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VOL. 1, NO.

1, JULY 2010 ISSN 2079-8407


Journal of Emerging Trends in Computing and Information Sciences

©2009-2010 CIS Journal. All rights reserved.

http://www.cisjournal.org 

Effect of Unconstrained Walking Plane with Virtual Environment on Spatial


Learning: An Exploratory Study
Kanubhai K. Patel1, Sanjay Kumar Vij2
1
Ahmedabad University
Post Box No.: 4206, Navrangpura, Ahmedabad 380 009
Phone: +91-9824394304, Fax: +91-79-26402987, Email: kkpatel7@gmail.com
2
Sardar Vallabhbhai Patel Institute of Technology
Post Box No.: 22, Vasad-388 306, Gujarat.
Phone: +91-9825343410, Fax: +91-2692-274540, Email: vijsanjay@gmail.com
ABSTRACT
We have integrated the treadmill-style locomotion interface, called the unconstrained walking plane (UWP), with virtual
environment (VE) to enable non-visual spatial learning (NSL). This setting allows for a new type of experience, whereby
participants with visual disability can explore VE for NSL and to develop cognitive maps of it. Although audio and haptic
interface has been studied for NSL, nothing is known about the use of locomotion interface for supporting NSL. We report
an experiment that investigates the efficacy of UWP for NSL, formation of cognitive maps, and thereby enhancing the
mobility skill of visual impaired people (VIP). Two groups of participants — blind-folded sighted, and blind — learned
spatial layout in VE. They used two exploration modes: guided (training phase) and unguided (testing phase). In unguided
exploration mode, spatial layout knowledge was assessed by asking participants to perform object localization task and
target-object task. Results reveal that the participants have benefited by the learning, i.e. there were significant
improvements in post-training navigation performance of the participants.

Keywords: Cognitive maps, locomotion interface, spatial learning, visual impairment, virtual environment.

1. INTRODUCTION

Unlike in case of sighted people, spatial


information is not fully available to visually impaired
people (VIP) causing difficulties in their mobility in new
and unfamiliar locations. As they are handicapped to
gather this crucial information, they face great difficulties
in generating efficient mental maps of spaces and,
therefore, in navigating efficiently in new and unfamiliar
spaces. Consequently, many VIP become passive,
depending on others for assistance. More than 30% of the
VIP does not ambulate independently outdoors ([2], [16]).
This constraint can be overcome by providing mental
mapping of spaces, and of the possible paths for
navigating through these spaces which are essential for the
development of efficient mobility skills. Such assistance
might not be required after a reasonable number of
repeated visits to the new space as these visits enable
formation of mental map of the new space subconsciously.
Thus, a good number of researchers focused on using
technology to simulate visits to a new space for cognitive
maps formation. Although isolated solutions have been
attempted, no integrated solution of non-visual spatial
learning (NSL) to VIP is available to the best of our
knowledge. Also most of the simulated environments are
far away from reality and the challenge in this approach is
to create a near real-life experience.
Virtual Environment (VE) creates the illusion of
participation in a synthetic environment rather than going Figure 1: Spatial learning by VE
through external observation of such an environment exploration using UWP

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VOL. 1, NO. 1, JULY 2010 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences

©2009-2010 CIS Journal. All rights reserved.

http://www.cisjournal.org 
([19]). Essentially, VE allows users to interact with a 4 illustrates the results; while Section 5 concludes the
simulated environment. paper and presents the limitations of device.
Users can interact with a virtual environment
either through the use of standard input devices such as a
keyboard and mouse, or through multimodal devices such 2. REVIEW OF RELATED LITERATURE
as a wired glove, the Polhemus boom arm, or else omni-
directional treadmill. Spatial Learning
We provided omni-directional UWP (as shown in In recent years, a plethora of assistive navigation
Figure 1) based on treadmill as a locomotion interface to technologies have been designed to enhance and maintain
the VE to acquire spatial knowledge and thereby to the independence of the community of visually impaired.
structure spatial cognitive maps of an area. VE is used to VE has been a popular paradigm in simulation-based
provide spatial information to the VIP and prepare them training, game and entertainment industries ([3]). It has
for independent travel. The locomotion interface is used to also been used for rehabilitation and learning
simulate walking from one location to another location. environments for people with disabilities (e.g., physical,
The device is of a limited size that allows a user to walk mental, and learning disabilities) ([17], [14]). Recent
on it and provide a sensation as if he is walking on an technological advances, particularly in haptic interface
unconstrained plane. technology, enable blind individuals to expand their
The purpose of the current study is to evaluate knowledge as a result of using artificially made reality
the efficacy of the UWP for NSL which leads to through haptic and audio feedback. Research on the use of
enhancement of the mobility skills of VIP. The main haptic devices by people who are blind for construction of
research questions of this study are as follows: cognitive maps includes ([16], [21]). The use of audio
1. Does VE exploration using UWP contribute to the interface by VIP for construction of cognitive maps
includes Audio-Tactile BATS ([18]); modeling audio-
construction of a cognitive map of the unknown space
which enhances the mobility skill of VIP? based virtual environments for children with visual
2. Does VE exploration using UWP contribute to disabilities ([11]). The use of audio-haptics interface by
communicate the spatial knowledge and thereby to VIP for construction of cognitive maps includes haptics
localize the landmarks of the unknown space? and vocal navigation software (Virtual Sea – for blind
sailors [15]; Haptics Soundscapes team [13]). Although
3. Does UWP provide overall satisfaction with natural
walking, full immersion, enjoyment and secure way to audio and haptic interface has been studied for NSL,
walk? nothing is known about the use of locomotion interface for
supporting NSL.

