Shapes: A Multi-Sensory Environment for the B/VI and Hearing Impaired Community

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1 Shapes: A Multi-Sensory Environment for the B/VI and Hearing Impaired Community Keith Adam Johnson and Sudhanshu Kumar Semwal* Department of Computer Science, University of Colorado, Colorado Springs, CO, USA ABSTRACT The focus of our paper is to describe a multi-sensory Virtual Environment (MSVE), called Shapes, which includes touch (haptic), scent and sound feedback. The touch and sound I/O creates a 3-D environment for the user, while scent feedback replaces sound feedback for the hearing impaired user. Scent also enhances the environment and acts as a catalyst during the exploration of the MSVE. The Shapes virtual environment consists of three unique solid objects (shapes) and three associated containers. The user is asked to find and select the solid shapes and move them into their appropriate container. Implementation details and experimental results are summarized. The success of scent-feedback as an additional I/O channel is measured in correlation to task performance in Shapes. The overall experience of this multi-sensory HCI is expected to foster future development of hardware I/O for visually and/or hearing impaired computer users. Keywords: Virtual Environments for Disability, Visual and hearing impaired; scent, haptics, sound interaction. Index Terms: K.4.2 [Assistive Technologies for persons with disabilities]; H.5.2: User Interfaces Haptic I/O. 1 INTRODUCTION Most of today s human-computer interfaces concentrate on the visual aspect of human senses. The demand for ever-increasing capabilities from display graphics stems from the gaming and multimedia industry as well. However, for the visually impaired, and the blind, little to no benefit is realized from this demand on graphics improvements. For the visually impaired, a lot of research has been done to use 3-D Sound instead of a visual display (Fraunenberger & Noisternig, 2003; Lecuyer, Mobuchon, Megard, Perret, Andriot, & Colinot 2003). While 3-D sounds may help a blind person better understand their surroundings, performing 3-D tasks in a virtual environment, for example placing one object inside another, usually is hard by using just 3D sound, and could be more convenient in the presence of additional forms of feedback. We use sound, haptics and aromas to help with non-trivial 3-D tasks at hand. In the work presented in this paper, there is no attempt to use taste because there is no apparent relationship of taste to our work. Hill, Rieser, Hill, Halpin & Halping (1993) showed that the auditory channel can provide visually impaired information about external events, for example the presence of other people, the material that objects are made of (hard or soft depending on reflections) and distances in the surrounding space. Frauenberger et al. (2003) observed that the entire visually impaired group in * kajohn10@msn.com ssemwal@uccs.edu LEAVE 0.5 INCH SPACE AT BOTTOM OF LEFT COLUMN ON FIRST PAGE FOR COPYRIGHT BLOCK the study showed a distinct ability of orientation simply on the basis of hearing. Finally, understanding how to design an effective sound-based interface for the visually impaired is important for overall success of the application (Morley, Petrie, O Neill &MacNally, 1998). It is extremely important to generate 3-D sound when the target group contains the visually impaired. Most modern sound cards support 3-D sound playback and there are numerous audio application programming interfaces (APIs) which support generation of 3-D sounds through a collection of libraries and sources, e.g. OpenAL (2009). Perhaps the more difficult part of supporting 3-D sound is the hardware setup. Most applications are limited to the number of channels a source can provide, which in turn can drive up the cost of a virtual system due the requirement of additional hardware (speakers) for each additional channel utilized. There are other ways to present 3-D audio though, for example by using only two output devices (speakers or headphones) for creating ambisonic sounds. An excellent overview of an algorithm to deliver ambisonic 3-D sound consisting of n loudspeakers in a horizontal plane surrounding the listener is in (Franuenberger et al., 2003). Haptics is considered both an effecter, through the use of muscles, tendons and articulations (kinesthetics) which causes movements and relates positions, and a receptor, allowing us to feel temperature, pressure or pain, which is relayed by sensors located under the skin. Similar to 3-D sound, this form of feedback has a plethora of research dedicated to tactile and force feedback (Baptise-Jessel et al., 2004; Iwata, 1990; Jansson & Billberger, 1999; Colwell et al., 1998; Johnson 2010; Lahav & Mioduser, 2000; Lecuyer et al., 2003, Raisamo et al., 2007; Sjostrom, 2001; Tzovaras et al., 2002). Constraining the user to the VE space through a haptic device is important as it helps prevent blind users from becoming confused on how much space is available in the virtual environment. Haptics also can provide body-centered references to navigate 3-D space (Unger, Blades, & Spencer 2010). Forcefeedback devices can provide lessons on shape manipulation (Semwal, & Evans-Kamp 2000), weight, mass and forces, and even object orientation. Cane-like force feedback devices have obvious benefits, such as training visually impaired users to navigate through real-world locations. Haptic tools help students to be integrated in regular classroom (Moll and Pysander, 2013). Visual graphics is presented using tactile zooming in (Rastogi and Pawluk). Real-world tangible model (Eriksson, & Gardenfors, 2006) can also play important role in forming cognitive maps and then transferring that knowledge in the virtual world. Users are not limited by the input devices and can explore the tangible model with greater precision by both hands and all fingers. The sense of smell, or olfaction, is by far the least explored of the human senses except probably taste. Most research covering olfaction could be considered more of an enhancement to the virtual environment; it enriches the users experience, making it more realistic (Ademoye, & Ghinea, 2007; Mochizuki et al., 2004). The intent of our research is to look at the olfaction as another complete I/O channel, eliciting a specific response from

