This presentation was created for the poster session at the HCI International 2021.
Masaaki Sadasue, Daichi Tagami, Sayan Sarcar, Yoichi Ochiai. (2021) Blind-Badminton. In: Antona M., Stephanidis C. (eds) Universal Access in Human-Computer Interaction. Access to Media, Learning and Assistive Environments. HCII 2021. Lecture Notes in Computer Science, vol 12769. Springer, Cham. https://doi.org/10.1007/978-3-030-78095-1_36
Masaaki Sadasue (貞末真明)
University of Tsukuba
Graduate School of Comprehensive Human Science
Digital Nature Group (Yoichi Ochiai)
This paper proposes a system for recognizing flying objects during a ball game in blind sports. “Blind sports” is a term that refers to a sport for visually impaired people. There are various types of blind sports, and several of these sports, such as goalball and blind soccer, are registered in the Paralympic Games. This study specifically aimed at realizing games similar to badminton. Various user experiments were conducted to verify the requirements for playing sports that are similar to badminton without visual stimulus. Additionally, we developed a system that provides users with auxiliary information, including height, depth, left and right directions, and swing delay by adopting sound feedback via a binaural sound source, as well as haptic feedback via a handheld device.This study evaluated several conditions including that of a balloon owing to its slow falling speed and adopted a UAV drone that generates flight sounds on its own and adjusts its speed and trajectory during the course of the games. To evaluate playability, this study focused on three points: a questionnaire following the experiment, the error in the drone’s traveling direction, and the racket’s swing direction. From the play results and answers of the questionnaire, it was determined that the users were able to recognize the right and left directions, as well as the depth of the drone using the noise generated by the drone, and that this approach is playable in these situations.