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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Multisense Blind Shooter: Auditory mobile application to assist blind and visually impaired people in target shooting</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Florian Apavou</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tifanie Bouchara</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jacques Schoetter</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>MixHandi-Cap sur la Vie</institution>
          ,
          <addr-line>Breuillet</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Université Paris-Saclay, LISN</institution>
          ,
          <addr-line>Orsay</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The Multisense project aims at making sport, and in particular modern pentathlon, include blind and visually impaired individuals (BVI) in ordinary club. With that perspective in mind, a first prototype of a mobile application, called Multisense Blind Shooter, was developed to make laser-run, especially target shooting, accessible to BVI. The smartphone has to be attached on an ordinary gun thanks to a 3D printed fixation. The application is based on auditory feedbacks to inform the shooters about the gesture correction they have to apply to hit the target. Four designs of auditory feedback paradigm are proposed.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Human-Machine Interface</kwd>
        <kwd>Visual Impairment</kwd>
        <kwd>Assistive Technology</kwd>
        <kwd>Accessibility</kwd>
        <kwd>Auditory Display</kwd>
        <kwd>Auditory Guidance</kwd>
        <kwd>Sports and Video Games</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        The Multisense project, carried out in partnership with an association for awareness of visual
impairment, MixHandi-Cap sur la Vie (http://www.mcv-slb.fr/) aims to help the inclusion of
visually impaired people in sport, particularly in modern Pentathlon. The demonstration we
propose here concerns more specifically the laser-run discipline and more precisely the target
shooting task. In this task, the constraints are both precision and time as the shooter must
hit the target, using a laser weapon (without any projectile), 5 times in less than 50 seconds.
Although adapted weapons already exist in other sports shooting practices [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], their cost do not
allow ordinary clubs to buy them and the target shooting practice therefore remains reserved
for adapted sports clubs poorly distributed over the territory. Furthermore this forces blind and
visually impaired people (BVI) to keep among themselves instead of practicing with able-bodied
individuals in ordinary clubs. In addition, the sound substitution used in these weapons is very
dificult for beginners to access because it relies on memorizing a reference musical note and
sound cues that only give access to a single dimension (distance to target) without indicating in
which direction to redirect the weapon. As a solution, the Multisense project seeks to provide
digital assistance based on auditory feedbacks to make target shooting more accessible to people
with visual disabilities. This will enable the practice of Laser Run in ordinary sports clubs more
inclusive, mixing able-bodied people and people with disabilities and thus will participate in
the well-being and social integration of people "diferently competent" while promoting the
evolution of representations, mentalities and learning to solidarity with respect for diversity
for able-bodied people. Our proof of concept, named Multisense Blind Shooter, is based on
sonification, i.e. representing non audio information through non verbal sounds (equivalent of
visualisation for graphical representation of data). Our main question remains in the selection
of the optimal auditory parameters to make shooting more accessible to beginners and still
allow them to progress from recreational practice to competition. To answer this question,
Multisense Blind Shooter currently proposed four diferent sonification approaches. This will
allow us to later compare the actual sonified version of the target shooting assistance currently
used in international sports shooting competition (i.e. a single dimension, only based on pitch
and the reaching of a reference note pitch) with three other new methods. The first one is an
adaptative method which aims to improve the accuracy of target acquisition in the zone close
to the center of the target. The second one relies on 2D or even 3D sound guidance methods
which have been developed very recently for other use contexts such as surgery [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Finally, we
propose to include a sound spatialization system which has already shown its efectiveness in
auditory guidance here again in another context of use, namely racing video games accessible
to the blind [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. System Overview</title>
      <p>The Multisense Blind Shooter mobile application was developped with ease of access in mind.
Four sound renderings are currently available on the application until they can be compared
and eventually mixed and optimized. The smartphone fits into a 3D printed holder that is
attached to a conventional shooting weapon (1). This simplifies the equipment needed for clubs
by allowing visually impaired people to use their own phones.</p>
      <sec id="sec-2-1">
        <title>2.1. Apparatus</title>
        <p>Our mobile application is developed on Unity 3D, allowing us to access the phone’s sensors to
retrieve yaw, pitch and roll. To calibrate the center of the target (align the virtual target that
appear on the phone and the real physical target), a sighted person will need to aim at the real
target once to set the center in the application. Once done, the user will be able to shoot with the
laser gun on the real target. The sensors data are used to calculate the rotation of the aim in the
application. By projecting a ray from the Unity’s scene camera on a plane, the coordinates of the
sight are obtained in relation to the virtual target center. The distance information in abscissa
and ordinate are then transformed in sound through one of the sound feedback algorithms
before sent to the user in real time through headphones (required for spatialization). For our
future experiments purposes, we are also able to shoot on the virtual target directly by touching
the screen to retrieve the coordinates of the sight.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Sonification methods</title>
        <p>
          Sonification is possible thanks to the many properties of sound that can be modified to obtain
diferent returns. Based on former research on auditory guidance [
          <xref ref-type="bibr" rid="ref2 ref4 ref5">4, 5, 2</xref>
          ], the sonification
methods integrated in Multisense rely on spatialization, pitch and the acoustic phenomenon
of beats and roughness. Spatialization refers to the localisation of the sound in space that can
be simulated by various audio techniques like stereo for 2D renderings and binaural for 3D
renderings. Pitch defines the psycho-acoustical parameter that allows the diference between
low and high sounds. It is directly related to the perception of the fundamental frequency of
the sound and therefore to the perception of musical note played (example note A4 correspond
to 440Hz, the lower the frequency the lower the pitch). This property is for example used in the
Shepard tones which is made by adding sinusoidal frequencies separated by an octave creating
an auditory illusion of a sound that constantly rises or falls. Beat occurs when two signals
of close frequency are superimposed, a periodic modulation of the volume is then perceived.
