TY - CHAP A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - FeelVR: Haptic Exploration of Virtual Objects T2 - Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference (PETRA '18) N2 - The interest in virtual and augmented reality increased rapidly in the last years. Recently, haptic interaction and its applications get into focus. In this paper, we suggest the exploration of virtual objects using off-the-shelf VR game controllers. These are held like a pen with both hands and were used to palpate and identify the virtual object. Our study largely coincides with comparable previous work and shows that a ready-to-use VR system can be basically used for haptic exploration. The results indicate that virtual objects are more effectively recognized with closed eyes than with open eyes. In both cases, objects with a bigger morphological difference were identified the most frequently. The limitations due to quality and quantity of tactile feedback should be tackled in future studies that utilize currently developed wearable haptic devices and haptic rendering involving all fingers or even both hands. Thus, objects could be identifiable more intuitively and haptic feedback devices for interacting with virtual objects will be further disseminated. Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5611 SN - 978-1-4503-6390-7 VL - 2018 SP - 122 EP - 125 PB - ACM CY - New York ER - TY - CHAP A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - First Steps Towards Walk-In-Place Locomotion and Haptic Feedback in Virtual Reality for Visually Impaired T2 - CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems N2 - This paper presents the first results on a user study in which people with visual impairments (PVI) explored a virtual environment (VE) by walking in a virtual reality (VR) treadmill. As recently suggested, we have now acquired first results from our feasibility study investigating this walk-in-place interaction. This represents a new, more intuitive way of for example virtually exploring unknown spaces in advance. Our prototype consists of off-the-shelf VR components (i.e., treadmill, headphones, glasses, and controller) providing a simplified white cane simulation and was tested by six visually impaired subjects. Our results indicate that this interaction is yet difficult, but promising and an important step to make VR more and better usable for PVIs. As an impact on the CHI community, we would like to make this research field known to a wider audience by sharing our intermediate results and suggestions for improvements, on some of which we are already working on. Y1 - 2019 SN - 978-1-4503-5971-9 U6 - https://doi.org/10.1145/3290607.3312944 VL - 2019 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 - Götzelmann, Timo A1 - Vázquez, Pere-Pau T1 - InclineType: An Accelerometer-based Typing Approach for Smartwatches T2 - Proc. 16th International Conference on Human Computer Interaction N2 - Small mobile devices such as smartwatches are a rapidly growing market. However, they share the issue of limited input and output space which could impede the success of these devices in future. Hence, suitable alternatives to the concepts and metaphors known from smartphones have to be found. In this paper we present InclineType a tilt-based keyboard input that uses a 3-axis accelerometer for smartwatches. The user may directly select letters by moving his/her wrist and enters them by tapping on the touchscreen. Thanks to the distribution of the letters on the edges of the screen, the keyboard dedicates a low amount of space in the smartwatch. In order to optimize the user input our concept proposes multiple techniques to stabilize the user interaction. Finally, a user study shows that users get familiar with this technique with almost no previous training, reaching speeds of about 6 wpm in average. Y1 - 2015 SN - 978-1-4503-3463-1 U6 - https://doi.org/10.1145/2829875.2829929 VL - 2015 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 - Götzelmann, Timo T1 - Interactive Tactile Maps for Blind People using Smartphones' Integrated Cameras T2 - Proc. 9th ACM International Conference on Interactive Tabletops and Surfaces (ITS'14) N2 - Tactile maps may support blind persons in orientation and understanding geographical relations, but their availability is still very limited. However, recent technologies such as 3D printers allow to autonomously print individual tactile maps which can be linked with interactive applications. Besides geographical depictions, textual annotation of maps is crucial. However, this often adds much complexity to tactile maps. To limit tactile complexity, interactive approaches may help to complement maps by the auditive modality. The presented approach integrates barcodes into tactile maps to allow their detection by standard