Alexandra A. de Sousa

h-index20
2papers
1,501citations

2 Papers

3.7HCMay 27, 2021
Electromagnetic actuation for a vibrotactile display: Assessing stimuli complexity and usability

Michael J. Proulx, Theodoros Eracleous, Ben Spencer et al.

Sensory substitution has influenced the design of many tactile visual substitution systems with the aim of offering visual aids for the blind. This paper focuses on whether a novel electromagnetic vibrotactile display, a four by four vibrotactile matrix of taxels, can serve as an aid for dynamic communication for visually impaired people. A mixed methods approach was used to firstly assess whether pattern complexity affected undergraduate participants' perceptive success, and secondly, if participants total score positively correlated with their perceived success ratings. A thematic analysis was also conducted on participants' experiences with the vibrotactile display and what methods of interaction they used. The results indicated that complex patterns were less accurately perceived than simple and linear patterns respectively, and no significant correlation was found between participants' score and perceived success ratings. Additionally, most participants interacted with the vibrotactile display in similar ways using one finger to feel one taxel at a time; arguably, the most effective strategy from previous research. This technology could have applications to navigational and communication aids for the visually impaired and road users.

15.7HCJan 14, 2021
Exploring Asymmetric Roles in Mixed-Ability Gaming

David Gonçalves, André Rodrigues, Mike L. Richardson et al.

The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provide, or disregard multiplayer experiences. We explore ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. Our team designed and developed two collaborative testbed games exploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles affected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which differences in visual ability were not limiting. Our results underline how experiences unequal by design can give rise to an equitable joint experience.