Visually impaired people (VIP) can experience difficulties in navigating urban environments. They mostly depend on the environment’s infrastructure or technical solutions like smartphone apps for navigation. However apps typically use visual and audio feedback, which can be ineffective, distracting and dangerous. Haptic feedback in the form of vibrations can complement where visual and audio fall short, reducing the cognitive load.Existing research into wayfinding using haptic feedback to better support navigation for the visually impaired often relies on custom tactile actuators and the use of multiple vibration motors. Although these solutions can be effective, they are often impractical in every day life or are stigmatizing due to their unusual appearance.To address this issue we propose a more modular system that can be easily integrated in commercially available smartwatches. Based on existing research we present a tactile communication method utilizing the vibrotactile actuator of a smartwatch to provide VIP with wayfinding information that complements visual and audio feedback. Current smartwatches contain a single tactile actuator, but can still be used by focusing on navigation patterns. These patterns are based on research in personal orientation and mobility training with VIP. For example, a vibration pattern is used to represent a concept like ‘attention’, ‘left’ or ‘stairs’ directing the navigator’s attention towards audio or visual information or to the environment.In next phase of this research we will conduct several focus groups and co-creation sessions with VIP and orientation and mobility experts to further specify the requirements and test our proposed tactile method. In the future, this method could be integrated in existing navigation apps using commercially available devices to complement visual and audio information and provide VIP with additional wayfinding information via haptic feedback.
LINK
The pervasiveness of wearable technology has opened the market for products that analyse running biomechanics and provide feedback to the user. To improve running technique feedback should target specific running biomechanical key points and promote an external focus. Aim for this study was to define and empirically test tailored feedback requirements for optimal motor learning in four consumer available running wearables. First, based on desk research and observations of coaches, a screening protocol was developed. Second, four wearables were tested according to the protocol. Third, results were reviewed, and four experts identified future requirements. Testing and reviewing the selected wearables with the protocol revealed that only two less relevant running biomechanical key points were measured. Provided feedback promotes an external focus of the user. Tailoring was absent in all wearables. These findings indicate that consumer available running wearables have a potential for optimal motor learning but need improvements as well.
DOCUMENT
Injuries and lack of motivation are common reasons for discontinuation of running. Real-time feedback from wearables can reduce discontinuation by reducing injury risk and improving performance and motivation. There are however several limitations and challenges with current real-time feedback approaches. We discuss these limitations and challenges and provide a framework to optimise real-time feedback for reducing injury risk and improving performance and motivation. We first discuss the reasons why individuals run and propose that feedback targeted to these reasons can improve motivation and compliance. Secondly, we review the association of running technique and running workload with injuries and performance and we elaborate how real-time feedback on running technique and workload can be applied to reduce injury risk and improve performance and motivation. We also review different feedback modalities and motor learning feedback strategies and their application to real-time feedback. Briefly, the most effective feedback modality and frequency differ between variables and individuals, but a combination of modalities and mixture of real-time and delayed feedback is most effective. Moreover, feedback promoting perceived competence, autonomy and an external focus can improve motivation, learning and performance. Although the focus is on wearables, the challenges and practical applications are also relevant for laboratory-based gait retraining.
