‘ITP Professor Partners with Lighthouse International to Help the Visually Impaired
By Richard Pierce
When Kent Higgins and Lei Liu saw a
demonstration of digital artist Jean-Marc Gauthier’s work they
immediately realized the potential for using the technology to help
visually impaired people. Gauthier, an assistant art professor in
TSOA’s Interactive Telecommunications Program (ITP), was showing off
“Nighthawks2,” an interactive urban installation inspired by a street
intersection in New York in the 1940’s and artist Edward Hopper’s
painting “Nighthawks.”
Higgins and Liu, of Lighthouse
International, New York, recognized that Gauthier’s use of
immersive-display technology creating a realistic simulation of street
intersections could also be used to train persons with very poor vision
to negotiate real street intersections.
Gauthier's
program will be used to create a virtual environment withhin a room
using screens on four walls to simulate an interesection or other
street scene and allow a visually impaired person to opportunity to
practice before negotiating it for real.
“This ingenious
design uses off-the-shelf components at a tenth of the cost of average
virtual reality simulators,” explains Kent Higgins, vice president for
vision research at Lighthouse.
“Nighthawks2,” an
installation commissioned by Le Cube for the Festival Premier Contact,
was part of a street festival of interactive art organized by Florent
Aziosmanoff in spring 2005 in the city of Issy-Les-Moulineaux, France.
The work, performing non-stop outdoors for several weeks, reacted to
prevailing light and weather conditions. Some visitors referred to the
installation as “an interactive 3-D comic’s album” and enjoyed playing
with the characters in the scenes using their cellular phones as a
remote control.
“The process to recreate a virtual street
intersection from the 1940’s required a mix of artificial intelligence,
multiple screens display, and the design of a ‘moody’ database that
could influence the look and feel of a scene according to the time of
day,” said Gauthier. “I conceived this project in 2003, before the
present generation of 3-D hardware was available. When I finished
programming it there was no hardware available that could play a scene
with more than 20 animated 3-D characters with artificial intelligence,
and with cars moving on three screens at 60 frames per second. So I
waited another six months for the technology to catch up with me.”
Lei
Liu, a vision research investigator at the Lighthouse, explained that
if visual experiences inside a virtual simulator can be transferred to
the real world, the affordability, efficiency, and the scope of
training low vision people can be greatly improved. “Twenty million
Americans suffer from various degrees of visual impairment, and many
have difficulty traveling due to vision problems,” he said.
The
Lighthouse researchers point out that learning to interact with vehicle
and pedestrian traffic on the street is a key issue in low-vision
training. At present, visually impaired people rely on the instructor’s
subjective observations and on the evaluation of events naturally
occurring by the roadside. “Recent developments in 3-D games and
virtual reality technology make it possible to build a desktop,
computer-based virtual system that can provide sufficient visual
information to simulate a complex and dynamic environment such as a
street intersection,” added Liu.
The next step for the
ITP/Lighthouse team includes the design of a simulator where the
spatial/temporal combination of visual and auditory stimulus can be
influenced in order to make the pedestrian environment more
challenging. Without additional hardware investment, the virtual
reality system can be used for a wide spectrum of low-vision training,
such as boarding buses and subways, gathering information in transit
terminals or airports, and navigating parking lots and sidewalks.
When
eye/head movement monitoring devices are integrated into the system,
the viewer can receive instant feedback, thus facilitating the
establishment of safer and more efficient eye/head movement patterns.
Using advanced sensors—eye- and head-movement sensors— positioning and
pointing devices can generate data about clients’ behaviors before,
during, and after training. A database of behaviors and artificial
intelligence can be used to form training curriculums.
“The
flexible and quantitative nature of a virtual reality system makes it
an ideal bench to conduct low-vision research.” says Liu.

