Designing Visually Accessible Spaces (DEVA)


Overview
Background
Approach
Personnel

Information limited to members of the DEVA project

Overview

This is a multi-disciplinary project involving personnel from the University of Minnesota, the University of Utah, and Indiana University, and supported by the National Eye Institute of the National Institutes of Health grant 1 R01 EY017835-01.

Our long-term goal is to provide tools to enable the design of safe environments for the mobility of low-vision individuals and to enhance safety for others, including the elderly, who may need to operate under low luminance and other visually challenging conditions. We conceive of a computer-based design tool in which complex, real-world environments (such as a hotel lobby, large classroom, or hospital reception area), could be simulated with sufficient accuracy to predict the visibility of key landmarks or obstacles (e.g., steps or benches) under a variety of natural and artificial lighting conditions.

Background

Visual accessibility refers to the use of vision to travel efficiently and safely through an environment, to perceive the spatial layout of key features in the environment, and to keep track of one's location in they layout.  There are several million people in the United States with visual impairments serious enough to restrict their reading and mobility.  Our aim is to explore mechanisms for increasing visual accessibility for such low vision individuals.

Low vision comes in many forms, involving combinations of loss of acuity, contrast sensitivity, and visual field (examples).  To construct a public space that facilitates visual accessibility, it is necessary predict how well individuals with low vision can perform critical actions within that space.

wooden block with surfaces of 80% and 20% albedo plus bench that is difficult to see in diffuse lighting One of the main problems in designing for visual accessibility arises from the difficulty of predicting the photometric appearance of real spaces. The image at the far left shows a child’s block sitting on top of a flat surface, photographed in household lighting which was not manipulated in any way for the purposes of taking this photograph. Even though there is high contrast in the reflectivity between one side of the block and the supporting surfaces, the complex interactions between geometry, materials, and lighting lead to an image in which there is little visual contrast between these two surfaces. At the same time, high visual contrast appears between another side of the block and the supporting surface, even though the two have identical reflectance values.  This is not just a artificial example.  Shown next to the black is a photograph of a bench that was until recently outside the Psychology building at the University of Minnesota.  Under direct sunlight, the bench was visible even to those with limited acuity or contrast sensitivity.  Under diffuse lighting such as a cloudy day, however, the bench is visually indistinct from the walkway and thus represents a serious hazard for low-vision pedestrians.

University of Minnesota Gateway CenterWhile our focus is on visual accessibility, we are more broadly interested in universal design maximizing the utility of spaces for all people, regardless of age or disability.  Universal design is a broad, integrated solution to help everyone, rather than the use of separate solutions for people with disabilities.  It involves the exploitation of key features important to function, safety, and mobility.  In the case of visual accessibility this requires an understanding of the complex interactions between geometry, lighting, and  surface properties of objects as they relate to visual performance.  The image at the left shows the interior of the Gateway Center at the University of Minnesota, a space in which the conflicts between aesthetics and the requirements of universal design are quite stark.


real and rendered images with diffuse lighting
Diffuse lighting, typical of many office environments, avoids strong shadows and shading effects.  As a result, adjacent surfaces with distinctly different reflectances usually lead to high contrast edges.  In lighting design, aesthetics ("mood") often require the use of non-diffuse lighting.  This generates a conflict between utility, particularly when low vision is involved, and appearance.


real and rendered images with spot lightingSpot lighting is an example of lighting design intended to facilitate a particular mood in a space.  It does so by generating shadows and strong shading, both of which can impede visual accessibility in some circumstances.  Spot lighting can also generate disabling glare with many categories of low vision.  In other circumstances such as the bench shown above, shadows and shading can facilitate the visual recognition of obstacles better than the visual contrast between obstacle and background alone.

real and rendered images with sunlightArchitectural spaces often receive direct or indirect sunlight from windows.  While this often improves the aesthetics of the space and can reduce energy consumption for lighting, it can also result in shadows and glare that hurt visual accessibility.