2 the user based on the scents, much like sounds do. A few applications utilized are in (Bodnar et al., 2004; Brewster et al., 2006). However both were based around sighted tasks. Research in Olfoto (Brewster, McGookin, & Miller, 2006) showed that scent could be used to classify categories of photos. The AROMA project (Bodnar, Corbett, & Nekrasovski, 2004) provided detailed experiments of olfaction versus vision and sound-based notification mechanisms. They found that while olfaction was less effective in delivering notifications to the user, it was still usable as a feedback channel and that it was less disruptive to the user s primary task. In our implementation called Shapes, scents are tied to specific objects, and it is anticipated that this will assist the working memory of the Shapes player. If the user selects an object, a scent tied to that object will be emitted, hopefully allowing the user to recall what that object is without the need to feel the entire object multiple times for identification. Because human olfaction can occur at a subconscious level, we could replace an intense visual, touch, or sound interaction by a subtle olfaction based interaction. Creating an application that simultaneously utilizes all the four feedback channels is very complicated and takes an enormous amount of planning and design work as explained in the web site Tiresias.org. Shapes is a four-sense feedback virtual environment and presents unique opportunities for both the user and the computer, especially for those whom are visually and/or hearing impaired. The environment can extends outside the screen to the real world in front of the screen, and can now be felt by a haptic device, and has a possibility aroma interaction. 2 SHAPES VIRTUAL ENVIRONMENT Incorporating sense of smell in experiments poses a unique and difficult task. It is a common occurrence for someone to smell a particular scent and instantaneously recall some specific event in their past when that same scent was present. That type of recall is related to long-term memory. However, our project is centered on a user s working memory, and neuroscience research has shown strong links between olfaction and working memory, along with attentiveness, reaction time, mood and emotions (Brewster et al. 2006; Michael et al., 2003). Research done by Cann and Ross (1989) demonstrates the link between smell and memory, where most memories evoked were complex images or experiences. We have about a thousand receptors in our nose, and Turin (1966) showed how each receptor could sense a single chemical bond in a molecule. Therefore, generating artificial scents to match realworld scents can be, and often is, a difficult task. Another problem is that scents cannot be easily categorized, and are considered subjective. A minty smell could be categorized as peppermint or spearmint, and to some people, they may be able to differentiate those two smells and assign the exact name to them, but others may not be able to distinguish the smells, and will call both of them mint-like. Also, previous research and applications attempted to classify certain smell as pleasant and offensive, however one person may think a smoky-campfire smell is pleasant while another may not, and so using these classifiers may be misleading. There are numerous types of scent-emitting devices on the market, most of which are for commercial purposes such as at Disney s Soaring exhibit. There are a few more smaller, personal devices capable of supporting our research and also being affordable. For this research, the SDS100 from BIOPAC is utilized. This device forces air through a chamber that contains the scent-mixture and has four rear fans to gently push the scent towards the user. Other devices like the Scent Dome from TriSenx use a heating device to evaporate small drops of scented oils as it lifts the scent into the air with a small fan. An important feature to consider for these devices is the speed that scents can be delivered. If there is too much delay between an action that is supposed to trigger a scent and the actual release and diffusion of that scent, the user may not successfully tie the two together. Most research in olfaction has been limited due to: (a) Bandwidth available for both outputting scents and humans receiving scents; (b) Identifying and classifying scents (is it a flowery, rosy, or lavender scent?) (c) Providing immediate/timely and controlled delivery of scents. For an output device, bandwidth is defined by how many different scents can be emitted at the same time, and the intensity of those scents. Most hardware is limited to emitting just one scent at a time for a fixed period. The amount or intensity of the scent emitted varies based on what is providing the scent, i.e. concentrated scented oils, and also on the delivery method, such as heating the oil. Bandwidth for humans receiving scents relates to how many different smells the human nose can distinguish simultaneously, and research has shown that humans can only distinguish about three levels of smell intensity (Engen, 1960). Finally, scents must be delivered synchronously with the data or events in which they represent. This requires a controllable output that can provide immediate delivery of scents. For this research, the number of different scents utilized has been kept to a minimum to ensure the user can easily distinguish between the scents, which is consistent and supports the idea of human bandwidth limitation and scent classification. The user will not be expected to precisely classify the scents, but would simply identify what they smell in their own words, and use the scent as a form of positive reinforcement of the information being presented. The Shapes virtual environment was created using multiple media devices: PHANToM force-feedback for haptics, OpenAL for audio and OpenGL for graphics. Shapes also includes smell, by incorporating an SDS100 from BIOPAC. The application was ported to a Visual C++ project, utilizing OpenGL and OpenAL. 