LIDAR prototype's. These initial findings show possibilities for further improvement, so that similar approaches could be used more and better in blind and visually impaired peoples' everyday life. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3393742 SP - 1 EP - 4 PB - ACM CY - New York, NY, USA ER - TY - JOUR A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Two Decades of Touchable and Walkable Virtual Reality for Blind and Visually Impaired People: A High-Level Taxonomy JF - Multimodal Technologies and Interaction N2 - Although most readers associate the term virtual reality (VR) with visually appealing entertainment content, this technology also promises to be helpful to disadvantaged people like blind or visually impaired people. While overcoming physical objects’ and spaces’ limitations, virtual objects and environments that can be spatially explored have a particular benefit. To give readers a complete, clear and concise overview of current and past publications on touchable and walkable audio supplemented VR applications for blind and visually impaired users, this survey paper presents a high-level taxonomy to cluster the work done up to now from the perspective of technology, interaction and application. In this respect, we introduced a classification into small-, medium- and large-scale virtual environments to cluster and characterize related work. Our comprehensive table shows that especially grounded force feedback devices for haptic feedback (‘small scale’) were strongly researched in different applications scenarios and mainly from an exocentric perspective, but there are also increasingly physically (‘medium scale’) or avatar-walkable (‘large scale’) egocentric audio-haptic virtual environments. In this respect, novel and widespread interfaces such as smartphones or nowadays consumer grade VR components represent a promising potential for further improvements. Our survey paper provides a database on related work to foster the creation process of new ideas and approaches for both technical and methodological aspects. Y1 - 2020 U6 - https://doi.org/10.3390/mti4040079 SN - 2414-4088 VL - 4 IS - 4 PB - MDPI AG ER - TY - CHAP A1 - Götzelmann, Timo A1 - Kreimeier, Julian T1 - Towards the inclusion of wheelchair users in smart city planning through virtual reality simulation T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - The planning of Smart Cities is a complex task. In particular, accessibility rules based on legal regulations but also on empirical values must be observed. However, it is difficult to determine in advance the exact needs of people with disabilities for concrete planning. Previous approaches mainly aimed at existing urban environments. Ideally, citizens should be directly involved in the planning process of buildings and urban environments. For existing urban environments, crowdsourcing approaches exist to obtain suggestions for improvement from citizens. We present a novel approach for the direct integration of wheelchair users in the urban environments to be planned (participatory urban development) in virtual reality. We present an easy-to-reproduce simulator that allows wheelchair users to directly explore the planned buildings and urban environments in a virtual, spatial environment. This means that these 3D models can be commented already in the planning phase and provide valuable information about accessibility. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3398008 SP - 1 EP - 7 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo A1 - Kreimeier, Julian T1 - Participation of elderly people in smart city planning by means of virtual reality T2 - Proceedings of the 13th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - Urbanisation is progressing, the population in many countries has a growing proportion of old people. This must be taken into account when transforming urban environments into Smart Cities. On the one hand, general accessibility rules must be taken into account in the planning of buildings and urban environments. However, an essential requirement for transformation is the participation of citizens, i.e., concrete suggestions for improvement from citizen should be taken into account. Elderly people are a valuable source of information for improvements. Instead of simply involving them in the modification of existing facilities, our approach suggests that they should be included in the planning process. However, abstract plans and questionnaires allow only limited insights for ordinary citizen. Therefore, our approach aims at providing a suitable interface to interactively walk through and annotate virtual reality plans for buildings and city districts. We present a working prototype for elderly people based on 3D consumer hardware appropriate form of locomotion with which they can explore and annotate urban planning according to their individual needs. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3397649 SP - 1 EP - 2 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo A1 - Kreimeier, Julian T1 - Optimization of navigation considerations of people with visual impairments through ambient intelligence BT - a case study N2 - As urbanization progresses, cities are becoming increasingly complex. To make this complexity advantageous, Smart Cities integrate intelligent sensors that communicate with each other and are invisible to citizens, so that they can offer additional services. Despite the fact that the inclusion of diverse citizens is an essential requirement of Smart Cities, Ambient Intelligence is often not considered under accessibility aspects. The central question in this context is how disadvantaged groups in particular can benefit from Smart Cities. It is extremely important for people with disabilities to be able to move autonomously in public spaces. For this purpose, however, people who are blind sometimes need to be able to ask other people for directions. Knowing whether people are present can be important information. In our exemplary case study, Ambient Intelligence is used for people with visual impairments, so that they can decide whether they want to go to this or an alternative place based on the information about the density of people in a place. Y1 - 2020 U6 - https://doi.org/10.1145/3389189.3398009 SP - 1 EP - 6 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Oumard, Christina A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Implementation and Evaluation of a Voice User Interface with Offline Speech Processing for People who are Blind or Visually Impaired T2 - Proceedings of the 15th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Assistive technologies help blind and visually impaired people to manage their daily lives independently. However, they usually have to work with voice user interfaces to use smartphones and tablets. Tasks like managing the calendar, taking notes, or setting an alarm clock require reliable voice recognition, which entails online access for remote computing. However, apart from data privacy and security issues, an online connection is not available in any situation. In this regard, our paper develops and evaluates an offline voice user interface with offline speech processing. The voice assistant was tested with seven blind and visually impaired people. It was found that the assistant was very well received (i.e., pragmatic, hedonic, and general quality) and that no functional limitations could be perceived due to the offline data processing. Based on these findings, the scope of functionality and the level of detail of the evaluation can be extended further to adapt this technology for this specific user group and promote its dissemination. Y1 - 2022 U6 - https://doi.org/10.1145/3529190.3529197 SP - 277 EP - 285 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Oumard, Christina A1 - Kreimeier, Julian A1 - Goetzelmann, Timo T1 - Preliminary Analysis on Interaction Characteristics with Auditive Navigation in Virtual Environments T2 - Proceedings of the 14th PErvasive Technologies Related to Assistive Environments Conference N2 - As access to new technologies becomes increasingly less expensive and complex, technologies such as virtual reality (VR) are also becoming interesting and relevant for applications outside consumer entertainment. Especially with VR for blind and visually impaired people, VR can overcome the limitations of real-world environments (e.g., hazardous locations and reliance on sighted companionship for training) by virtually exploring its digital model using consumer hardware. In this context, we conducted two within-subject user study with 11 and 5 participants that were asked to learn and re-walk an audio-landmark enriched path in a virtual environment. Our results showed, that the ability to learn and re-walk an audio landmark-enriched environment using an auditive only locomotion interface is possible, but yet difficult. To be able to re-walk even a simple corridor entails a relatively big training effort, but distinctive structures are recognizable again. The results also indicated that the intuitive use of controller based locomotion brings advantages over a keyboard and mouse based approach. Furthermore, we discovered different characteristics of auditive navigation (e.g., walking zigzag, in circles or collision-oriented with regard to the rooms’ walls), encountered acoustic rendering problems in acute corners and were able to show a training effect when having trained a path within a virtual environment with respect to re-walking, both inside a virtual environment and outside to a physically re-walked path. This work underlines the feasibility, problems, but also chances of different locomotion implementations in VR and is intended to foster future work towards both technical and methodological optimization in this area. Y1 - 2021 U6 - https://doi.org/10.1145/3453892.3461654 SP - 514 EP - 520 PB - ACM CY - New York, NY, USA ER -