Design of an Accessible and Portable System for Soccer Players with Visual Impairments Alireza Zare Clemson University School of Computing Human Centered Computing Clemson, SC.29634 [email protected] Kyla A.McMullen Clemson University School of Computing Human Centered Computing Clemson, SC.29634 [email protected] Christina Gardner-McCune Clemson University School of Computing Human Centered Computing Clemson, SC.29634 [email protected] Paste the appropriate copyright statement here. ACM now supports three different copyright statements: • ACM copyright: ACM holds the copyright on the work. This is the historical approach. • License: The author(s) retain copyright, but ACM receives an exclusive publication license. • Open Access: The author(s) wish to pay for the work to be open access. The additional fee must be paid to ACM. This text field is large enough to hold the appropriate release statement assuming it is single spaced. Abstract Many people with visual impairments actively play soccer, however the task of making the game accessible is met with significant challenges. These challenges include: the need to constantly talk to signify location and detecting the positions of silent objects on the field. Our work aims to discover methods to help persons with visual impairments play soccer more efficiently and safely. The proposed system uses headphone-rendered spatial audio, an on-person computer, and sensors to create 3D sound that represents the objects on the field in real-time. This depiction of the field will help players to more accurately detect the locations of objects and people on the field. The present work describes the design of such a system and discusses perceptual challenges. Broadly, our work aims to discover ways to enable people with visual impairments to detect the position of moving objects, which will allow them to feel empowered in their personal lives and give them the confidence to navigate more independently. Author Keywords Spatial Audio, Soccer, Football, Visually Impaired ACM Classification Keywords K.4.2 [Social Issues]: Assistive technologies for persons with disabilities; H.5.2 [Information Interfaces and Presentation]: User InterfacesAuditory (non-speech) feedback; H.5.1 [Information Interfaces and Presentation]: Multimedia Information SystemsArtificial, augmented, and virtual realities and objects on the field in real-time. Specifically, our goal is to allow players to detect the ball, other players, goal, and walls, while receiving updated audio cues in real-time. Background General Terms Design, Documentation, Human Factors Introduction For a person with visual disability, communication must occur using alternate channels. An assumption, which has almost attained mythical status, is that the senses are naturally balanced. If a person is lacking one sense, then the other senses become more acute [4]. Visually disabled people are often assumed to have better hearing. Although there is no evidence to support this idea, hearing can be an obvious alternative means of communication. The sense of hearing can help to perceive the environment and detect unseen objects. The use of hearing to detect location can augment various tasks, such as playing soccer. Sounds play an important role in visually impaired soccer as they are used to indicate teammates’ locations and avoid possible accidents. However, making many of these sounds while playing can cause the player to incur frustration and fatigue. This study aims to utilize spatial audio to help players with visual impairments perceive the locations of moving objects using their ears. Also, reducing and eventually eliminating the need to talk makes the game more accessible, safer, and less fatiguing.The broad goal of the study is to create an interactive system to apply spatial audio technology to real world games. To achieve this, we employ a variety of portable and affordable hardware and software solutions to track and sonically render the people Paralympic soccer Paralympic football consists of adaptations of Association football for athletes with a physical disability. These sports are typically played using International Federation of Association Football (FIFA) rules, with modifications to the field of play, equipment, number of players, and other rules as required to make the game suitable for the athletes. It should be noted that the word ”football” in the United States, usually refers to the sport of American football, but in most countries ”football” refers to American ”soccer”. All references to ”football” in this document refer to American ”soccer”. Rules One version of Paralympic soccer is called 5-a-side. The sport, governed by the International Blind Sports Federation (IBSA), is played with modified FIFA rules [2]. • The field of play is smaller than the standard soccer field (40 x 20 meters) and is surrounded by boards that keep the ball in play. • Teams are reduced to five players, in which four players have similar levels of visual impairment. These players are assigned the roles of attack and defense. The fifth player is usually a fully-sighted goalkeeper, who must remain within the penalty area. Each team may also use one guide, positioned behind the opponent’s goal, who assists in directing players, by talking to them or striking the goalpost to indicate its position. All players wear eye shields to eliminate any possible advantages gained by players with more visual ability. • A special ball is used, which is equipped with a noise-making device to help players detect its location. • The players talk to one another and pass the ball by calling each other by name or by shouting ”Yeah!”