TY - CHAP A1 - Wolf, Philipp A1 - Götzelmann, Timo T1 - A Systematic Review of Interaction Approaches based on Visually Evoked Potentials N2 - BCIs are already present in the mass market. Visual evoked potentials (VEP) are based on the recognition of recurrent visual stimuli by specific BCI. A variety of approaches use this technology to implement a whole range of different application scenarios. This paper provides an overview of approaches that use VEP either as a stand-alone technology or in combination with other technologies. First, terms for different VEP technologies and their possible procedures are introduced. The papers are classified according to the technology used, the quality of the classification, the number of simultaneous stimuli, and different application areas. One focus of the paper is value input through VEP, especially for approaches that do not work in combination with other devices. It is shown that the value input has been addressed only very little so far. Y1 - 2023 U6 - https://doi.org/10.1145/3594806.3594862 SP - 396 EP - 401 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Feitl, Selina A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Accessible Electrostatic Surface Haptics: Towards an Interactive Audiotactile Map Interface for People With Visual Impairments T2 - Proceedings of the 15th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Tactile models, such as floor plans of a familiar or unfamiliar environment, can be helpful for people with visual impairments to grasp and interpret spatial information. Such plans are usually fabricated physically in a time-consuming process and are not interactive. This paper suggests presenting tactile floor plans using surface haptic feedback on an electrostatic display to overcome these limitations. Besides audiohaptically exploring tactile floor plans, our prototype also allows for voice interaction and demonstrates the control of smart home devices in this context. The evaluation was conducted in two stages with eight participants with visual impairments: First, it was investigated how individual rooms can be identified and assigned with electrostatic tactile feedback over a common dot matrix display. Second, the generation of a mental map when exploring an interactive detailed floor plan with several rooms was evaluated. Our results show that electrostatic haptic feedback enables people with visual impairments to recognize and understand graphic elements like rooms and a floor plan. However, this entails significantly more time for exploration and a higher cognitive workload when compared to a comparable but more expensive dot matrix display, though spatial and semantic smart home contextual information can be added through a voice interface, such as ”What is the room’s name I am touching?” or ”Turn on the power socket in this room.” Our preliminary but innovative approach reveals the initial potential of electrostatic feedback for accessibility and aims to help situate the opportunities and challenges in this context for wider dissemination. Y1 - 2022 U6 - https://doi.org/10.1145/3529190.3534781 SP - 522 EP - 531 PB - ACM CY - New York, NY, USA ER - 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 - JOUR A1 - Götzelmann, Timo A1 - Karg, Pascal A1 - Müller, Mareike T1 - Augminded: Ambient Mirror Display Notifications JF - Multimodal Technologies and Interaction N2 - This paper presents a new approach for providing contextual information in real-world environments. Our approach is consciously designed to be low-threshold; by using mirrors as augmented reality surfaces, no devices such as AR glasses or smartphones have to be worn or held by the user. It enables technical and non-technical objects in the environment to be visually highlighted and thus subtly draw the attention of people passing by. The presented technology enables the provision of information that can be viewed in more detail by the user if required by slowing down their movement. Users can decide whether this is relevant to them or not. A prototype system was implemented and evaluated through a user study. The results show a high level of acceptance and intuitive usability of the system, with participants being able to reliably perceive and process the information displayed. The technology thus offers promising potential for the unobtrusive and context-sensitive provision of information in various application areas. The paper discusses limitations of the system and outlines future research directions to further optimize the technology and extend its applicability. Y1 - 2025 U6 - https://doi.org/10.3390/mti9090093 SN - 2414-4088 VL - 9 IS - 9 PB - MDPI CY - Basel, Switzerland ER - TY - JOUR A1 - Götzelmann, Timo T1 - Autonomous Selection and Printing of 3D Models for People Who Are Blind JF - ACM Transactions on Accessible Computing (TACCESS) N2 - 3D models are an important means for understanding spatial contexts. Today these models can be materialized by 3D printing, which is increasingly used at schools for people with visual impairments. In contrast to sighted people, people with visual impairments have so far, however, neither been able to search nor to print 3D models without assistance. This article describes our work to develop an aid for people with visual impairments that would facilitate autonomous searching for and printing of 3D models. In our initial study, we