Haptic Reassurance in the Pitch Black for an Immersive Theatre Experience

Haptic Reassurance in the Pitch Black for an Immersive Theatre Experience

Haptic Reassurance in the Pitch Black for an Immersive Theatre Experience Janet van der Linden1, Yvonne Rogers1, Maria Oshodi2, Adam Spiers3, David McGoran4, Rafael Cronin5, Paul O’Dowd3 1Pervasive Interaction Lab 2Extant 3Bristol Robotics Laboratory, 4Faculty of Creative Arts, 5Indiana University, The Open University Oval House Theatre University of Bristol, UK University of the West of Bloomington, IN. Milton Keynes, UK 52-54 Kennington Oval {Adam.Spiers, England, UK USA {j.vanderLinden, y.rogers} London, UK Paul.oDowd}@brl.ac.uk [email protected] [email protected] @open.ac.uk [email protected] ABSTRACT blind servers move effortlessly knowing their way around An immersive theatre experience was designed to raise every inch of the restaurant. An outcome is for sighted awareness and question perceptions of ‘blindness’, through people to begin to understand some of the aspects of what it enabling both sighted and blind members to experience a means to be blind and to share this with blind people. For similar reality. A multimodal experience was created, the blind person the eating experience is the same but the comprising ambient sounds and narratives – heard through dining experience is transformed as they share the same headphones – and an assortment of themed tactile objects, perceptual affordances with sighted people. intended to be felt. In addition, audience members were each provided with a novel haptic device that was designed How might we go further by providing blind and sighted to enhance their discovery of a pitch-black space. An in the people with other more equivalent experiences of the wild study of the cultural experience showed how blind and world? For example, what would it take for blind people to sighted audience members had different ‘felt’ experiences, enjoy a painting, a film or a play in a similar way to those but that neither was a lesser one. Furthermore, the haptic who can see them? How could new technologies be device was found to encourage enactive exploration and designed to facilitate comparable cultural experiences that provide reassurance of the environment for both sighted and are accessible by all? blind people, rather than acting simply as a navigation While there has been much interest in developing cultural guide. We discuss the potential of using haptic feedback to experiences for visually impaired and blind people1, efforts create cultural experiences for both blind and sighted so far have focused largely on compensatory measures, people; rethinking current utilitarian framing of it as such as the use of audio descriptions, tactile artifacts, raised assistive technology. images or through social interaction with sighted people. Author Keywords The experiences are limited, often depending on an Haptic feedback, in-the-wild user study, immersive theatre, accompanying sighted describer helping out, making it visually impaired, blind, sensory augmentation difficult for blind and partially sighted people to access the work directly by themselves [11,13,14]. ACM Classification Keywords H5.2 Information interfaces and presentation: User Alternatively, we propose that the design and application of Interfaces. Haptic I/O. innovative ubiquitous technologies can open up the arts for visually impaired audiences to experience them in similar General Terms and even enhanced ways compared with how they are Design, Human Factors experienced by sighted people. Our approach is based on INTRODUCTION sensory augmentation – a philosophical perspective that ‘Dining In The Dark’ restaurants are appearing throughout considers whether and how it is possible to extend our the world where diners eat in absolute darkness. Sighted senses. By building novel augmentation devices, it seeks to (and blind) people can come and eat while being served by explore sensory, bodily and cognitive extensions [2,4,21]. blind waiters and waitresses [24]. The experience is a great In particular, the aim is to extend the body’s ability to sense leveler, with sighted people fumbling with their knifes and aspects of the environment that are not normally forks trying to fathom out what they are eating, while the perceivable by the body in its natural state. Informed by sensory augmentation, we developed an Permission to make digital or hard copies of all or part of this work for “immersive” theatre experience for blind and sighted personal or classroom use is granted without fee provided that copies are audiences. Instead of a performance taking place on a stage not made or distributed for profit or commercial advantage and that copies (which cannot be seen by blind audience members), the bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. 1 The degree of blindness people can have varies from partial to UbiComp ‘11, September 17–21, 2011, Beijing, China. Copyright 2011 ACM 978-1-4503-0630-0/11/09...