. When a player is approaching another player to steal the ball, they must shout ”Voy!” which means ”I am here”! Shouting ”Voy!” allows a player to determine the proximity of other players, thus avoiding collision. The game requires players to recognize and distinguish the voices of their teammates and localize the ball. As a result, effectively playing the game heavily relies on vocal communication. In short, the current challenges include: • More dribbling and close control is required in visually impaired soccer as compared to a sighted game. This requirement may cause players to incur specific injuries associated with repeating this specific movement. • Players are required to recognize their teammate’s voices. If they lack this ability, the ball may be passed to the incorrect player. Additionally, attention must be taken away from playing the game and directed towards differentiating voices. • The need to constantly talk can frustrate players. • The goalkeeper position is usually played by a fully sighted player which unfairly prevents those with more severe visual impairments from playing this position. Related Work Pepsi’s ’Sound of Football’ project To date, there is one notable solution to the challenges of making soccer more accessible for persons with visual impairments. Specifically, in 2011, Pepsi in Sweden arranged a soccer match between a team of visually impaired players and a team of blindfolded former professional soccer players. Pepsi created a tracking technology to enable players to receive 3D sound cues corresponding to the locations of other players and the ball. Their goal was to investigate how the two teams would perform under seemingly equal conditions. The system was divided into several interconnected parts: the sound, the tracking data, the orientation, and location feedback. Pepsi used the same tracking system as the 2010 World Cup. The system identified and tracked the locations of all the objects on the field. It distinguished players using shirt colors. The ball, however had its own shape so it was automatically recognized. During the game, a camera system followed the targets and extracted data which was sent to the main computer. The computer’s software broadcasted the updated audio information to the correct player, as recognized by their jersey number. Each player wore an iPhone on their head, which was equipped with an application that connected the players. The tracking system contained 16 cameras to cover the field’s pitch and triangulate the position of each player in real-time. The iPhone received the information from the tracking system and converted it into 3D sound. The spatial sound rotated as the player moved their head, by using the orientation data gathered from the iPhone sensors. The field was rendered over headphones allowing each player to perceive the objects around them [5]. Motivation Design Although Pepsi’s ”Sound of Football” project is an innovative solution to the accessibility challenges of blind soccer, there still exist some areas that can be improved. Although it was a great idea and a fun experience for the players with visually impairments, the technology and this type of playing could be developed into a system with more availability and affordability to be used by more passionate players with visual impairments. Limitations Although “The Sound of Football” is an amazing idea, it still does not allow widespread usage due to the following barriers: • Cost: Installing 16 cameras to cover a field is an expensive process that is not realistic for most players. The cost of cameras and iPhones makes this an extremely cost-prohibitive system. • Mobility: A person with visual impairments can only play soccer on this particular field with the prescribed setup. This restriction limits the number of players that can take advantage of the technology. Furthermore, if a player with visual impairments desires to play soccer in another location, the system is not portable enough to afford such an option. • Calibration and Setup: The camera calibration is a time consuming and costly process. Additionally, setup and gameplay would require the assistance of a sighted person. Figure 1: Design of a portable system that senses player and object location and renders a 3D sound representation of the environment. Our proposed system addresses the aforementioned limitations by creating an affordable and portable system that requires minimal setup. Such a system requires a mechanism to localize the field in real-time, the capability to distinguish players, identify the goal, and track the ball. This information must be rendered as spatial audio cues, that are sent to each player through stereo headphones. As depicted in Figure 1, such a system contains: • Portable Computer - A small, on-person computer has the capability to receive location and orientation information from the central processor, gyroscope, and compass. This information is necessary in order to perform the digital signal processing necessary to convolve the digital sounds with pre-measured • • • • filters, known as Head-Related Transfer Functions (HRTFs) [3]. Convolving the sound with HRTFs gives the illusion of 3D space. The use of a credit card sized computer resolves the mobility limitations. It also costs less, as compared to the iPhone. The low cost allows