smartphones' cameras. Automatically, more detailed map data is obtained to auditively support the exploration of the tactile map. Our experimental implementation shows the principal feasibility and provides the basis of ongoing comprehensive user studies. Y1 - 2014 SN - 978-1-4503-2587-5 U6 - https://doi.org/10.1145/2669485.2669550 VL - 2014 SP - 381 EP - 385 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo T1 - LucentMaps: 3D Printed Audiovisual Tactile Maps for Blind and Visually Impaired People T2 - ASSETS '16: Proceedings of the 18th International ACM SIGACCESS Conference on Computers and Accessibility N2 - Tactile maps support blind and visually impaired people in orientation and to familiarize with unfamiliar environments. Interactive approaches complement these maps with auditory feedback. However, commonly these approaches focus on blind people. We present an approach which incorporates visually impaired people by visually augmenting relevant parts of tactile maps. These audiovisual tactile maps can be used in conjunction with common tablet computers and smartphones. By integrating conductive elements into 3D printed tactile maps, they can be recognized by a single touch on the mobile device's display, which eases the handling for blind and visually impaired people. To allow multiple elevation levels in our transparent tactile maps, we conducted a study to reconcile technical and physiological requirements of off-the-shelf 3D printers, capacitive touch inputs and the human tactile sense. We propose an interaction concept for 3D printed audiovisual tactile maps, verify its feasibility and test it with a user study. Our discussion includes economic considerations crucial for a broad dissemination of tactile maps for both blind and visually impaired people. Y1 - 2016 SN - 978-1-4503-4124-0 U6 - https://doi.org/10.1145/2982142.2982163 VL - 2016 SP - 81 EP - 90 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 - Pardon? An Overview of the Current State and Requirements of Voice User Interfaces for Blind and Visually Impaired Users T2 - Lecture Notes in Computer Science N2 - People with special needs like blind and visually impaired (BVI) people can particularly benefit from using voice assistants providing spoken information input and output in everyday life. However, it is crucial to understand their needs and include them in developing accessible and useful assistance systems. By conducting an online survey with 146 BVI people, this paper revealed that common voice assistants like Apple’s Siri or Amazon’s Alexa are used by a majority of BVI people and are also considered helpful. In particular, features in audio entertainment, internet access, and everyday life practical things like weather queries, time-related information (e.g., setting an alarm clock), checking calendar entries, and taking notes are particularly often used and appreciated. The participants also indicated that the integration of smart home devices, the optimization of existing functionalities, and voice input are important. Still, also potentially negative aspects such as data privacy and data security are relevant. Therefore, it seems particularly interesting to implement offline data processing as far as possible. Our results contribute to this development by providing an overview of empirically collected requirements for functions and implementation-related aspects. Y1 - 2022 SN - 9783031086472 U6 - https://doi.org/10.1007/978-3-031-08648-9_45 SN - 0302-9743 SP - 388 EP - 398 PB - Springer International Publishing CY - Cham 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 - Karg, Pascal A1 - Stöhr, Roman A1 - Jonas, Lisa A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Reflect-AR: Insights into Mirror-Based Augmented Reality Instructions to Support Manual Assembly Tasks T2 - Proceedings of the 16th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Manual assembly tasks can be difficult and tedious without assistance. Here, augmented reality (AR) can help to ease the task load and lower the time and error rates by interactive in-situ instructions. Such approaches are often implemented by video or optical see-through AR. In order to test a system that is as low-threshold as possible and easy to implement, we developed a prototype with a mirror display supplemented by a RGB-D camera and evaluated it against an well-established AR HMD (HoloLens 2). For this purpose, in our study 10 participants placed 3D printed bricks via both technologies. The quantitative and qualitative analysis revealed that the fulfillment of this task with a professional, established product AR HMD yet remains unmatched in terms of the time required, error rate, usability and task load due to the prototype status and the remaining technical shortcomings. However, the mirror display setup prototype met with interest from the