2.1 Shapes - Objects Earlier Shapes contained only three distinct shapes in which the user can select and move: Sphere, Cube and Pyramid. Each shape has a respective container in which it must be placed, a Cylinder, Box and Prism. Figure 1 below shows two screenshots, the image on top is the layout of the virtual environment when Shapes begins, and the image on bottom shows that each draggable object has been placed in the correct container. Note the small blue dot in each scene of Figure 1, this represents the end-effecter of the PHANToM device, called the proxy, and will be discussed further in the next section. Also, we will explain what is meant by draggable objects in later section. Figure 1: Shapes scenes displayed on a non-immersive monitor D Scenes After receiving the feedback from individuals who did not have prior experience with a tactile device or did not have any experience of manipulating a 3-D virtual environment, it became obvious that some type of training scenario was needed. Therefore, the virtual environment was simply broken up into three different virtual environments, one for each shape container combination. Once the user places the shape into the container, the game automatically loads the next shape container

3 pair, until all three have been completed. Figure 2 shows multiple screenshots as a user progresses through the training scenes.finally, a more challenging virtual environment was created (Figure 3 Left), which included two sizes for each shape and container pair, and multiple shapes to find and move into their respective containers. It was expected that users would take much longer at completing the tasks. 2.3 Haptic and force feedback Two different force feedback (Figure 3 Right) models can be used: CONTACT and CONSTRAINT. In one version of the game, the draggable shapes within the virtual environment were defined using the CONSTRAINT model, which will assist players in finding the draggable shapes [14]. This is because this model sets the property of the object s surface to act as a gravity well. Using the CONSTRAINT model requires defining the magnitude of the object s pull-force, which essentially defines how close the PHANToM proxy (blue cursor in the scene) needs to be to the object s surface before being attracted to it. The greater the value of this pull-force, the farther the proxy can be from the object and will begin to feel an attracting force. Upon reaching the surface, the proxy snaps-to it, and becomes constrained by the object s surface. The user can now move the proxy along the object s surface without fear of leaving the surface and possibly losing the object within the virtual space. In order to leave, or escape an object s surface, a force will be required by the user, normal to the object s surface. Using the CONTACT model, objects are simply felt by pressing against their surfaces; there are no attraction forces towards the surface. This model will allow the player to place as much force as they need along the surface of an object in order to determine its shape. Each of the containers in the virtual environment was built using the CONTACT model. These objects are larger in size than the draggable objects, and therefore should be easier to find. Similarly, all four walls providing boundaries for the virtual environment are built using the CONTACT model. The downside of this technique is the player must now find all objects within the virtual environment without any force-related assistance. This is part of the reason why we created a tangible model which is explained later in the next section. The term draggable objects means that an object is haptically defined to be selectable by the PHANToM device, or proxy in the virtual environment, and can be moved around within the virtual environment. In Shapes, only the shape objects, sphere, cube and pyramid, are defined as draggable, while the containers and bounding walls are not. The PHANToM force-feedback device (Figure 3 Right) allows for six degrees-of-freedom. The mechanical arms are connected to a spherical centre that rotates freely on its base. The other three degrees are considered along the pen-shaped end-effecter, which allows for rotation along all three axes, i.e. pitch, yaw and roll. The tip of the pen-shaped end-effecter is what is referred to as the proxy in the virtual environments. Forces are enacted based on the location of this tip, or proxy, in the virtual environment. This is easily correlated to a real-world ballpoint pen. As you push the pen down onto a piece of paper to write, you feel the force of the surface upon which the paper rests at the tip of the pen. 2.4 Audio Feedback When a user selects an object within the virtual environment, a sound will play describing that object, such as Sphere, Cube, Pyramid, Cylinder, Box or Prism. There are also sound cues to notify the player if the draggable object has been placed in the correct ( chime ) or incorrect ( buzzer ) container. Finally, walls which define the virtual environment will also provide a sound cue ( left wall, back wall, etc) to identify which wall is being touched if it is selected by the user. All sound cues are produced to provide 3D-localization to visually impaired players. Given two speakers, left and right, sounds play heavier (higher gain) from the left speaker if the object is selected on the left half of the virtual environment, and similarly for the right. Sounds will also play louder from both speakers the closer the object is to the player. The farther away the object is, the less gain it is given (in the OpenAL code) and therefore the sound is quieter. Figure 2: Shapes Training Scenes Figure 3 (Left): Complex Shapes Multiple Shape and Container Pairs. Figure 3 (Right): PHANToM Force-Feedback Device. 