determined the requirements to accomplish this task by means of a questionnaire and developed a first approach that allowed personal computer-based 3D printing. An extended approach allowed searching and printing using common smartphones. In our architecture, technical details of 3D printers are abstracted by a separate component that can be accessed via Wi-Fi independently of the actual 3D printer used. It comprises a search of the models in an annotated database and 3D model retrieval from the internet. The whole process can be controlled by voice interaction. The feasibility of autonomous 3D printing for people with visual impairments is shown with a first user study. Our second user study examines the usability of the user interface when searching for 3D models on the internet and preparing them for the materialization. The participants were able to define important printing settings, whereas other printing parameters could be determined algorithmically. Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5587 VL - 11 IS - 3 SP - 1 EP - 25 PB - ACM ER - TY - CHAP A1 - Schäff, Christian A1 - Pugliese, Gaston A1 - Götzelmann, Timo T1 - Behavior Based Web User Identification N2 - This paper examines different approaches for the identification of users by their personal behavior and discusses techniques which could be used in the context of websites. Such web tracking approaches have the potential to identify users even if they use multiple or shared devices. For web pages mouse and touch input are widely used. Therefore, we propose a survey to evaluate the feasibility to identify users by their interaction behavior. KW - User identification KW - Web tracking KW - User input KW - Interaction KW - Biometric KW - Authentifikation KW - Web-Seite KW - Mensch-Maschine-Kommunikation Y1 - 2014 SN - 978-3-88579-447-9 SN - 1614-3213 PB - KöllenDruck+Verlag CY - Bonn ER - TY - CHAP A1 - Ullmann, Daniela A1 - Kreimeier, Julian A1 - Götzelmann, Timo A1 - Kipke, Harald T1 - BikeVR : a virtual reality bicycle simulator towards sustainable urban space and traffic planning T2 - Proceedings of Mensch und Computer 2020 N2 - While becoming more and more aware of the ongoing climate change, eco-friendly means of transport for all citizens are moving further into focus. In order to be able to implement specific measures, it is necessary to better understand and emphasize sustainable transportation like walking and cycling through focused research. When developing novel traffic concepts and urban spaces for non-motorized traffic participants like bicycles and pedestrians, traffic and urban planning must be focused on their needs. To provide rare qualitative factors (such as stress, the perception of time and attractiveness of the environment) in this context, we present an audiovisual VR bicycle simulator which allows the user to cycle through a virtual urban environment by physically pedaling and also steering. Virtual Reality (VR) is a suitable tool in this context, as study participants find identical and almost freely definable (virtual) urban spaces with adjustable traffic scenarios. Our preliminary prototype proved to be promising and will be further optimized and evaluated. Y1 - 2020 SN - 978-1-4503-7540-5 U6 - https://doi.org/10.1145/3404983.3410417 PB - Association for Computing Machinery CY - New York, NY 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 - 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 - Götzelmann, Timo A1 - Eichler, Laura T1 - BlindWeb Maps – An Interactive Web Service for the Selection and Generation of Personalized Audio-Tactile Maps T2 - Proc. 15th International Conference on Computers Helping People with Special Needs N2 - Tactile maps may contribute to the orientation of blind people or alternatively be used for navigation. In the past, the generation of these maps was a manual task which considerably limited their availability. Nowadays, similar to visual maps, tactile maps can also be generated semi-automatically by tools and web services. The existing approaches enable users to generate maps by entering a specific address or point of interest. This can in principle be done by a blind user. However, these approaches actually show an image of the map on the users display which cannot be read by screen readers. Consequently, the blind user does not know what is on the map before it is printed. Ideally, the map selection process should give the user more information and freedom to select the desired excerpt. This paper introduces a novel web service for blind people to interactively select and automatically generate tactile maps. It adapts the interaction concept for map selection to the requirements of blind users whilst supporting multiple printing technologies. The integrated audio review of the map’s contents allows earlier feedback to review if the currently selected map extract corresponds to the desired information need. Changes can be initiated before the map is printed which, especially for 3D printing, saves much time. The user is able to select map features to be included in the tactile map. Furthermore, the map rendering can be adapted to different zoom levels and supports multiple printing technologies. Finally, an evaluation with blind users was used to refine our approach. Y1 - 2015 UR - https://doi.org/10.1007/978-3-319-41267-2_19 SN - 978-3-319-41266-5 VL - 2015 SP - 139 EP - 