participants as a novel, but unfamiliar and thus more difficult to use way of interaction. Furthermore, we report implementation challenges and advises. The empirical insights of our prototype and the first-time comparison to an established AR HMD aims to foster refining future work with half-silvered AR mirrors as an little researched field and many different fields of application. Y1 - 2023 U6 - https://doi.org/10.1145/3594806.3594866 SP - 62 EP - 68 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Deitsch, Sergiu A1 - Götzelmann, Timo A1 - Gallwitz, Florian T1 - Smartphone Input Using Its Integrated Projector and Built-In Camera N2 - Touch input on modern smartphones can be tedious, especially if the touchscreen is small. Smartphones with integrated projectors can be used to overcome this limitation by projecting the screen contents onto a surface, allowing the user to interact with the projection by means of simple hand gestures. In this work, we propose a novel approach for projector smartphones that allows the user to remotely interact with the smartphone screen via its projection. We detect user's interaction using the built-in camera, and forward detected hand gestures as touch input events to the operating system. In order to avoid costly computations, we additionally use built-in motion sensors. We verify the proposed method using an implementation for the consumer smartphone Samsung Galaxy Beam equipped with a deflection mirror. © 2014 Springer International Publishing. KW - Mobile computing KW - Touch input KW - Projector KW - Smartphone KW - Limited input space KW - App KW - Programmierung KW - Projektionsapparat Y1 - 2014 SN - 978-3-319-07226-5 U6 - https://doi.org/10.1007/978-3-319-07227-2_13 PB - Springer CY - Cham ER - TY - CHAP A1 - Götzelmann, Timo A1 - Winkler, Klaus T1 - SmartTactMaps: A Smartphone-Based Approach to Support Blind Persons in Exploring Tactile Maps T2 - Proc. 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - Despite increasing digitalization of our society many blind persons still have very limited access to predominantly pictorial information such as maps. In this paper we introduce a novel approach to improve the accessibility of maps for blind users by utilizing the abilities of standard smartphones. A major issue of tactile maps is the limited discriminability of the humans' tactile sense. Textual annotation of maps is crucial, but adds much complexity to tactile maps. Additionally, only few Braille labels can be accommodated to maintain legibility. In our approach we link smartphones with adapted tactile maps which transforms the physical maps into interactive surfaces using both the tactile and the auditory modality. We integrate machine readable metadata into these maps which can be recognized by the smartphones' camera to immediately obtain detailed map descriptions from a free global database. During tactile exploration of the map, blind users can request auditory explanations by interacting with the mobile application. An experimental application and a user study demonstrate the feasibility of our approach. Y1 - 2015 SN - 978-1-4503-3452-5 U6 - https://doi.org/10.1145/2769493.2769497 VL - 2015 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 - Götzelmann, Timo A1 - Althaus, Christopher T1 - TouchSurfaceModels: Capacitive Sensing Objects through 3D Printers T2 - PETRA '16: Proceedings of the 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments N2 - Nowadays, 3D models can be downloaded from the internet and increasingly be printed by low cost 3D printers. In the future, blind people could benefit from this tendency. Unfortunately, many of these models are rather complex and not appropriate for the purely tactile exploration. To obtain quantitative data about how 3D printable models for blind people should be constructed, the tactile exploration can be recorded by video. However, the analysis of these videos is quite time consuming and expensive. Additionally, inaccuracies and masking effects may impede the use of this technique. In this paper we introduce a novel approach to automatically equip existing 3D models with a mesh of conductive wires which enable a touch sensitive surface for the printed 3D objects. These touch sensing 3D models can be printed in one turn by off-the-shelf 3D printers and used as an alternative to video recording. It allows exact registration of when and where the 3D object has been touched. In our multi-touch solution, particular attention has been paid to limit the number of necessary wires between 3D object and sensing electronics. Finally, our approach is evaluated by a feasibility study. Y1 - 2016 UR - https://doi.org/10.1145/2910674.2910690 SN - 978-1-4503-4337-4 VL - 2016 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo A1 - Pavkovic, Aleksander T1 - Towards Automatically