Augmented Reality Controlled Smart Wheelchair Using Dynamic Signifiers for Affordance Representation The design of augmented reality interfaces for people with mobility impairments is a novel area with great potential, as well as multiple outstanding research challenges. In this paper we present an augmented reality user interface for controlling a smart wheelchair with a headmounted display to provide assistance for mobility restricted people. Our motivation is to reduce the cognitive requirements needed to control a smart wheelchair. A key element of our platform is the ability to control the smart wheelchair using the concepts of affordances and signifiers. In addition to the technical details of our platform, we present a baseline study by evaluating our platform through usertrials of ablebodied individuals and two different affordances: 1) Door Go Through and 2) People Approach. To present these affordances to the user, we evaluated fixed symbol based signifiers versus our novel dynamic signifiers in terms of ease to understand the suggested actions and its relation with the objects. Our results show a clear preference for dynamic signifiers. In addition, we show that the task load reported by participants is lower when controlling the smart wheelchair with our augmented reality user interface compared to using the joystick, which is consistent with their qualitative answers.

Vestibular Feedback on a Virtual Reality Wheelchair Driving Simulator: A Pilot Study Autonomy and the ability to maintain social activities can be challenging for people with disabilities experiencing reduced mobility. In the case of disabilities that impact mobility, power wheelchairs can help such people retain or regain autonomy. Nonetheless, driving a power wheelchair is a complex task that requires a combination of cognitive, visual and visuospatial abilities. In practice, people need to pass prior ability tests and driving training before being prescribed a power wheelchair by their therapist. Still, conventional training in occupational therapy can be insufficient for some people with severe cognitive andor visuospatial functions. As such, these people are often prevented from obtaining a power wheelchair prescription from their therapist due to safety concerns. In this context, driving simulators might be efficient and promising tools to provide alternative, adaptive, flexible, and safe training. In previous work, we proposed a Virtual Reality (VR) driving simulator integrating vestibular feedback to simulate wheelchair motion sensations. The performance and acceptability of a VR simulator rely on satisfying user Quality of Experience (QoE). Therefore, our simulator is designed to give the user a high Sense of Presence (SoP) and low Cybersickness. This paper presents a pilot study assessing the impact of the vestibular feedback provied on user QoE. Participants were asked to perform a driving task whilst in the simulator under two conditions: with and without vestibular feedback. User QoE is assessed through subjective questionnaires measuring user SoP and cybersickness. The results show that vestibular feedback activation increases SoP and decreases cybersickness. This study constitutes a mandatory step before clinical trials and, as such, only enrolled people without disabilities.