145 PB - Springer CY - Cham ER - TY - CHAP A1 - Karg, Pascal A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Build-and-Touch: A Low-Cost, DIY, Open-Source Approach Towards Touchable Virtual Reality T2 - Proceedings of the 14th PErvasive Technologies Related to Assistive Environments Conference N2 - Virtual Reality (VR) is attracting more and more attention from academic research and practical application with the current availability of low-cost and end-user friendly devices. In terms of haptic (rather than visual) interaction, however, this technology is still in its infancy and there are few devices that are inexpensive and technologically simple to operate, respectively to procure. In this context, we present a concept of how haptic interaction with VR data gloves can also succeed by means of a commercially available web cam, sophisticated tracking software, and homemade low-cost hardware. All hardware and software components are to be obtained inexpensively or are open-source in order to achieve the greatest possible dissemination potential. With this work, we intend to provide an important trigger for future improvements and dissemination in terms of both technology and areas of application. KW - Haptic feedback, virtual reality, data gloves Y1 - 2021 U6 - https://doi.org/10.1145/3453892.3462217 SP - 258 EP - 259 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo A1 - Schneider, Daniel T1 - CapCodes: Capacitive 3D Printable Identification and On-screen Tracking for Tangible Interaction T2 - NordiCHI '16: Proceedings of the 9th Nordic Conference on Human-Computer Interaction N2 - Electronic markers can be used to link physical representations and virtual content for tangible interaction, such as visual markers commonly used for tabletops. Another possibility is to leverage capacitive touch inputs of smartphones, tablets and notebooks. However, existing approaches either do not couple physical and virtual representations or require significant post-processing. This paper presents and evaluates a novel approach using a coding scheme for the automatic identification of tangibles by touch inputs when they are touched and shifted. The codes can be generated automatically and integrated into a great variety of existing 3D models from the internet. The resulting models can then be printed completely in one cycle by off-the-shelf 3D printers; post processing is not needed. Besides the identification, the object's position and orientation can be tracked by touch devices. Our evaluation examined multiple variables and showed that the CapCodes can be integrated into existing 3D models and the approach could also be applied to untouched use for larger tangibles. Y1 - 2016 SN - 978-1-4503-4763-1 U6 - https://doi.org/10.1145/2971485.2971518 VL - 2016 PB - ACM CY - New York, NY, USA ER - TY - CHAP A1 - Götzelmann, Timo T1 - CapMaps: Capacitive Sensing 3D Printed Audio-Tactile Maps T2 - Proc. 15th International Conference on Computers Helping People with Special Needs N2 - Tactile maps can be useful tools for blind people for navigation and orientation tasks. Apart from static maps, there are techniques to augment tactile maps with audio content. They can be used to interact with the map content, to offer extra information and to reduce the tactile complexity of a map. Studies show that audio-tactile maps can be more efficient and satisfying for the user than pure tactile maps without audio feedback. A major challenge of audio-tactile maps is the linkage of tactile elements with audio content and interactivity. This paper introduces a novel approach to link 3D printed tactile maps with mobile devices, such as smartphones and tablets, in a flexible way to enable interactivity and audio-support. By integrating conductive filaments into the printed maps it seamlessly integrates into the 3D printing process. This allows to automatically recognize the tactile map by a single press at its corner. Additionally, the arrangement of the tactile map on the mobile device is flexible and detected automatically which eases the use of these maps. The practicability of this approach is shown by a dedicated feasibility study. Y1 - 2015 SN - 978-3-319-41266-5 U6 - https://doi.org/10.1007/978-3-319-41267-2_20 VL - 2015 SP - 146 EP - 152 PB - Springer CY - Cham ER - TY - CHAP A1 - Götzelmann, Timo T1 - Concept of the Joint Use of Smartphone Camera and Projector for Keyboard Inputs N2 - The efficiency of text input by today’s smartphones is significantly limited by the small extents of the virtual keyboard displayed for allowing alphanumeric inputs. Future smartphones will integrate projectors which allow to project multimedia content as well as the smartphones’ dialogs. This paper introduces a concept to project the whole smartphone’s display onto a surface allowing the user to realize text inputs by interacting with the virtual keyboard projection. This projection is analyzed by standard image processing algorithms. Finally, an experimental implementation shows the feasibility of this concept. KW - Human Computer Interaction KW - Smartphone KW - Projector KW - Virtual keyboard KW - Limited input space KW - Mensch-Maschine-Kommunikation KW - Smartphone KW - Projektionsapparat KW - Tastatur Y1 - 2013 SN - 2147-9097 PB - Gediz University Press CY - Gediz ER - TY - CHAP A1 - Ly, Kim A1 - Karg, Pascal A1 - Kreimeier, Julian A1 - Götzelmann, Timo