TY - GEN
T1 - Seeing our Blind Spots
T2 - 35th Annual ACM Symposium on User Interface Software and Technology, UIST 2022
AU - Zhang, Qing
AU - Barbareschi, Giulia
AU - Huang, Yifei
AU - Li, Juling
AU - Pai, Yun Suen
AU - Ward, Jamie
AU - Kunze, Kai
N1 - Funding Information:
We appreciate the anonymous reviewers for their practical and valuable comments. This work was conducted under the IoT Accessibility Toolkit, supported by JST Presto Grant Number JPMJPR2132.
Publisher Copyright:
© 2022 ACM.
PY - 2022/10/29
Y1 - 2022/10/29
N2 - As the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students. Although several visual impairment simulation toolkits exist in both academia and as commercial products, analog, and static visual impairment simulation tools do not simulate effects concerning the user's eye movements. Meanwhile, VR and video see-through-based AR simulation methods are constrained by smaller fields of view when compared with the natural human visual field and also suffer from vergence-accommodation conflict (VAC) which correlates with visual fatigue, headache, and dizziness. In this paper, we enable an on-the-go, VAC-free, visually impaired experience by leveraging our optical see-through glasses. The FOV of our glasses is approximately 160 degrees for horizontal and 140 degrees for vertical, and participants can experience both losses of central vision and loss of peripheral vision at different severities. Our evaluation (n =14) indicates that the glasses can significantly and effectively reduce visual acuity and visual field without causing typical motion sickness symptoms such as headaches and or visual fatigue. Questionnaires and qualitative feedback also showed how the glasses helped to increase participants' awareness of visual impairment.
AB - As the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students. Although several visual impairment simulation toolkits exist in both academia and as commercial products, analog, and static visual impairment simulation tools do not simulate effects concerning the user's eye movements. Meanwhile, VR and video see-through-based AR simulation methods are constrained by smaller fields of view when compared with the natural human visual field and also suffer from vergence-accommodation conflict (VAC) which correlates with visual fatigue, headache, and dizziness. In this paper, we enable an on-the-go, VAC-free, visually impaired experience by leveraging our optical see-through glasses. The FOV of our glasses is approximately 160 degrees for horizontal and 140 degrees for vertical, and participants can experience both losses of central vision and loss of peripheral vision at different severities. Our evaluation (n =14) indicates that the glasses can significantly and effectively reduce visual acuity and visual field without causing typical motion sickness symptoms such as headaches and or visual fatigue. Questionnaires and qualitative feedback also showed how the glasses helped to increase participants' awareness of visual impairment.
KW - aging vision
KW - eye-tracking
KW - smart eyewear
KW - visual impairment
UR - http://www.scopus.com/inward/record.url?scp=85141702802&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85141702802&partnerID=8YFLogxK
U2 - 10.1145/3526113.3545687
DO - 10.1145/3526113.3545687
M3 - Conference contribution
AN - SCOPUS:85141702802
T3 - UIST 2022 - Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology
BT - UIST 2022 - Proceedings of the 35th Annual ACM Symposium on User Interface Software and Technology
PB - Association for Computing Machinery, Inc
Y2 - 29 October 2022 through 2 November 2022
ER -