Guidelines for Inclusive Avatars and Agents: How Persons with Visual Impairments Detect and Recognize Others and Their Activities

TitreGuidelines for Inclusive Avatars and Agents: How Persons with Visual Impairments Detect and Recognize Others and Their Activities
Type de publicationCommunications avec actes
Année de publication2020
LangueAnglais
Titre de la Conférence/colloqueComputers Helping People with Special Needs - 17th International Conference, ICCHP 2020, Lecco, Italy, September 9-11, 2020, Proceedings, Part I
Titre des actes ou de la revueLecture Notes in Computer Science
Pagination164–175
jour/mois du congrès, colloque09-11/09
Auteur(s)Thévin, L. et Machulla T.
Université, EditeurSpringer
Mots-clésAccessible avatars and agents, Blindness, Low vision, Virtual environment, Virtual reality
Résumé

Realistic virtual worlds are used in video games, in virtual reality, and to run remote meetings. In many cases, these environments include representations of other humans, either as stand-ins for real humans (avatars) or artificial entities (agents). Presence and individual identity of such virtual characters is usually coded by visual features, such as visibility in certain locations and appearance in terms of looks. For people with visual impairments (VI), this creates a barrier to detecting and identifying co-present characters and interacting with them. To improve the inclusiveness of such social virtual environments, we investigate which cues people with VI use to detect and recognize others and their activities in real-world settings. For this, we conducted an on-line survey with fifteen participants (adults and children). Our findings indicate an increased reliance on multimodal information: vision for silhouette recognition; audio for the recognition through pace, white cane, jewelry, breathing, voice and keyboard typing; sense of smell for fragrance, food smell and airflow; tactile information for length of hair, size, way of guiding or holding the hand and the arm, and the reactions of a guide-dog. Environmental and social cues indicate if somebody is present: e. g. a light turned on in a room, or somebody answering a question. Many of these cues can already be implemented in virtual environments with avatars and are summarized by us in a set of guidelines.

Version des autrices (dit "preprint"): https://hal.archives-ouvertes.fr/hal-02992013/document

Notes

Co-publication avec LMU (Munich)

URLhttps://link.springer.com/chapter/10.1007/978-3-030-58796-3_21
DOI10.1007/978-3-030-58796-3_21