2.5 Scent Feedback In Shapes we provide a specific scent for each shape and container in the virtual environments. When a user selects one of these objects, a specific scent-chamber is opened via forced air by a small air compressor connected through the back of the device, which will continually deliver scents until the object is released. Four 80mm fans mounted on the rear of the device can be activated to assist in pushing the scent toward the user (Figures 4 and 7). Our focus is to determine whether the sense of smell can be fully utilized as an I/O channel for the visually impaired, and perhaps also replace sound for hearing impaired users, which may lead to broader disability applications for aromas in computing environments. Figure 4: SDS-100 Scent Palette 3 CREATION OF TANGIBLE MODEL A tangible model (Figure 5) was created to assist the user in learning the basic virtual environment before they use Shapes, and to show what is expected from them as the end-goal. Presenting blind users with a real-life tangible-model of the virtual environment will help with cognitive maps, as was demonstrated in previous research (Raisamo et al., 2007). For Shapes, a simple tangible model was constructed with the three unique shapes and containers (Figure 5, [17]). The containers are held in place with wires to simulate their rigidity in the virtual environment (they cannot be moved). The three shapes are free to move around and place inside their respective containers. Everything was placed in

4 a large cardboard box, which simulates the bounding walls of the virtual environment. A pen is attached to the box to simulate the end-effecter of the PHANToM device and exemplify its physical limits. 4 INTERACTION In all scenes, the floor is flat and parallel to the real-world floor, and the rotation of 45 degrees were removed (Figure 6) for hapticease. Along with this change, two additional walls were added, the top and front. This completed the boundaries for the entire virtual environment, which should help users feel more comfortable exploring the entire space and prevent them from becoming lost. The third change randomly places the shapes and containers in a new location after each successful game for both the single (during training) and multiple shape (three shapes container pairs) virtual environments. This allowed the player to continually practice finding and recognizing shapes and moving them to their containers in a new location. The following figure (Figure 6) shows how the new environment looks, without the front boundary as otherwise we will not see anything. Blossom. The other three scents chosen to cover the containers were: Vanilla, Mango Citrus and Pina Colada. Note that these two groups of three scents are related, or could be categorized together as a similar scent family, flowery scents for the shapes, and food flavours for the containers. Finally, a seventh scent, coffee, was added due to its known affect of clearing the nose of any scents, returning the human nose to a baseline for scent-detection (Czarney et al., 1999). Figure 7 shows a single scent capsule placed in the first scent chamber of the scent device. Figure 7: Scent Chambers 5 Figure 5: Shapes Tangible Model Figure 6: Shapes Scenes without 45 degree Angle Finally, two different 3-D sound sources, which are simple tones and vary only in pitch, were attached to the proxy. One source will provide constant audio feedback for the location of the proxy within the virtual environment when no shapes are currently selected and being dragged. This tone repeats about once per second, providing ample feedback during proxy movement. The second tone is utilized once a player selects a shape and is actively dragging it around the virtual environment. The rate of playback for this tone varies based on the distance between the selected object and its respective container. As the shape is moved closer to the correct container, the rate of playback is increased, and conversely as the shape moves away from the correct container, the rate is decreased. These changes were made per recommendation of one of our advisors who worked directly with visually disabled students. The constant 3-D feedback via sound should help visually impaired players keep track of where they are while moving within the virtual environment, and assist in finding the location of containers 4.1 Scent Selection Given three unique shapes and three unique containers, a total of six distinct scents were required. All scents were chosen in an attempt to group similar scents to cover the shapes, and another group of similar scents to cover the containers. For the shapes, the scent group selected includes Lavender, Rose and Garden RESULTS AND INFORMAL FEEDBACK To foster this learning, all 3-D sound cues for the shapes and containers were removed as this removal forces the user to rely on their sense of touch and smell in order to complete the game. Note that if a test subject is both visually and hearing impaired, these two senses are all that remain for them to learn about the environment around them, except taste of course. No formal unbiased testing was performed due to the time, resources, and the monetary constraints. Family members and friends, who were willing participant on their own rights, provided informal observations that are summarized in the following sections. Out of five players, one player was legally blind, while the other players had good vision but agreed to be blindfolded during the tests. It should be understood that further formal, comprehensive and statistically significant testing would be required if this entire system was to be made available commercially. 