Purpose:
The purpose of the device is to assist visually challenged individuals, particularly children, in accessing and understanding visual information typically presented in educational materials. There are many difficulties for visually challenged children when they study typical visual materials such as maps, diagrams and shapes of animals that we see in textbooks. Even though miniature models can be used as substitutes, there are limitations in covering a variety of educational topics, as it requires either creating or purchasing a suitable product for each lesson. This process consumes a significant amount of time in selecting the appropriate product for even a single class and it also costs a lot. Our team aimed to address these educational limitations caused by such inconveniences. We sought to create a braille device that not only easily incorporates additional visual information for learning but also allows for quick utilization during lessons. Additionally, this device aimed to enable students to review the material on their own.
How does it work?
The Sullivan device facilitates real-time learning during lessons by physically representing visual material in a tactile form that can be perceived through touch. The process begins when an instructor captures an image from a textbook using a smartphone linked to Sullivan and uploads it to the Sullivan app. This image is then added to a database and automatically transformed based on its RGB values. The transformed image is represented by varying pin heights, making it easier to understand through touch and conveniently formatted for output on the device.
Once the image data is named, a user can activate it by voice recognition. Speaking the name of the image prompts the previously transformed data to be transmitted as operational commands to the device's Arduino to operate stepping motors, and solenoids. Consequently, the image is outputted on Sullivan through the pin heights, allowing for a tactile representation of the visual material. This approach enhances the learning experience for those who have difficulty when using visual materials, making education more accessible and inclusive.
Usefulness for real application:
Sullivan is distinct from existing products because user can instantly take and upload photos through a connected smartphone, making it incredibly convenient for use. There's no need to manually convert photos or select device-appropriate images. Moreover, it's highly beneficial in academic settings, especially in subjects like mathematics, where the pace and direction of the lesson often require real-time change in representation of graphs and other visual materials because it is quick in representing the desired visual material. Furthermore, once data is added to the database, existing visual materials can be easily printed using voice recognition, enabling students to use it effortlessly on their own and it makes Sullivan as a tool not only for classroom use.