more players to be able to afford to play. Active RFID (Radio-Frequency IDentification) RFID tags and RFID readers are necessary to track and identify object locations. Although active RFID is more expensive than passive RFID, active RFID can communicate data at further distance with a significantly faster update rate. Active RFID has the capacity to disseminate data at distance of as far as 300 feet. Each person on the field, the goals, and the ball are equipped with one or more active RFID tags. The active RFID reader detects the positions of each tag and feeds the information to the main computer that acts as a central processor. Central Processor - The central processor receives the spatial information from the active RFID reader and transmits field location information, represented as global coordinates, over bluetooth to the spatial sound processor, located on the portable computer. Spatial Sound Processor - The on-board spatial sound processor is needed to render the sounds in virtual space. The processor uses the global coordinates, orientation, and location data from the central processor, gyroscope, and compass to create the spatial sounds. After the sounds are created, they are played over headphones, giving the perception that sounds are being emitted from 3D space. Wireless headphones - Headphones are needed to play sound over 2 channels and to detect the range, angle, and movement of an oncoming person or player. Headphone usage allows more control of audio cues presented to the players, because signals can be transferred to both ears directly and independently, thus allowing precise control over the conveyed spatial information [6]. Discussion & Future Work To date, all of the necessary system components have been identified. Next, we will implement the solution and conduct user studies to determine how well a visually impaired participant can track a sound in our environment, move towards the sound, and make contact with the object. This work will uncover many perceptual issues when using such a device. Perceptually, our work studies the capacity of stream segregation while a person is in motion. We will study a player’s ability to focus on one sound while extracting meaning and location information in the midst of competing sounds. So far, it is known that people can perceive a message played in one ear while rejecting the sounds in the other ear [1], however coupled with the tasks of movement, recognition, and localization, this may become a challenging undertaking. Though the 3D sounds rendered by the spatial sound processor may not possess the same acoustic transformations as those given by the player’s body, the human perceptual system is able to compensate. Although the HRTFs used to produce the spatialized sound will not be individualized for each user, we expect that perceptual recalibration will occur, and users will adjust to the audio cues [7]. Furthermore we will investigate the necessity of using high-fidelity HRTFs and convolution algorithms as compared to those with lower-fidelity and examine its effect on recognition and localization. If players can effectively use the system with lower fidelity algorithms, this will significantly decrease computation requirements and cost. Acknowledgments Lastly, we must address the perceptual issue of assigning the appropriate sounds to represent objects on the field. If users cannot remember the sound associated with each object, this may result in an inappropriate action being used for a specific object (ex: kicking a teammate after confusing the ball sound for the player sound). Also, the spectral content of the sound must be chosen in such a way to aid localization (typically, containing broadband sound) but also such that it does not mask other nearby sounds. Additionally, the sounds must be selected in such a manner that they are perceived as two segregable sounds that do not encourage the user to collapse the sound image into one large sound. References Upon the completion of the system, we will have the capability to expand and make other sports and tasks more accessible. Our goal is to help people with visual disabilities that are passionate about sports to play with fewer challenges. In all, our work seeks to discover ways to render moving objects in real-time for those with visual impairments, thus empowering them and increasing their confidence to live independently. This research is supported by Clemson University. We would like to thank the Creative Inquiry program for allowing the resources to perform this work. [1] Arons, B. A review of the cocktail party effect. Journal of the American Voice I/O Society 12, 7 (1992), 35–50. [2] Association, B. P. Football 5-a-side. [3] Cheng, C. I., and Wakefield, G. H. Introduction to head-related transfer functions (hrtfs): Representations of hrtfs in time, frequency, and space. In Audio Engineering Society Convention 107, Audio Engineering Society (1999). [4] Edwards, A. D. Soundtrack: An auditory interface for blind users. Human-Computer Interaction 4, 1 (1989), 45–66. [5] Pepsi. Pepsi’s sound of football, 2011. [6] Shilling, R. D., and Shinn-Cunningham, B. Virtual auditory displays. Tech. rep., DTIC Document, 2000. [7] Zahorik, P., Bangayan, P., Sundareswaran, V., Wang, K., and Tam, C. Perceptual recalibration in human sound localization: Learning to remediate front-back reversals. The Journal of the Acoustical Society of America 120 (2006), 343.
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