5.1 Training and Observations All but two out of five players completed just one virtual environment training cycle even though they were all told they could complete as many as they wanted. This shows that the training VEs were perhaps very successful introducing the overall intent of Shapes for a small pool of participants tested in our experiments. The average time a player spent in the first training virtual environment (sphere cylinder pair) was 7 minutes and 57 seconds (7:57), this includes both those who could hear and those without an audio feedback. Our observation was that this extended amount of time was due to players becoming familiar with the virtual environment and the PHANToM device. About half of the five participants, including the legally blind player, spent most of this time exploring the bounding walls, especially along the back wall, forming a mental model of the virtual environment. The other players moved randomly around the space. It was felt that players who had previous experience working with 2-D and 3-D graphics (CAD software, games) were more organized in their exploration of the 3-D virtual environment. The next training virtual environment (cube box) was completed a little faster, 6:41 mins:sec, on average, generally faster times for those who had sound feedback. Players were more comfortable using the PHANToM device and quickly realized

5 the bounding walls were the same, allowing them to explore the entire virtual environment much more quickly. However, it was not until the final training virtual environment (pyramid prism) where players really started moving comfortably in the +Z direction, which is out or away from the computer screen. It should be noted that the physical limit of the PHANToM in the +Z direction was rarely attained; players always stopped short of the limit and began moving back in the -Z direction ( in or towards the computer screen). This final training virtual environment was completed the quickest, within 5:44 on average. Finally, it was observed that the true-blind player did better during the training virtual environments than the sighted players, having faster completion times over all training virtual environments except the first one. Players who had sound feedback performed very well, completing the game within 15 minutes on average, while the player without sound took longer than 15 minutes and the game was never completed due to time constraints. The player without sound stated that they really concentrated on building a mental model of the virtual environment through touch feedback. 5.2 Audio Feedback Observations 3-D audio provided an excellent source for feedback. Utilizing sound feedback in the training virtual environments, some players noted that they didn t pay too much attention to the scents emitted when selecting shapes or containers. Most of their focus was on the name of the object they selected and the beeping after selecting a shape to help guide them to the correct container. Also, some players noted they were not concerned with remembering the location of each container since they knew they would be guided to it with sound, except for the blind and deaf player of course. Finally, the chime and buzzer sounds for correct and incorrect shape placements were well received by the players to tell if they were successful or unsuccessful respectfully. 5.3 Touch Feedback Observations The sense of touch was instrumental in providing players a way to build a mental model of the virtual environment. The players who had previous experience with 3-D applications immediately used the haptic device to explore the boundaries of the virtual environment, tracing the edges of each wall, mostly along the back wall, which helped to get an understanding of the relative size of the virtual environment. For those players who could hear, less emphasis was placed on the haptic device when exploring shapes and containers. Once the player found an object, there was limited exploring of the object s surface using the haptic device, as they quickly clicked to determine what object it was. As the visually and hearing impaired player moved more towards the middle of the virtual environment in an attempt to find shapes and containers, the player utilized distances from walls in order to construct their mental model. After finding a shape and selecting it to drag around, some players immediately moved to one of the top-back corners and then began moving out the distance they remembered the correct container to be; this technique worked surprisingly well, specially for the legally blind player. 