$10.00. total blindness. We use the two terms as and where appropriate. dramatic action was moved within the bodily experience of without a map, from one destination to another at their own each audience member. Our overarching goal was for it to leisurely pace. be experienced by both on a more level playing ground. Another technological augmentation that has been used in Specifically, a handheld haptic device was created to situ to transport people to another time or to enhance their encourage enactive exploration [9] of a pitch-black space experience is audio. For example, Riot!1831 was designed that was filled with objects to touch and sounds and as a historical experience to simulate the riot that took place narratives to hear. A novel form of haptic feedback was outside in a town square in Bristol in the UK [22]. provided in relation to how people moved in the space. The Participants wearing headphones, strolled around the idea was to give all audience members the opportunity to square, listening to riotous scenes, such as shouting, experience a ‘felt’ presence of the environment that would screaming and gunshots, at different locations. Aspects of transcend their actual perception [cf 6]. the augmented experience were recounted by one We were interested in discovering how sighted and blind participant as “deemed to be both moving and memorable audience members perceived and understood this kind of and thus are those that people really value” [22]. In enactive exploration when in a theatre setting. Would the another setting, called Scratch, participants wandered haptic device become an extension of their own body, around familiar surroundings, such as their local park, while augmenting their sensation of experiencing and moving in listening to various narratives, again through headphones, the dark? If so, how would it feel and would it differ for the but this time not using location-based cues. The idea was blind and the sighted? To address these questions, we instead to enable them to make associations between their conducted an in-the-wild study for a week of public local surroundings and the narrative using their imagination performances held in Battersea Arts Centre in London, [19]. where 150 sighted and blind audience members took part. Most well known, are Benford et al’s [3] series of mixed Below, we describe the design of the immersive theatre reality games played in the streets and online by audiences experience and our analysis of the performances that took and choreographed by the theatre company Blast Theory. place within it. Various technologies were designed and orchestrated to BACKGROUND provide audiences with complex user experiences, to enable Ubiquitous computing offers new opportunities for them to traverse the digital and the physical in innovative augmenting experiences for both sighted and blind ways. These included Desert Rain and Uncle Roy All audiences. A number of projects have developed new Around You. The resulting trajectories extended over space experiences to enhance exploration and navigation. and time involving multiple roles and interfaces. Augmenting exploration Most of the novel augmented user experiences have been One of the earliest forays into using pervasive technologies developed for sighted people. An exception was a to promote exploration of a mixed reality environment was ‘soundscape’ based on a Roald Dahl story, that comprised a the ‘Hunting for the Snark’ [23]. An assortment of mobile tapestry of dialogue, music, sound effects and soundmarks and sensor-based devices was developed, including probing (a unique sound played in one location) where blind and devices, as part of an adventure game. Children had to hunt sighted audiences used spatiality to understand, follow and an elusive, virtual creature, called the Snark, who kept enjoy the narrative [14]. changing its shape, appearing and disappearing, depending on the physical actions of the children (e.g., feeding it, Augmenting navigation flying with it, dancing with it). The sensor-based devices Wearable devices have also been developed as real-time detected movements and responded by revealing aspects of navigation aids using either audio or haptic feedback. These the Snark’s personality, likes and dislikes. For example, a devices primarily aim to help people who have difficulty ‘snooper’ handheld device, that used ultrasonic sensing, finding a location in an unfamiliar place. For example, enabled them to discover invisible ‘virtual’ objects, which pedestrians and cyclists find it problematic to look at they then fed to the Snark. A main finding was that the less detailed information on small screens while ‘on the go’ direction the children were given as to what to do and how [10]. For blind people, such devices provide extra sensory to find the Snark the more they explored the mixed reality cues as to the presence of obstacles, such as buildings and space. kerbs, as well as directions as to where to go next. More recently, a haptic device, Momo, was developed in Audio interfaces, however, can make it difficult for the the shape of a large furry egg intended to be held in both person to distinguish between the sounds from the system hands [18].

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