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Copying below an interesting post which failed to make to the list.
Read on.
Harish Kotian.
Engineers creating technology to help blind people navigate the world must 
overcome myriad challenges, as Susan Young learns. Illustrated by Sarah Chen
and Emily M. Eng.


Illustration: Sarah Chen


Brent Gifford is searching for a sign-nothing supernatural, just a small 
picture that looks like a color wheel with only four colors. It should be 
somewhere
in this room. He pulls out his smart phone, adjusts a few settings, and holds 
it in the center of his chest, camera facing out. He begins rotating the phone 
side to side, scanning the room.


Gifford is blind, and it's up to the phone to spot the sign. He's testing an 
experimental application for smart phones that could one day help blind people 
navigate through unfamiliar territory. By using their camera phones and some 
strategically placed graphic signs, the visually impaired could find bathrooms 
in buildings they've never visited or learn which bus routes come to a 
particular stop.


The system is one of the projects in the Assistive Technology Lab at UC Santa 
Cruz. Led by computer engineers Roberto Manduchi and Sri Kurniawan, the lab 
creates tools to help people with disabilities. Many of the tools are geared 
toward helping the blind and visually impaired. In addition to the mobile 
navigator, the lab's researchers are developing computer programs to help blind 
people prepare documents that meet business standards, and even a module so the 
blind can rock out with Rock Band.


The engineers ask visually impaired community members to test and critique 
their prototypes. Gifford, a professional magician and a clinical 
hypnotherapist, is one of their more experienced testers. He's thoroughly 
examined about a dozen devices for different companies, and he's put his hands 
on many more.


The mobile navigator, he says, feels like a winner: "I don't think there's 
anything close to this particular product right now."


The Great Blindini


As a teenager in the late 1970s, Gifford tested one of the first optical 
character recognition (OCR) systems for Kurzweil Technologies. "I was a guinea 
pig," says Gifford, "the blind guy at the end of the chain." He continued to 
work for Kurzweil, traveling all over the country to teach others how to use 
the then-bulky OCR machine. He even spoke before U.S. Senate subcommittees, 
testifying about why the government should fund a machine that could read to 
blind people.


Gifford became blind at age 11 when his retinas detached, the result of a 
genetic disorder that prevents connective tissue from forming. By age 12, he 
started doing magic, tricking the eyes of his seeing audience. He wanted to 
take on the most visual performance art he could think of, and magic-with its 
misdirection, optical illusion, and face reading-fit the bill. At 16, he 
adopted the stage name "The Great Blindini."
 Now 51, Gifford performs for children and adults around central and northern 
California.


Gifford attributes his popularity as a technology tester to two things: He can 
write a coherent evaluation ("as opposed to 'it doesn't work, but I don't know 
why,'" he jokes), and he's a trained magician. In that role, he often thinks, 
"That's impossible, how am I going to do it?" when designing tricks. Similarly, 
many assistive tools may have at one time seemed out-of-this-world. But now 
handheld readers can pronounce text on a page, and cell phones with a camera 
and the right assistive app
 can identify a jar of Skippy peanut butter.


Follow that phone


The engineers in the Assistive Technology Lab aim to harness such 
ever-improving smart-phone cameras and processors to help the visually impaired 
find their way through unfamiliar territory. White canes and guide dogs can 
help users avoid curbs and couches, but they can't reveal which door leads to 
the dentist's office. And while GPS is great for trips from home to the center 
of town, it doesn't offer enough resolution to help blind people find the right 
door to knock on-and it doesn't work indoors.


For instance, when a blind person goes to a new hospital, how can she find the 
right doctor's office or a bathroom without resorting to asking strangers for 
help? You would like a system to give turn-by-turn directions, says Manduchi. 
To do that, you need two things: a map, and a way to understand where you are.


His proposed solution is a system of colorful "landmarks" that a camera phone 
would recognize. He and his colleagues have developed smart phone programs that 
pick out landmarks with color patterns that correspond to a particular 
location. In the same way that a lost sighted person looks for directional 
signs or labels on doors, a blind person would use this system to figure out 
where to go next.


"Room 111, to the left," imagines Manduchi.


Photo: Susan Young


UC Santa Cruz computer engineer Roberto Manduchi with a "landmark," which blind 
users will find with cellphone cameras to help them navigate.


The landmarks look like four-slice pies of four different colors. The 
arrangement of colors encodes each landmark's identity. Ideally, the phone's 
memory will already contain a building map. Then, the phone would provide audio 
directions (e.g., "turn left") to guide the user.


"The map is something that theoretically you can get, but it's not that easy," 
Manduchi says. "Not all places give away maps."


