Guide Dog AR: A Tactile and Auditory Assisting Device Design with the Motif of a Guide Dog for the Visually Impaired

This study introduces "Guide Dog AR," an AR device inspired by the handle of a guide dog's harness. The device and its associated content aim to provide visually impaired individuals with the experience of walking with a guide dog, serving as both a practical tool and a foundation for entertainment. The device offers an augmented walking experience through tactile and auditory sensations. The device was assessed with the factors "effectiveness" and "immersiveness." The evaluation for effectiveness involved creating a simulated virtual path. The level of immersion was evaluated based on how deeply users were engrossed in the augmented content provided by the device. The success rate was determined by how well users navigated this virtual path using the device's feedback. In assessing immersion, in-depth interviews were conducted with visually impaired participants who experienced the virtual path. These interviews compared their experiences to actual walks with guide dogs, discussing similarities, differences, and overall immersion.

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Publication Details

Journal
International Journal of Human-Computer Interaction
Published
2024-08-16
DOI
https://doi.org/10.1080/10447318.2024.2383491
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37
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article

Guide Dog AR: A Tactile and Auditory Assisting Device Design with the Motif of a Guide Dog for the Visually Impaired

Yongsoon Choi, Soo Min Shin, Jongyoon Lim
1 citations
International Journal of Human-Computer Interaction
Virtual Reality Applications and Impacts
0.37
article

Guide Dog AR: A Tactile and Auditory Assisting Device Design with the Motif of a Guide Dog for the Visually Impaired

Yongsoon Choi, Soo Min Shin, Jongyoon Lim
article en
1 citations

Abstract

This study introduces "Guide Dog AR," an AR device inspired by the handle of a guide dog's harness. The device and its associated content aim to provide visually impaired individuals with the experience of walking with a guide dog, serving as both a practical tool and a foundation for entertainment. The device offers an augmented walking experience through tactile and auditory sensations. The device was assessed with the factors "effectiveness" and "immersiveness." The evaluation for effectiveness involved creating a simulated virtual path. The level of immersion was evaluated based on how deeply users were engrossed in the augmented content provided by the device. The success rate was determined by how well users navigated this virtual path using the device's feedback. In assessing immersion, in-depth interviews were conducted with visually impaired participants who experienced the virtual path. These interviews compared their experiences to actual walks with guide dogs, discussing similarities, differences, and overall immersion.

International Journal of Human-Computer InteractionVol. 41(11)
Sogang University (KR)
Openalex Percentile: Top 41%
Virtual Reality Applications and Impacts
0.37
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