This modulation becomes more and more rapid when the frequencies are distant until a limit
of approximately 15 Hz where the beat is so rapid that the sound becomes buzzing, it is the
roughness [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
        </p>
        <p>
          1D guidance through Pitch [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. The first method of sonification is inspired by the systems
currently in place in world competitions of adapted shooting sports. It uses only the variation
in pitch. The closer the user gets to the center, the higher the sound becomes. A reference note
informs the shooter that they reached the center of the target. This method does not allow to
know exactly where you are on the target but only the distance from the center. It requires a
lot of training to learn the reference note and is therefore not dedicated to novices. This is why
we want to compare its performance with other existing sonification strategies.
        </p>
        <p>
          2D guidance through Pitch, Roughness and Beatings [
          <xref ref-type="bibr" rid="ref2 ref5">5, 2</xref>
          ]. This sonification, inspired
by the work of Ziemer et al., uses multiple properties of sound to guide the user to a given
point in surgery. This method is interesting since it sonifies each part of the target (top, bottom,
right and left) in a diferent way, giving a more precise idea of the direction of the weapon.
The x-axis is sonified in such a way that the user hears a range of Shepard’s tones rising more
slowly as they approach the target from the left and falling more rapidly as they move away
from the center to the right. The y-axis uses the beat and roughness of the sound so that when
approaching the target from above, the beat becomes slower and slower. While when one
approaches from below, the sound becomes less and less rough. When the user is in the center,
the volume as well as the height of the sound remain constant.
        </p>
        <p>Adaptative 2D guidance through pitch and Beatings. This is a 2-dimensional sonification
that uses beats as well as pitch to transmit the position of the user according to the center of
the target. On the x-axis, the closer you get to the center, the faster the beat, on the y-axis,
the closer you get to the center, the higher the pitch is. In the center of the target, a distinct
sound called white noise is created to distinguish it from the rest of the target. This method is
therefore inspired by the two previous ones. However, this system uses a logarithmic dichotomy
algorithm to obtain a more and more precise sonification as the user approaches the center
of the target. Indeed, the range of sound modulation adapts according to the distance to the
center. When the user travels half the distance to the target, the range is remapped so that
this new distance becomes the new maximum distance. This method is the only one that have
been pre-tested. Unfortunately pre-tests shown that the remapping is dificult to handle for
the non-initiated. This is why we decided to add another sound parameter to our rendering :
spatialization, as described as follow.</p>
        <p>
          Spatialized Sonifications. Our application takes the 3 previous sonification methods and
allows to add a binaural spatialization so the target appears localized in space. The users have
then to try to place the sound in front of them to hit the center of the target. This methods is
inspired from race gaming accessibility method [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] where the sound of the car engine had to
stay in the center to avoid barriers and other obstacles.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusion and Future work</title>
      <p>Our next step will be to test our diferent audio feedbacks to ensure their usability and to
determine their limits in terms of accuracy and rapidity of shooting. Another interesting
question will be to determine the learning curve, i.e. the evolution of shooting performance
after diferent types and duration of training, for each sonification strategy. Actually, we may
even voluntarily choose to mix the diferent sonification strategies and personalize the audio
rendering to better address preferences and needs of each user. These sonification methods
can also be tested in the context of video games accessibility as the task of target acquisition
is similar in both contexts of First Person Shooter games and target shooting sports except
for their constraints. Indeed, video games do not require a harsh accuracy compared to sport
performances, while on the contrary the target can be moving and shooting back in video games
but will stay fix in sport.</p>
      <p>
        We would like to thank Tim Ziemer for having shared his own code from [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] so we can
integrate it directly in our Unity app. We are also thankfull to Matthieu Aussal and Morgane
Besnier for their technical help on other sonification methods and in the project in general.
      </p>
    </sec>
  </body>
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