As a user scans the room, the software looks for a pattern of four pixels 
spaced like the four corners of a square. If the phone finds four pixels that 
match the four-color pattern of a landmark, it runs more tests to check that 
the object is pie-shaped. The system works for landmarks close to the camera's 
lens or on a distant wall.


The researchers chose colors that stand out against many backgrounds and in 
different lighting conditions. Initially, they used red, blue, black and white 
landmarks from desktop printers. But now the group makes green, orange, black 
and white landmarks by gluing together colored papers with a matte finish, 
making phone detections more reliable.


Making sense of a live video feed is a challenge, too. The images are often 
blurry, especially if users move the phone too quickly when scanning a room. 
Manduchi's group is working to better process such less-than-ideal data by 
assessing the angle and position of the phone. Those details come from a smart 
phone's internal compass, gyroscope, and accelerometer.


A problem of perception


Underlying these engineering issues is the foremost task: designing useful and 
practical tools that meet the particular needs of the impaired users. "Very 
often, sighted people who are creating technology for blind and visually 
impaired folks are operating out of the best intentions and out of true 
altruism," says Brad Hodges, a blind national technology program associate with 
the American Foundation for the Blind
 in New York. "That being said, those developers are influenced by general 
societal attitudes about blindness-some of which are correct, and some of which 
are very much in error."


Manduchi, who moved to UCSC in 2001 after working in the machine vision field 
for Apple and NASA, is familiar with tailoring projects to specific audiences. 
Although he now knows how important it is to get user input, he acknowledges 
that he didn't always do so. One of his first projects at UCSC was a "virtual 
white cane," a hand-held laser device that measured distances between users and 
objects in their path. But after talking with lots of blind people, he decided 
that other directions of research would be more promising.


"Blind people who use a white cane usually love their cane," he says. "If you 
try to substitute their cane with something more technological, you're going to 
fight an uphill battle. The cane is simple, the cane is cheap, it doesn't 
break, it doesn't have batteries, it tells when you are about to trip onto 
something, it tells you if there is a drop-off. So the cane is quite a good 
device."


Part of the challenge is that the audience of potential users is diverse. There 
are 1.3 million legally blind people in the U.S., according to the National 
Federation of the Blind, with varying degrees of impairment. Fewer than one of 
every 1,000 people is totally blind. Just like the rest of the population, the 
visually impaired vary in many ways: the type of town they call home, their 
lifestyle preferences, whether they have additional disabilities. That means a 
given assistive device will have fewer potential users than raw population 
numbers would suggest.


Furthermore, blind people generally aren't affluent. Some 70% are unemployed, 
according to the American Foundation for the Blind. The group's small size also 
makes affordable commercialization more difficult. A small number of products 
must absorb the costs of research and development.


Write the right way


But there are success stories. Some of the best tools for the visually impaired 
help users read printed and electronic documents. Scanners fitted with OCR 
software can read the text on sheet of paper aloud to a user, while 
screen-reader programs give voice to digital words on a computer screen.


But what if a blind person must create a digital document for sighted people to 
read? While screen readers allow blind people to listen to the words they 
write, they don't alert users to a switch in capitalization or 
right-justification in a paragraph. These formatting changes could be a 
mistake-and might cause trouble for the blind author.


"Even though the document recipient knows you are blind, you are still expected 
to have a certain level of quality formatting and layout," says Kurniawan, who 
came to UCSC in 2008.


While working at the University of Manchester in the U.K. in 2003, Kurniawan 
developed a program that describes the formatting and layout of a completed 
document using speech. Now, with a recent grant from the National Science 
Foundation, Kurniawan plans to revamp the program to communicate formatting 
changes in real time with sound effects instead of words. With that upgrade, 
users will avoid the tedious process of checking a document after it's been 
written.


Because the text will get priority for words that the user hears, the program 
will not confuse the user by describing the formatting in speech. Rather, it 
will use sounds and changes in pitch to communicate formatting changes. For 
example, tinkling piano keys will indicate that a font is italicized. A 
higher-pitched voice will denote a word in all capital letters.


Technology adviser Hodges notes that even a program that checks the formatting 
of a completed document has potential for wide-reaching success. Large groups 
could benefit, such as federal agencies that require particular formatting 
styles, he suggests. Such a program could be adapted so that these groups could 
check huge numbers of documents, written by and for sighted users, for proper 
style.


It goes both ways


Hodges points to many examples of accommodations developed to help the 
disabled, such as ramps in airports, that were later widely adopted. Even the 
commonplace keyboard, the offshoot of the typewriter, has roots in an assistive 
technology: "In the 19th century an Italian fellow invented the typewriter so 
his lady consort could write to him. She was blind," says Hodges. Writing by 
quill and ink was a challenge for the blind, and the tool to solve that problem 
was later adapted universally. And in the other direction, today's mainstream 
products-such as the iPhone-now come out-of-the-box with accessibility options 
for the visually impaired.


