Runar Unnthorsson

22942282900

Publications - 4

Current use and future perspectives of spatial audio technologies in electronic travel aids

Publication Name: Wireless Communications and Mobile Computing

Publication Date: 2018-01-01

Volume: 2018

Issue: Unknown

Page Range: Unknown

Description:

Electronic travel aids (ETAs) have been in focus since technology allowed designing relatively small, light, and mobile devices for assisting the visually impaired. Since visually impaired persons rely on spatial audio cues as their primary sense of orientation, providing an accurate virtual auditory representation of the environment is essential. This paper gives an overview of the current state of spatial audio technologies that can be incorporated in ETAs, with a focus on user requirements. Most currently available ETAs either fail to address user requirements or underestimate the potential of spatial sound itself, which may explain, among other reasons, why no single ETA has gained a widespread acceptance in the blind community.We believe there is ample space for applying the technologies presented in this paper, with the aim of progressively bridging the gap between accessibility and accuracy of spatial audio in ETAs.

Open Access: Yes

DOI: 10.1155/2018/3918284

Improving the audio game–playing performances of people with visual impairments through multimodal training

Publication Name: Journal of Visual Impairment and Blindness

Publication Date: 2017-03-01

Volume: 111

Issue: 2

Page Range: 148-164

Description:

Introduction: As the number of people with visual impairments (that is, those who are blind or have low vision) is continuously increasing, rehabilitation and engineering researchers have identified the need to design sensory-substitution devices that would offer assistance and guidance to these people for performing navigational tasks. Auditory and haptic cues have been shown to be an effective approach towards creating a rich spatial representation of the environment, so they are considered for inclusion in the development of assistive tools that would enable people with visual impairments to acquire knowledge of the surrounding space in a way close to the visually based perception of sighted individuals. However, achieving efficiency through a sensory substitution device requires extensive training for visually impaired users to learn how to process the artificial auditory cues and convert them into spatial information. Methods: Considering all the potential advantages game-based learning can provide, we propose a new method for training sound localization and virtual navigational skills of visually impaired people in a 3D audio game with hierarchical levels of difficulty. The training procedure is focused on a multimodal (auditory and haptic) learning approach in which the subjects have been asked to listen to 3D sounds while simultaneously perceiving a series of vibrations on a haptic headband that corresponds to the direction of the sound source in space. Results: The results we obtained in a sound-localization experiment with 10 visually impaired people showed that the proposed training strategy resulted in significant improvements in auditory performance and navigation skills of the subjects, thus ensuring behavioral gains in the spatial perception of the environment.

Open Access: Yes

DOI: 10.1177/0145482x1711100206

Usability and effectiveness of auditory sensory substitution models for the visually impaired

Publication Name: 142nd Audio Engineering Society International Convention 2017 AES 2017

Publication Date: 2017-01-01

Volume: Unknown

Issue: Unknown

Page Range: Unknown

Description:

This paper focuses on auditory sensory substitution for providing visually impaired users with suitable information in both static scene recognition and dynamic obstacle avoidance. We introduce three different sonification models together with three temporal presentation schemes, i.e. ways of temporally organizing the sonic events in order to provide suitable information. Following an overview of the motivation and challenges behind each of the solutions, we describe their implementation and an evaluation of their relative strengths and weaknesses based on a set of experiments conducted in a virtual environment.

Open Access: Yes

DOI: DOI not available

Sound of vision - Spatial audio output and sonification approaches

Publication Name: Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics

Publication Date: 2016-01-01

Volume: 9759

Issue: Unknown

Page Range: 202-209

Description:

The paper summarizes a number of audio-related studies conducted by the Sound of Vision consortium, which focuses on the construction of a new prototype electronic travel aid for the blind. Different solutions for spatial audio were compared by testing sound localization accuracy in a number of setups, comparing plain stereo panning with generic and individual HRTFs, as well as testing different types of stereo headphones vs custom designed quadrophonic proximaural headphones. A number of proposed sonification approaches were tested by sighted and blind volunteers for accuracy and efficiency in representing simple virtual environments.

Open Access: Yes

DOI: 10.1007/978-3-319-41267-2_28