These research questions lead to the following Locomotion Interface


hypothesis, which were explored during the research
Good number of devices has been developed over
study.
the last two decades to integrate locomotion interfaces
1. Participants can create cognitive maps of an area, with VE. We have categorized the most common VE
localize the landmarks and there is significant locomotion approaches as follow:
improvement in navigation performance of the blind
participants after getting training on our system. We • Treadmill-style interface ([1], [4], [10], [20]),
hypothesized that participants have benefited by the • pedaling devices (such as bicycles or unicycles) ([5]),
training, i.e. post-training navigation performance of • walking-in-place devices ([12]),
the participants is same as of pre-training navigation • the motion foot pad ([6]),
performance. • actuated shoes ([7]),
2. Users of all types of participants (i.e. blind-folded • the string walker ([8]), and
sighted and blind) performed object-localization task • Finger walking-in-place devices ([9]).
equally. This hypothesis will help us to determine
whether type of blindness influences spatial learning
or not. Generally, a locomotion interface should cancel
3. Participants strongly agree that UWP provides overall the user’s self motion in a place to allow the user to go to
satisfaction for spatial learning. UWP provides a anywhere in a large virtual space on foot. For example, a
possibility for the blind user to perform natural treadmill can cancel the user’s motion by moving its belt
walking with full immersion and realism. The in the opposite direction. Its main advantage is that it does
rationale for our expectations was that UWP may lead not require a user to wear any kind of devices as required
to complete perceptual and reduced memory in some other locomotion devices.
processing that is likely to result in reduction in the
demand on learning layouts without visual
information.
The remaining paper is structured as follows: Section
2 presents the review of related literature. Section 3
describes planning and procedure for experiments; Section

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VOL. 1, NO. 1, JULY 2010 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences

©2009-2010 CIS Journal. All rights reserved.

http://www.cisjournal.org 
3. PLANNING AND PROCEDURE FOR principle for acquisition of spatial knowledge and thereby
EXPERIMENT formation of cognitive maps using VE. It guides the VIP
through speech by describing surroundings, guiding
The experiment was conducted to examine
directions, and giving early information of a turning,
whether the participants were able to create cognitive
crossings, etc. Additionally, occurrences of various events
maps of so-called survey-map type by exploring the VE,
(e.g. arrival of a junction, arrival of object(s) of interest,
and to evaluate the practical effectiveness of this newly
etc.) are signaled by sound through speakers or
developed aid.
headphones.
Participants
Fourteen volunteers recruited as test participants Research Instruments
for this research. All participants were between the ages
17 and 35 and unknown about place, have self-reported Nine main instruments served the study; the last
normal spatial learning. They were divided in to two five instruments were developed for the collection of
groups — bind-folded sighted (8 participants) and blind quantitative and qualitative data. The research instruments
(five congenital blinds and one late blind) — learned to were:
form the cognitive maps from a VE exploration.
1. The Unknown Target Space - The space to be
explored as a virtual space in the VE (see Figure 3). It
Experimental Apparatus is a 230-square-foot building with one entrance, eight
We developed UWP for VE exploration. The landmarks and three corridors.
mechanical structure of UWP is shown in Figure 2. It 2. Exploration Task - Each participant was asked
consists of a motor-less treadmill resting on a mechanical individually to explore the virtual building and to
rotating base. complete the given task. The task was repeated four
The experimental software is run on a laptop- times, taking maximum five minutes for each trial.
based system with a 2 GHz Intel Core 2 Duo processor, 2 The experimenters informed the subjects that they
GB RAM and a 15” monitor. It is developed in Java would be asked a) to describe the building and its
language using the JDK 1.5 API. components, b) to locate five landmarks as asked by
the experimenter, and c) to perform target-object task
at the end of their exploration.
3. Object-localization task – Participants were asked to
locate particular five objects in a fifth trial of
navigation (with in five minutes). In this trial
participants were provided contextual help only. In
case of confusion, participant may get help from
system by paying penalty for it. Same way, in case of
mistake made by participants, system warns them and
provides help.