Following that beat, Kurniawan has developed Rock Vibe, a module that enables a 
gamer to play Harmonix's Rock Band video game without looking at musical cues 
scrolling on the TV screen. Instead, a blind user straps on five vibrating 
strips: two on the wrists, two on the upper arms, and one on an ankle. When a 
particular strip vibrates, the virtual rock star hits the corresponding 
drumhead.


"I'd heard so much about [Rock Band] but had never been able to play it because 
it's completely visual," says Caitlin Hernandez, a blind UCSC student who 
tested Rock Vibe. "I thought it was really creative that they thought of 
incorporating something tactile to make it accessible."


There are many online games for blind people, Hernandez says, but "they're sort 
of pale imitations of popular video games." Rock Vibe is unique. "I never heard 
of a [mainstream] game being adapted. Everybody plays Rock Band; it's a huge 
party game," she says. "I thought it was interesting that they were trying to 
adapt it as opposed to making something that was similar to it, which is what I 
feel like the other games on the market for the blind are doing."


Finding the way


Back at the testing site, Brent Gifford's phone has detected a colored 
pie-shaped landmark.


"Beep!"


"Four meters ahead," declares a metallic voice. He walks across the room and 
reaches the landmark.


The mobile navigator is one of the few technologies Gifford has tested that 
could succeed, he says. "It has the potential to be useful to the majority of 
blind people, because cell phones are part of everyday life."


Indeed, smart-phone-based technologies may be the way to go for many assistive 
tools. They're becoming more common among the visually impaired, and the 
iPhone's accessibility options are coaxing more blind customers toward Apple. 
The greatest advantage of developing assistive technologies for smart phones is 
that the end users probably own one already. New games based on smart phones 
may reach other users in need, too [see sidebar: iHealth Help].


Manduchi's navigation would require some changes to infrastructure, such as 
putting up enough landmark signs in buildings. However, those kinds of mandates 
are possible under the American with Disabilities Act of 1990. Taking a cue 
from Gifford, another young blind person may one day speak before a U.S. Senate 
subcommittee, testifying why it's time to truly help the blind make their own 
way through the world.


Sidebar: iHealth Help


Computer engineer Sri Kurniawan thinks assistive technologies shouldn't be 
limited to people with physical or cognitive disabilities. "If somebody is 
illiterate, they are not traditionally disabled, but it is a disabling 
condition," she says. Likewise, if people can't afford insurance, they might 
have a lower quality of life. She thinks human-computer interactions can help 
these disadvantaged groups.


One of Kurniawan's graduate students at UC Santa Cruz has created a 
mobile-phone-based game to motivate teenagers to get up and move. "The idea is 
to focus on teenagers so that they are still at an age where they could change 
their habits," says Sonia Arteaga, the game's designer.


Illustration: Emily M. Eng


One game features lots of obstacles. The accelerometer of an iPhone can act as 
a pedometer. When a high schooler takes a certain number of steps, the game 
will present an obstacle-a cloud of mosquitoes, for instance. The player must 
swat them away by waving her phone around to continue through the game.


Another game presents a find-the-object picture puzzle each time the user walks 
a certain number of steps. To collect points and try new puzzles, the user must 
keep moving.


Arteaga says teenagers who have tried the games like the challenges. They want 
to try harder to get to levels they couldn't reach the first time around. She 
hopes to add features that will allow users to do challenges with friends, 
because the social aspects of gaming ranked high with teenagers in her user 
studies.


Another of Kurniawan's students, Alexandra Holloway, is working on a different 
health angle: preparing expecting parents for childbirth.


Illustration: Emily M. Eng


In her game, called "The Prepared Partner," a woman in labor starts the action. 
The player must try to boost her physical health, perhaps by feeding her a 
sandwich, or reduce her stress, such as with meditative chants. If her vital 
stats get too low, a doctor will come to perform a Caesarean.


"The target audience is low-income and low-education women and their partners," 
Holloway says. That demographic is less likely to attend childbirth classes and 
more likely to have costly interventions and unnecessary C-sections. "They are 
also less likely to go out and get childbirth books and sit down and read 500 
pages of how to help a woman in labor. But they are likely to play games," she 
notes.


In an early test, players performed better on a quiz about labor and comforting 
a woman during contractions after they had played The Prepared Partner. For 
now, the game is available online, but Holloway plans to create a version for 
smart phones.


Story (c) 2011 by Susan Young. For reproduction requests, contact the
Science Communication Program office.


"A problem is your chance to do your best."

with best wishes,
chetan kumar,
musician,
my skype ID:
chetansagar7

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