WHAT IS HAPTICOMM?
A non-technical introduction to the HaptiComm
Platformby Sven Topp
v1.1 [
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Deafblindness is a unique dual sensory disability.
People who are Deafblind hace impairment or loss of both
their vision and hearing. This impairment of both senses
is to a level so that one sense may not be used to
substitute the other. For example, a Deaf person may
substitute hearing with visual cues or sign language
while a blind person might use audio descriptions.
Neither of these are a possibility for someone who is
Deafblind.
The
World Federation of
the Deafblind states that between 0.2% - 2% of the
population is affected by Deafblindness to some degree.
As the average age of the population increases the
number of Deafblind people will also rise due to
the main group being over 45 years of age with acquired
impairments. The key impact (which we focus on here) if
lack of access to communication and information. Such
poor access impacts on day-to-day inclusion,
education outcomes and often leads to isolation which is
known to cause mental health issues such as depression.
While challenges in communication exist it is important
to recognise that techniques are available. However, due
to the isolation a lot of these develop almost
independantly and without external influence leading to
high variability in types and their complexities. One
key feature is common though, the use of the
haptic
channel as the primary relay of audio and visual
information.
The HaptiComm - Haptic
Communicator - was introduced to the Haptic, Deafblind
and Industry communities in 2018. This was done at three
consecutive demonstration sessions,
Eurohaptics
2018 where HaptiComm won "Best Hands-On Demonstration",
University of sydney
Student Innovation Awards
where the project won
"Best Research Application" category and a general
display at the
Helen Keller World Conference. One key question
tends to arise "What is HaptiComm?".
HaptiComm is a combined hardware and software platform
that embodies a paradigm shift in accessibility,
adaptive technology and disability-centric design
principles. This shift is achieved through a focus, not
on a person who wishes to communicate with a Deafblind
indivdual through speech, but on the Deafblind
individual themselves and recognising the sheer variety
and complexity of their natural language(s). The project
is currently open-source and non-for-profit and is
intended for use by the Deafblind sector for
communication purposes as well as offering developmental
opportunities for the Haptics community.
Given these principles and complexities "What is
HaptiComm?" may not be the right question, perhaps one
should really be asking "What do you want the HaptiComm
to be and to do?".
HaptiComm currentlu demonstrates 2 different form
factors which are an indication of applications of
the hardware and software platform. The original
form factor is shaped similar to an ergonomic mouse
to support the entire hand underneath it. It
comprises 24
actuators and
is capable of representing most Deafblind languages
that involve the generation of tactile sensations
into the palm and fingers of a receivers hand.
Asecond device design looks similar to a Perkin's
braille machine layout and comprises only 6
actuators (to generate braille cells). Both systems
rely on the same underlying hardware and software
with the configuration file merely being changed
dependant on which language you wish to generate.
Both of these form factors are predominantly 3D
printed to allow for high levels of personalisation
in the hardware layout. For a HaptiComm that is
shaped like a hand, a mould is made and then laser
scanned to produce a 3D model of the hand surface at
rest. The HaptiComm Braille does not quite require
this level of sophistication and can be mroe easily
printed ina generic form.
HaptiComm is highly flexible both in its hardware
and software modifications. The following hardware can be
changed:
- Physical shape and size
- Size and shape of actuator tips
- Materis used to print the device
- Layout and density of the actuator array
The following modifications can be made to the
software:
- Audio waveform pattern that drives the actuators
- Pattern associated with a character, symbol, word, idea or concept
- Playback duration on each actuator
- Timing between and within patterns
- Intensity of the vibration generated
- Intensity of a generated tap sensation