Figure 2: Mechanical structure of UWP


Figure 3: Screen shot of Computer-simulated
environments

We developed computer-simulated virtual 4. Target-object Task - In the last trial, participants were
environment based on ground floor of our institute (as asked to perform target-object task that is “to go to
shown in Figure 3), which has three corridors and eight computer lab starting from main Entrance”.
landmarks. It has one main entrance. The system lets the Participants were asked to perform this task using
participant to form cognitive maps of unknown areas by contextual help only. In case of confusion, participant
exploring VE using UWP (as shown in Figure 1). It can be may get help from system by paying penalty for it.
considered an application of “learning-by-exploring”

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VOL. 1, NO. 1, JULY 2010 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences

©2009-2010 CIS Journal. All rights reserved.

http://www.cisjournal.org 
Same way, in case of mistake made by participants, 3. Object-localization task
system warns them. The participants were asked to locate five
5. Questionnaire - The questionnaire comprised of 8 landmarks as asked by the experimenter. This task took a
questions concerning the participants’ views and maximum of five minutes. Participants navigated the
feedback about the UWP and system. The virtual space using second mode of navigation, i.e. without
participants were given this questionnaire at the end system help. In case of confusion, participant may get help
of last trial. from system by paying penalty for it. Same way, in case of
6. Interview – The participants were asked to give verbal mistake made by participants, system warns them.
description of the unknown environment. Participants
4. Target-object task.
were asked about their experience and views about
The participants were asked to complete
the study.
following task, i.e. “Go to the Computer Laboratory
7. Observations - For recording the participant’s
starting from Main Entrance”. The time allotted for this
exploration, we used video camera of cell phone.
task was maximum 5 minutes. Participants navigated the
Their navigation process and audio remarks in the VE
virtual space using second mode of navigation, i.e. without
were recorded during the tasks. The information from
system help. In case of confusion, participant may get help
these recordings was combined with the computer log
from system by paying penalty for it. Same way, in case of
recording.
mistake made by participants, system warns them.
8. Computer Log - The log enabled the researcher to
analyze users’ learning and exploration process in the
VE, as regards to their distances traversed, duration Statistical Analysis
taken, and breaks. The independent variables used for the analysis
9. Evaluation Schemes - It served the researcher’s included (i) trial number, (ii) mode of virtual navigation,
analysis of the participants’ mobility skills and their and (iii) the type of participants (blind-folded sighted and
acquaintance process with the new space. blind). The dependent variables were categorized into two
categories:
Procedure (a) Number of objects located and identified correctly,
and
All participants carried out the specified tasks
and were observed individually. The study was carried out (b) (i) time taken, (ii) number of times help taken, (iii)
in five stages: (i) familiarization with the VE features and number of times help provided, and (iv) number of pauses
operation of the UWP; (ii) participants’ exploration of the taken to complete the task of traversing 350-feet length of
unknown virtual space using the UWP; (iii) performing specified route. A t-test was used to analyze the
object-localization task (the participants were asked to experimental data with a level of significance (α) taken as
locate five landmarks as asked by the experimenter); (iv) 0.05. The feedback from the participants was also
participants were asked to perform the Target-object task analyzed using t-test.
(the user were asked to go to particular landmark); (v)
participants were asked to answer questionnaire and give a 4. RESULTS
verbal description of the environment. In the last four
stages, i.e. (ii) to (v), all participants’ performances were Hypothesis 1:
video-recorded.
In first stage, i.e. familiarization stage, Ho: The participants have not benefited by the
participants spent a few minutes using the system in a training, i.e. post-training navigation performance of the
simple virtual environment. The duration of such practice participants is same as of pre-training navigation
session was typically about 3 minutes. It helped the performance.
participants to familiarize themselves with the UWP and Ha: The participants have benefited by the
the system, before the trials began. The goal of this stage training, i.e. there is significant difference in post-training
was not to give enough time to participants to achieve navigation performance and pre-training navigation
competence. performance of the user.
After the familiarization stage, the following We claimed that spatial learning with our system
three tasks were given to participants: can greatly enhance the navigation performance and
1. Exploration task: mobility skills of participants. The VE exploration using
Participants were asked to explore the VE and to UWP contributes to the construction of a cognitive map of
complete the given task. Each participant repeated the task the unknown space which enhances the mobility skill of
four times, taking maximum five minutes for each trial. blind.
Participants navigated the virtual space using first mode of Significant improvements were found in the post-
navigation, i.e. they were provided the contextual cues and training trial as compare to the pre-training trial
system help both. concerning the characteristics of the exploration process.
2. These differences are related to three variables: the total