DOCUMENT
In Nederland zijn er zo’n 451.900 mensen die lijden aan de gevolgen van een beroerte. Na een beroerte heeft 80% van de patiënten te maken heeft met een verminderde arm-hand vaardigheid. Deze groep is gebaat bij een revalidatietool die zelfstandig kan worden ingezet, aanzet tot veelvuldig gebruik en direct inzicht geeft in vorderingen, zoals de toename van kracht in de hand of individuele vingers. Virtual Reality-spellen met directe krachtterugkoppeling kunnen hier een uitkomst bieden. De hiervoor benodigde technologie zoals VR, platform, gaming, en bewegingsregistratie is voor een groot deel beschikbaar, maar nog niet specifiek toepasbaar op de problematiek van de handrevalidatie. Belangrijke elementen in de reële wereld, zoals de tastzin, de kracht in de grip, de wrijvingsweerstand met het oppervlak en de weerstand van het object zijn in de virtuele wereld nog nauwelijks vertegenwoordigd. Het onderzoek in dit project spitst zich toe op de vraag: In hoeverre kan met huidig beschikbare technologie de hand-object manipulatie zodanig worden nagebootst in de virtuele omgeving dat het gevoel overeenkomt met de reële, fysieke ruimte en het een bruikbare tool wordt voor handrevalidatie? Uitkomstmaten en gebruikerseisen worden geïnventariseerd en getoetst met het werkveld van handtherapeuten en patiënten. Hiermee wordt een ontwikkelingsstap gezet richting een handrevalidatie tool in VR met forcefeedback waar patiënten zelfstandig thuis mee kunnen oefenen en die direct de vorderingen monitort. Het consortium borduurt voort op eerdere samenwerking binnen Fontys Hogescholen in het SIA RAAK-project SmartScan, aangevuld met specifieke expertise van de TU Eindhoven, MKB-bedrijven op het gebied van VR-technologie en serious gaming in de zorg, en hand- en revalidatieklinieken. Met het project kan een kiem gelegd worden voor een handexpertisecentrum gericht op het uitwisselen van kennis vanuit de technische, (para)medische en gamedisciplines.
Psychosocial problems related to social isolation are a growing issue for wellbeing and health and have become a significant societal problem. This is especially relevant for children and adults with chronic illnesses and disabilities, and those spending extended periods in hospitals or permanently living in assisted living facilities. A lack of social relationships, social connectivity, and the inability to travel freely leads to feelings of isolation and loneliness. Loneliness interventions often use mediated environments to improve the feeling of connectedness. It has been proven that the utilization of haptic technologies enhances realism and the sense of presence in both virtual environments and telepresence in physical places by allowing the user to experience interaction through the sense of touch. However, the technology application is mostly limited to the experiences of serious games in professional environments and for-entertainment-gaming. This project aims to explore how haptic technologies can support the storytelling of semi-scripted experiences in VR to improve participants’ sense of presence and, therefore, the feeling of connectedness. By designing and prototyping the experience, the project aims to obtain insights and offer a better understanding of designing haptic-technology-supported storytelling and its potential to improve connectedness and become a useful tool in isolation interventions. The project will be conducted through the process of participants’ co-creation.
Despite the recognized benefits of running for promoting overall health, its widespread adoption faces a significant challenge due to high injury rates. In 2022, runners reported 660,000 injuries, constituting 13% of the total 5.1 million sports-related injuries in the Netherlands. This translates to a disturbing average of 5.5 injuries per 1,000 hours of running, significantly higher than other sports such as fitness (1.5 injuries per 1,000 hours). Moreover, running serves as the foundation of locomotion in various sports. This emphasizes the need for targeted injury prevention strategies and rehabilitation measures. Recognizing this social issue, wearable technologies have the potential to improve motor learning, reduce injury risks, and optimize overall running performance. However, unlocking their full potential requires a nuanced understanding of the information conveyed to runners. To address this, a collaborative project merges Movella’s motion capture technology with Saxion’s expertise in e-textiles and user-centered design. The result is the development of a smart garment with accurate motion capture technology and personalized haptic feedback. By integrating both sensor and actuator technology, feedback can be provided to communicate effective risks and intuitive directional information from a user-centered perspective, leaving visual and auditory cues available for other tasks. This exploratory project aims to prioritize wearability by focusing on robust sensor and actuator fixation, a suitable vibration intensity and responsiveness of the system. The developed prototype is used to identify appropriate body locations for vibrotactile stimulation, refine running styles and to design effective vibration patterns with the overarching objective to promote motor learning and reduce the risk of injuries. Ultimately, this collaboration aims to drive innovation in sports and health technology across different athletic disciplines and rehabilitation settings.