T1 - Development and Evaluation of a Low-cost Wheelchair Simulator for the Haptic Rendering of Virtual Road Conditions T2 - Proceedings of the 15th International Conference on PErvasive Technologies Related to Assistive Environments N2 - Many streets and buildings are not accessible for wheelchair users, which impedes a major challenge for their mobility. Often, such challenges can be considered during the planning stage, which is why it is important to include this user group in the planning process. Ideally, these planning efforts should also be made visually and haptically navigable using Virtual Reality (VR) technology to allow for better imagination, accurate conclusions, and awareness of wheelchair users. This work optimizes previous approaches so that different roadway conditions can be made haptically perceptible. The proposed prototype provides a non-contact and adjustable brake for simulating inclined planes, which can be adjusted depending on personal and environmental parameters. In addition, it can simulate roads such as cobblestones using a tactile transducer. The individually optimized components were combined into a complete VR system and integrated into a virtual environment for evaluation. The qualitative and quantitative results showed that realistic simulation is possible, but further development steps towards holistic and dissemination-capable hardware and software are needed. To this end, our contribution aims to improve the long-term involvement of wheelchair users in planning processes and increase awareness of their mobility situation. Y1 - 2022 U6 - https://doi.org/10.1145/3529190.3529195 SP - 32 EP - 39 PB - ACM CY - New York, NY, USA ER - TY - JOUR A1 - Kreimeier, Julian A1 - Bielmeier, Thomas A1 - Götzelmann, Timo T1 - Evaluation of Capacitive Markers Fabricated by 3D Printing, Laser Cutting and Prototyping JF - Inventions: Special Issue Innovations in 3-D Printing N2 - With Tangible User Interfaces, the computer user is able to interact in a fundamentally different and more intuitive way than with usual 2D displays. By grasping real physical objects, information can also be conveyed haptically, i.e., the user not only sees information on a 2D display, but can also grasp physical representations. To recognize such objects (“tangibles”) it is skillful to use capacitive sensing, as it happens in most touch screens. Thus, real objects can be located and identified by the touch screen display automatically. Recent work already addressed such capacitive markers, but focused on their coding scheme and automated fabrication by 3D printing. This paper goes beyond the fabrication by 3D printers and, for the first time, applies the concept of capacitive codes to laser cutting and another immediate prototyping approach using modeling clay. Beside the evaluation of additional properties, we adapt recent research results regarding the optimized detection of tangible objects on capacitive screens. As a result of our comprehensive study, the detection performance is affected by the type of capacitive signal processing (respectively the device) and the geometry of the marker. 3D printing revealed to be the most reliable technique, though laser cutting and immediate prototyping of markers showed promising results. Based on our findings, we discuss individual strengths of each capacitive marker type. Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:92-opus4-5603 VL - 2018 IS - Volume 3, Issue 1, Article 9 PB - MDPI ER - TY - CHAP A1 - Kreimeier, Julian A1 - Hammer, Sebastian A1 - Friedmann, Daniel A1 - Karg, Pascal A1 - Bühner, Clemens A1 - Bankel, Lukas A1 - Götzelmann, Timo T1 - Evaluation of Different Types of Haptic Feedback Influencing the Task-based Presence and Performance in Virtual Reality T2 - Proceedings of the 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments (PETRA'19) N2 - Haptic feedback may support immersion and presence in virtual reality (VR) environments. The emerging market of consumer devices offers first devices which are expected to increase the degree of feeling being actually present in a virtual environment. In this paper we introduce a novel evaluation that examines the influence of different types of haptic feedback on presence and performance regarding manual tasks in VR. Therefore, we conducted a comprehensive user study involving 14 subjects, who performed throwing, stacking and object identification tasks in VR with visual (i.e., sensory substitution), vibrotactile or force feedback. We measured the degree of presence and task-related performance metrics. Our results indicate that regarding presence vibrotactile feedback outperforms haptic feedback which performs better than visual feedback only. In addition, force feedback significantly lowered the execution time for the throwing and the stacking task. In object identification tasks, the vibrotactile feedback increased the detection rates compared to the vibrotactile and force feedback, but also increased the required time of identification. Despite the inadequacies of the still young consumer technology, there were nevertheless strong indications of connections between presence, task fulfillment and the type of haptic feedback. Y1 - 2019 SN - 978-1-4503-6232-0 U6 - https://doi.org/10.1145/3316782.3321536 SP - 289 EP - 298 PB - ACM CY - New York, NY, USA ER - 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 -