5.4 Scent Feedback Observations All players described the scent feedback as an enjoyable, fun and unique experience. Players who were blind but not deaf successfully utilized scent feedback, although to a lesser extent. It was observed that scents with significant personal impact were easily recalled. The player either didn t like the scent or they immediately recognized and categorized it, even to the exact name of the concentrated oil. Other scents were either unnoticeable to the player, or they stated it was too similar to other scents to make a clear distinction, and so scent-shape relations could not be established. This problem was made evident in previous research, however readily available scented oil selection for this research was fairly limited to flowery or food-related scents. Regardless, the players were able to make at least one shape-toscent connection. The legally blind player had a slightly higher scent-to-object relation success, matching at least one more scentto-shape and one more scent-to-container assignment than the other players. This informally suggests that aroma is definitely a useful feedback channel in virtual environments, especially for people who may be visually and/or hearing impaired. This was a crucial milestone for our research, as it showed that the scents (output) and the sense of smell (input) were able to provide sufficient feedback to enable a player to complete the particular tasks within this virtual environment. Finally, the legally-blind player did identify a few scents and recognized three scent-toobject pairs. Obviously it is impossible to build statistical models from just one player, but having at least one legally blind player was crucial in understanding how well different forms of feedback are received when combined. The following are some quotes from the players about the scents they smelled: - Ah, that is Rose, I know I have the pyramid - I think that is that sweet smell, which is the sphere - Eww, yuck, I know I have the pyramid, and it goes to that tangy smell triangle container (prism) The coffee scent had two different affects on certain players. Because the timing of the release of the coffee scent was only one second after any other scent chamber closing, it had the effect of blending into the previous scent, which caused some players to misclassify the original scent. For example, vanilla-scent was classified as burnt cookies by one of the player. The second effect had the intended use for coffee, clearing the player s nose of scents, and as stated by numerous players, it allowed for better recognition of two unique scents emitted sequentially when selecting different objects. 5.5 General Observations The placement of the PHANToM device in respect to the player s body is very important. The device s +/- Z-axis should align with the players forearm. Sitting straight-on with the force device ensures alignment of the virtual space and the player s movements in real space. For all players, it appeared that the beeping of proxy location was not processed in parallel with touch feedback, the touch feedback took precedence; players felt their way around and never said that the beeps were helpful. However, once the player selected a draggable shape and the beeps changed to relate distance to the correct container, all players shifted their focus away from the touch feedback and listened intently to the beeps. At this point, only two players utilized their sense of touch to help determine if they were inside a particular container. There was some level of frustration demonstrated by all players, and most would begin moving the proxy very quickly around the virtual environment. During this period of rapid movement, players passed right over shape and container surfaces and would not notice the slight change in touch feedback. Sound feedback was similarly affected when players dragged a shape around trying to find its container. 6 CONCLUSION Every player benefited from the scent feedback. The sound feedback, specifically the beeping for distances between shapes and containers, proved extremely useful, enabling players to successfully complete the tasks within each virtual environment. Haptic force-feedback for sense of touch provided the means for all players to understand the virtual environment in which they were interacting with. By utilizing the pen attached to the tangible model to feel the objects in the box (instead of the person using their hands), translated well as the player moved to the virtual

6 environment and feeling it with the PHANToM device was fairly seamless. In summary, our research showed a definite promise toward incorporating haptics and scent interaction as effective channels of communication for the visual and hearing-impaired community.there are numerous possibilities for future research leveraging the Shapes application; the following provide only a few examples: (a) We have reported interesting observations based on limited number of players who volunteered their time. Obviously a larger test base, with formal double blind study, is required in order to perform more convincing statistical analysis and projections of the usability of touch and smell versus sight and sound. (b) An interesting direction of research could look at how well the sense of smell can leverage the human working memory. It may be possible to increase a person s productivity using scent feedback as a more passive form of I/O. (c) One could study the possible emergence of patterns of exploration utilized by the players to explore and locate objects in the virtual environment, and correlate those to previous experiences with 3-D environments. ACKNOWLEDGEMENTS Ms. Bonnie Snyder, Technology Consultant for the Blind and Visually Impaired, LLC, for her insightful comments. REFERENCES [1] Ademoye, O.A., & Ghinea, G. (2007). Olfactory Enhanced Multimedia Applications: Perspectives from an Empirical Study. SPIE 6504, 65040A. [2] Baptiste-Jessel, N., Tornil, B., & Encelle, B. (2004). Using SVG and a force feedback mouse to enable blind people to access "Graphical" Web based documents. In Proceedings of Ninth International Conference on Computers Helping People with Special Needs (ICCHP'04). Lecture Notes in Computer Science, 3118, [3] Bodnar, A., Corbett, R., & Nekrasovski, D. (2004). AROMA: Ambient awareness through Olfaction in a Messaging Application. 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