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VOL. 1, NO. 1, JULY 2010 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences

©2009-2010 CIS Journal. All rights reserved.

http://www.cisjournal.org 
duration of the exploration, the number of times helps Ha: Performance for object-localization task is
taken, the number of times helps provided and the number not same by all types of participants.
of pauses made while exploring the unknown space. Data
Table 2. Mean scores during object-localization task
in Table 1 show significant differences between the pre-
training trial and the post-training trial in that participants BFS BL
during the pre-training trial took more number of helps Mean 4.50 4.33
and pauses during their exploration tasks. To analyze the
SD 0.75 0.81
statistical significance of post-training gains, the paired
samples t-test was used. N 8 6

Table 1. Pre-training / Post-training mean scores in spatial The VE exploration using UWP contributes to
learning performance communicate the spatial knowledge equally to participants
of all types of blindness and thereby they can locate the
Parti. Variables Pre-training Post- P<0.05 landmarks of the unknown space equally.
training
Mean SD Mean SD As per t-test, there is a 95% confidence level (5%
BFS Time 2.91 0.43 1.91 0.21 significance level) that population mean will range
(8 in taken between 3.90 (i.e., 4 landmarks) to 5.09 (i.e., 5 landmarks)
No.) (in for BFS and between 3.61 (i.e., 4 landmarks) to 5.05 (i.e.,
minutes) 5 landmarks) for BL.
Number 6.88 0.64 1.87 0.52 The calculated value (T13=0.394, p<0.05) is less
of times than table value, so it is possible to think that there is no
help significant difference between the BFS and the BL group
taken concerning the characteristics of the landmark localization
Number 7.38 0.52 1.75 0.46 process. Irrespective of the type of participants, the system
of times provided the same possibility for a user to recognize or
help localize the landmarks correctly.
provided
Number 6.88 0.35 2.25 0.46 Hypothesis 3:
of times Ho: Participants strongly agree that UWP
pauses provides overall satisfaction for non-visual spatial
BL Time 3.07 0.39 2.17 0.12 learning.
(6 in taken (in Ha: Participants strongly disagree that UWP
No.) minutes) provides overall satisfaction for non-visual spatial
Number 6.83 0.75 1.83 0.41 learning.
of times
help
taken
Number 7.00 0.63 1.33 0.52
of times
help
provided
Number 6.50 0.55 2.00 0.52
of times
pauses

Significant post-training difference was found (i)


T7 = 5.95, p<0.05 and (ii) T5 = 5.32, p<0.05 for the factor
of time taken to complete the task. Here calculated value
is more than table value, so null hypothesis is rejected. We
can say that the participants have benefited by the training,
i.e. there is significant difference in post-training
navigation performance and pre-training navigation
performance of the user. It is possible to think that the
UWP is the key factor for the improvement in the scores. Figure 4: Participants feedback

Hypothesis 2:
Ho: Participants of all types of participants
performed object-localization task equally.

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VOL. 1, NO. 1, JULY 2010 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences

©2009-2010 CIS Journal. All rights reserved.

http://www.cisjournal.org 
As per t-test, there is a 95% confidence level (5% ACKNOWLEDGMENTS
significance level) that population mean will range
This study is supported in part by the Education
between 4.22 (i.e., 4 rank of agree) to 5.03 (i.e., 5 rank of
Directorate, Computer Society of India. Special thank to
strongly agree) for BFS and between 4.44 (i.e., 4 rank of
my students and colleagues for their support during
agree) to 5.22 (i.e., 5 rank of agree) for BL.
experimental study.
The calculated t-value is less than table value, so
it is possible to think that the all participants strongly
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VOL. 1, NO. 1, JULY 2010 ISSN 2079-8407
Journal of Emerging Trends in Computing and Information Sciences

©2009-2010 CIS Journal. All rights reserved.

http://www.cisjournal.org 
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