Generated Tactile Detail Maps by 3D Printers for Blind Persons BT - 14th International Conference, ICCHP 2014, Paris, France, July 9-11, 2014, Proceedings, Part II T2 - Computers Helping People with Special Needs N2 - This paper introduces an approach for the (semi)automatic generation of worldwide available, detailed tactile maps including buildings and blind-specific features based on recognized illustrators’ guidelines and standards. These guidelines for tactile maps are investigated in order to define a formal rule set and to automatically filter map data accordingly. Using the rule set, our approach automatically abstracts map data in order to generate a 2.1D tactile model providing multiple height levels (layers) which can be printed by usual consumer 3D printers. Based on the popular OpenStreetMap map data, our automated approach allows to generate arbitrary detail maps blind persons individually interested in, without the need for manual adaption of the tactile map. Thus, this approach contributes to the goal to increase the autonomy of blind persons. KW - Tactile Maps KW - Accessibility KW - Haptic KW - 3D printer KW - 3D-Drucker KW - Blindenkarte Y1 - 2014 SN - 978-3-319-08599-9 U6 - https://doi.org/10.1007/978-3-319-08599-9_1 PB - Springer 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 - 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 - JOUR A1 - Wolf, Philipp A1 - Götzelmann, Timo T1 - VEPdgets: Towards Richer Interaction Elements Based on Visually Evoked Potentials JF - Sensors N2 - For brain–computer interfaces, a variety of technologies and applications already exist. However, current approaches use visual evoked potentials (VEP) only as action triggers or in combination with other input technologies. This paper shows that the losing visually evoked potentials after looking away from a stimulus is a reliable temporal parameter. The associated latency can be used to control time-varying variables using the VEP. In this context, we introduced VEP interaction elements (VEP widgets) for a value input of numbers, which can be applied in various ways and is purely based on VEP technology. We carried out a user study in a desktop as well as in a virtual reality setting. The results for both settings showed that the temporal control approach using latency correction could be applied to the input of values using the proposed VEP widgets. Even though value input is not very accurate under untrained conditions, users could input numerical values. Our concept of applying latency correction to VEP widgets is not limited to the input of numbers. KW - brain–computer interface; BCI; VEP; interaction; HCI; interaction elements; control elements; controls; widgets; VEP-widget Y1 - 2023 U6 - https://doi.org/10.3390/s23229127 SN - 1424-8220 VL - 23 IS - 22 PB - MDPI AG ER - TY - JOUR A1 - Götzelmann, Timo T1 - Visually Augmented Audio-Tactile Graphics for Visually Impaired People JF - ACM Transactions on Accessible Computing (TACCESS) N2 - Tactile graphics play an essential role in knowledge transfer for blind people. The tactile exploration of these graphics is often challenging because of the cognitive load caused by physiological constraints and their complexity. The coupling of physical tactile graphics with electronic devices offers to support the tactile exploration by auditory feedback. Often, these systems have strict constraints regarding their mobility or the process of coupling both components. Additionally, visually impaired people cannot appropriately benefit from their residual vision. This article presents a concept for 3D printed tactile graphics, which offers to use audio-tactile graphics with usual smartphones or tablet-computers. By using capacitive markers, the coupling of the tactile graphics with the mobile device is simplified. These tactile graphics integrating these markers can be printed in one turn by off-the-shelf 3D printers without any post-processing and allows us to use multiple elevation levels for graphical elements. Based on the developed generic concept on visually augmented audio-tactile graphics, we presented a case study for maps. A prototypical implementation was tested by a user study with visually impaired people. All the participants were able to interact with the 3D printed tactile maps using a standard tablet computer. To study the effect of visual augmentation of graphical elements, we conducted another comprehensive user study. We tested multiple types of graphics and obtained evidence that visual augmentation may offer clear advantages for the exploration of tactile graphics. Even participants with a minor residual vision could solve the tasks with visual augmentation more quickly and accurately. Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5571 VL - 2018 IS - Volume 11, Issue 2, Article No. 8 PB - ACM ER -