Approach

The project has four closely integrated parts:

project goals and relationships between goals, also explained in text below

Photometrically correct imaging

Predicting the visual accessibility of a space requires knowing the distribution of light seen from any vantage point of interest.  In computer graphics and photography, relative distributions of light matter much more than the actual metric values.  For this project, calibrated values are required in order to correctly determine contrast and account for scotopic (low light) effects.  To capture the variability of lighting that can occur in real spaces, high dynamic range (HDR) imaging techniques as representations are required.

photometrically correct synthetic imageFor existing spaces, multiple exposures can be combined to produce an HDR image using a variety of tools, including Photoshop, pfstools, and several others.  For most purposes, calibration is required to correctly scale values.  This involves specialized light measuring devices and at least some amount of tedious hand processing.  Our main emphasis is in identifying potential hazards to visual accessibility in the design process, before new architectural spaces are constructed.  This requires that light intensities be accurately predicted based on design models.  The image at the left was generated by the Galileo system, developed at the University of Utah.  Galileo is capable of generating photometrically correct images involving complex light sources, materials models, and participating media.

Empirical testing

Empirical testing will be done to explore obstacle avoidance and mobility in low vision over a range of environmental spaces, lighting conditions, and visual deficits.  The intent is to balance the need for experimental controls with the need to evaluate conditions that are meaningful to the design of real spaces.

For obstacle detection and classification, the first step is to construct prototypical obstacles in a room in which we can completely control the lighting.  Four classes of obstacles will be considered:  curb-like steps up or down, objects extending up from the floor, holes in the floor, and objects extending down from the ceiling (see figure below).  Lighting will simulate diffuse lighting typical of a standard office environment, spot lighting as is often found in public spaces, and daylight from a side window.  Subjects will include both those with low vision and normal vision individuals wearing devices intended to simulate low vision.  One open question we hope to contribute to is whether  or not using normal vision subjects wearing visual restrictors provides useful insights into actual low vision performance.
four clases of obstacles to be used in perception experiments

Two types of mobility tasks will be explored, one involving the ability to judge distances to points of interest in the environment and the other involving the ability to maintain a sense of the locations of points of interest while moving through a space.  As with obstacle detection, subjects will include both those with low vision and normal vision individuals wearing devices intended to simulate low vision.

Perceptual modeling

The image below illustrates a common low vision problem:  How can obstacles such as curbs be detected in the presence of similar looking non-hazards and visual clutter?

Six outdoor images of possible curb hazards

Although we are still far from a complete model of human object recognition, there is growing consensus regarding its overall computational architecture. Evidence from computational, behavioral, and neural studies suggests the following picture. Visual recognition begins with a fast feedforward process that extracts features. These features serve to rapidly index or propose candidate object or scene categories, such as “post“, “curb”, “car”, “sign”, etc.  Then depending on the confidence level required for specific task goals, the decision can be refined by verification through feedback. For example, there may be sufficient information in the initial feedforward pass to hypothesize the existence of an object at an approximate location in the image, but more iterations and/or more fixations may be required to increase the confidence of the classification or to accurately localize the object and determine its precise shape and extent. 

Our initial approach to perceptual modeling will focus on feedforward, image-based theories for several reasons: 1) The first feedforward pass is likely to carry the most critical information for obstacle avoidance; 2) Image-based methods are computationally more tractable with natural image input; 3) There are intriguing correspondences between image-based approaches and biological vision; 4) It will be straightforward to measure performance as a function of key input variables characterizing human low-vision (e.g. loss of spatial resolution, contrast, visual field); 5) The methods we propose are extensible to adaptive perceptual learning of the important features for a specific task; 6) This approach extends naturally to using information in a motion sequence of images; 7) Objects of a particular class can be localized in the image, providing information for obstacle search; 8) Of particular relevance to the current project is a fragment-based scheme which selects fragments that are important areas in the image. Thus after learning we can use the selected fragments to predict which features are important for detection. This knowledge could be useful for designers, since they can focus on improving detectability of important features.