HCM - Haptic support of Cognitive Mapping
A multisensory (haptic, auditory) Force-Feedback-based environment for supporting blind people's cognitive mapping of real spaces, and their acquisition of spatial orientation and navigation skills.
Introduction
The ability to navigate in space independently, safely and
efficiently is a combined product of motor, sensory and cognitive
skills. Normal exercise of this ability has a direct influence
on an individual's quality of life. Mental mapping of different
spaces, and of the possible paths for navigating them, is essential
to the development of efficient orientation and mobility skills.
Most of the information required for this mental mapping is gathered
through the visual channel. Blind people lack this crucial information.
Consequently, they need a supply of appropriate information through
compensatory channels at two main levels: perceptual and conceptual.
At the perceptual level, the deficiency in the visual channel
should be compensated with information perceived via other senses.
Touch and hearing become powerful information suppliers about
known as well as unknown environments. Tactile information is
commonly supplied by the cane for low-resolution scanning of the
immediate surroundings, by palms and fingers for fine recognition
of objects' form, textures, and location, and by the legs regarding
surface information. The auditory channel supplies complementary
information about events, the presence of other people (or machines
or animals) in the environment, materials which objects are made
of, or estimates of distances within a space.
As for the conceptual level, the focus is on supporting the development
of appropriate strategies for an efficient mapping of the space
and the generation of navigation paths.
Advanced computer technology offers new possibilities for supporting
visually impaired people's acquisition of orientation and mobility
skills, by compensating for the deficiencies of the impaired channel.
Research on the implementation of haptic technologies within virtual
navigation environments reports on its potential for supporting
rehabilitation training.
Research goals
Two main goals guide this investigation:
1. Obtaining an understanding of the blind user's ability to construct
a cognitive map by using a multisensory virtual environment.
2. Relating the cognitive map that the user constructed in the
virtual environment to his ability to navigate in the real environment.
Research questions
Three central questions frame this research:
1. What characterizes a blind person's process of exploring
an unknown environment following the experience with a multisensory
virtual environment?
2. Does the walking in the virtual environment contribute to the
construction of a cognitive map?
3. What are the user's abilities in navigating the virtual environment
and the real environment, by using their cognitive map?
In addition to these main questions, we pose additional questions,
which are related to the construction of the cognitive map and
its application in a real environment.
The virtual environment
For this study we developed an adaptive multisensory virtual
environment simulating real-life spaces. This virtual environment
comprises two modes of operation: the Developer/Teacher mode,
and the Learning mode.
The core component of the developer mode is the virtual environment
editor. This module includes three tools: (a) a 3D environment
builder; (b) a force feedback output editor; (c) an audio feedback
editor.
The learning mode is the environment within which the user operates
by using the force feedback joystick.
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Materials and Methods
Materials
The study includes four main research tools: the environment
within which the research takes place (a virtual and a real environment);
tasks (exploration and recognition of the environment, a target-object
task, a prespective-taking task); data collecting tools (computer's
recording data, observations, interviews and physical models);
evaluation tools (Orientation and Mobility, familiarization of
an unknown environment, cognitive map construction, orientation
tasks).
Subjects
31 subjects particpated in this research. They were selected based
on the following seven criteria: total blindness; at least 12
years old; not multi-handicapped; have been in a rehabilitation
program regarding orientation and mobility; Hebrew speakers; onset
of blindness is at least two years prior to the experimental period;
comfortable use of the computer or subjects that express willingness
to use a computer. We defined two groups that were similar in
age, gender and age of vision loss (congenitally blind or late
blind):
1. The experimental group included 21 subjects. This group experimented
with and explored the environment using the multisensory virtual
environment.
2. The control group included 10 subjects. This group experimented
with and explored the real environment.
Procedure
The study was carried out in five stages:
(a) Evaluation of orientation and mobility (all participants).
(b) Familiarization with the virtual environment (experimental
group).
(c) Familiarization with the model's components (all participants).
(d) Tasks - For the exploration task the experimental group explored
the virtual environment and the control group explored the real
environment. Orientation tasks took place in the real environment
for all the participants.
(e) Processing and analysis of the data.
Research Findings and Conclusions
Main Findings
Walking Patterns in the Virtual Environment - In order to
get acquainted with the space, most subjects of both research
groups used walking strategies that serve them in real space.
When comparing findings of both research groups, 4 significant
differences out of 7 evaluation variables were found. For example,
most subjects in the experimental group first investigated the
inner space, then the outer perimeter. They lengthened their walking
path and took breaks 3 times more often than participants of the
control group. In addition, a number of subjects created novel
walking strategies executable only in the virtual environment
and based on strategies used in real space.
Construction of Cognitive Maps as a result of Performance in
the Virtual Environment - There were 23 evaluation variables.
In 7 variables there were significant differences between the
two research groups, in 5 other variables there was a tendency
of higher evaluation scores within the experimental group subjects,
while in 7 other variables no differences were found. These data
demonstrated that the information resolution of the components
of the cognitive map built by subjects of the experimental group
was finer in details than the map built by subjects of the control
group.
Performance of Orientation Tasks as a Result of Performance
in the Virtual Environment - Most subjects of the experimental
group successfully performed the orientation task in the virtual
environment. About half of them performed while choosing a straight
walking path and the "Object to Object" strategy. When
examining the task of changing the target point in real space,
most subjects of the experimental group successfully performed
the task and more than half of them used the "Perimeter"
strategy. Comparing findings of both research groups indicates
a greater capability of subjects of the experimental group in
performing the tasks.
Main Conclusions
Walking Patterns in the Virtual Environment - Walking in
the virtual environment gave the blind person a stimulating, comprehensive
and thorough acquaintance with the target space. The high degree
of compatibility between the virtual system and the characteristics
of the real space contributed to the user's sense of relaxed and
safe walking . These conditions enabled the walker to perform
walking strategies in a different manner and mass than the ones
performed in the real world. Most of the experimental group subjects
used the walking strategies that serve them in real space, but
with modifications. They preferred to first explore the inner
space and to use a wide variety of walking strategies with greater
rotation between them when getting acquainted with the space.
In addition, they developed new walking strategies, possible only
in the virtual environment.
Construction of Cognitive Maps as a Result of Performance in
the Virtual Environment - As a result of the intensive interaction
with the components of the virtual environment, the users were
exposed to a wide variety of feedbacks based on haptic and audio
feedbacks. The information received allowed the user to devote
all his or her attention and resources to the collection of spatial
information alone, without a need to deal with recognition of
the shape and function of the environment's components. On the
other hand, the virtual environment did not supply measuring tools
that could assist in estimating size and distance, nor did the
user develop these tools. It is possibly that users of the virtual
environment tended to describe the space using a description from
the perimeter to the inner space, in a whole and holistic manner,
because of the characteristics of the virtual environment.
Performance of Orientation Tasks as a Result of Performance
in the Virtual Environment - The first real space walking
experience of most subjects in the experimental group was a confident
and resolved one. It was noticeable that this walking was based
on spatial knowledge acquired as a result of their acquaintance
with the virtual environment. The usefuleness of the virtual environment
is further supported by subjects' use of "Object to Object"
strategy. This strategy can be a factor indicating the quality
of the cognitive map that was built, as well as the confidence
of the subject in applying it in space. In the spatial manipulation
task subjects utilized the "Perimeter" strategy, which
depends more on space's components and choosing a walking path
that passes next to the target point used in former tasks, in
order to create a meaningful reference point for him or her in
space.