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Second VERITAS Video

The second VERITAS video is released and available for download. After an introduction to the problems many impaired persons face in their everyday life because many goods and services are not accessible, some basic information about the project is presented, followed by a brief description of how the VERITAS approach serves accessibility assessment and the Design-for-All principle. A sequel of applications in various application areas, involving various groups of impaired persons makes the VERITAS idea clear to the public.


VERITAS Project in Euronews Channel

On November 2012, the Futuris Science and Technology programme of Euronews channel included VERITASin the 13-20 November episode. Futuris showcases bleeding edge of research and technology throughout Europe and Euronews is one of the most prominent globally accessed news channels with viewers in 155 countries in Euronews' eleven broadcasting languages. A filming crew from Euronews visited the CERTH/ITI facilities in Thessaloniki, where interviews were conducted involving Dr Dimitrios Tzovaras, Technival Manager of the Veritas project, as well as demonstration of several Veritas tools and outcomes from SP1 and SP2, including the Multisensorial Platform, The Core Simulation Platform and the Immersive Simulation Platform. The report, produced in cooperation with European Commission, aired for a whole week on Euronews Channel. pilottest


One of the main innovations in VERITAS in respect to virtual user modelling is the introduction and use of a multisensorial platform for the training of parameterized user models based on real user measurements in real testing conditions. The multisensorial platform is fully parameterized and adapted to the VERITAS application areas and will be used to capture user feedback while executing a number of tasks that will be mapped in the VERITAS virtual user models. VERITAS aims to analyze and to create detailed virtual user models for some selected disability categories extracted by the International Classification of Functioning (ICF). Virtual user models are created taking into account:

  • The physical, cognitive, behavioural and psychological models.
  • The analysis of real user needs and wants.
  • The incorporation of guidelines, standards and methodologies.
  • The training with real users and the relative feedback through the multisensorial platform).

The video that was produced demonstrates the usage of the platform during the measurement campaigns at various sites.


VERITAS released its first of 2 videos. The first video addresses the project as a whole, while the next video will focus on the multisensorial platform which has been used in the project for measurements.

<a href="#"http://www.youtube.com/embed/qGNrdrzUq3U" title="Multisensorial Platform video">View the content of this object


VERITAS released following demonstration videos of the simulations it is working on in the different application areas:

Video: Automotive – Pull Handbrake (dynamic, hard handbrake and easy handbrake)
Subjects: Normal & Elderly

This video describes a scenario where the designer performs accessibility evaluation of a car’s handbrake prototype for a fully capable user and an elderly user with limited force exertion capabilities. The designed prototype is evaluated via the framework by following step by step the a scenario containing four subtasks: a) locate the handbrake, b) reach it, c) grab it and d) pull it. Two different handbrake models were tested: the first had a resistance torque of 17Nm, which loosely speaking can be translated into lifting a weight of about 4.8kgr, while in the second the resistance was 6Nm (~1.7kgr).
The results of the simulation process showed that the normal user was able to perform the requested tasks in both prototypes. However, it was clearly revealed that were accessibility issues for the elderly user regarding the first handbrake: the user failed to complete the task because of his limited strength capabilities. However, when the resistance torque was reduced, the elderly user managed to complete the task.

Video: Workplace – Open Drawer (kinematic, drawer above desk and drawer below desk)
Subjects: Normal & User having Rheumatoid Arthritis on the left arm.

In these 2 videos, two different desk prototypes were evaluated: one having its drawers above the desk and one having them below. Two virtual user models were tested: normal user and user having rheumatoid arthritis on his left arm. The users asked to perform four tasks: a) locate the bottom drawer, b) reach its handle, c) grab it and d) pull the drawer.
The results of the simulation process clearly revealed accessibility issues of the rheumatoid arthritis user. More specifically, while the normal user performed successfully in both designs, the reumatoid arthritis user could not reach the drawer above the desk, because of his left arm’s limited range of motion. As it is shown, the impaired user managed to open the drawer when it was placed below the desk.

Video: Infotainment – Navigate to a visible location, Navigate to audio source. (Vision, Hearing)
Subjects: Normal & various Vision and Hearing impairments among which (colour blindess (3 kinds), Macular Degeneratio, Autitis, Otosclerosis, etc.)

This video demonstrates the scenario where the user wants to enter a 3D metaverse environment, in this case Second Life. The user must be able to acces both the 2D elements of the GUI but also to navigate the avatar inside the 3D space both towards visible locations but also to locations defined by distinct audio sources. The virtual user models that correspond to visual impairments demonstrated include Macular Degeneration, Protanopia, Deuteranopia, Tritanopia, Cataract etc. and the virtual user models that correspond to hearing impairments Otosclerosis, Otitis, Presbycusis etc. while some virtual user models combining both types of impaiments are also used. The simulation of the effects of these impairments help the designer/developer of such an application to identify directly any accessibility problems in an interactive manner.