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Many groups of people working with the blind and partially sighted are confronted with a growing need to present images in a meaningful form. Images are often seen as representing 'reality’. The conversion of images into tactile representations can be required for educational, recreational and professional purposes.
For a better understanding of tactile graphic information, some optical details have to be left out. This can be corrected by adding specific information to the design, if applicable.
A tactile image, equipped with text labels as extra information, can be designed on the computer using the TactileView drawing program. We have formulated specific conditions which are necessary to develop a meaningful design. The designer has to apply these guidelines, and it is easier for the user to interpret the tactile image if they are also familiar with these guidelines.
Designers will help to develop a catalog of graphic images, accompanied by text labels in every desired language.
Tactile prints can be made using Braille printers, swell paper ovens, screen printing, or industrial resources based on stereo lithographic techniques. Tactile matrices that will become available in the near future will make images even more tangible.
The future use of an image is determined by the 'dimensions’ requirements for use. The graphic material is available on an on-line catalog, which ensures easy availability of the images. Revenues are generated by payment for (local) printing facilities, or by ordering or forwarding from a central warehouse. Subscriptions or subsidies from people or organizations working with or for the blind and partially sighted can also generate revenue.
Underlying premises
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Tactile images provide people with much more information than was conceived possible.
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There is a global demand for more or less the same tactile information; it is necessary to use as many languages as possible to reach as many people as possible.
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Creating content in tactile images is extremely time-consuming, which is why supply has been minimal, both in volume and variety. In comparison, drawing takes up much more time than designing or translating explanatory labels.
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Resources for tactile material are valuable and not always available.
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The sensory 'gap’ between designer and viewer has a strong emotional component. Often designer/author and user/buyer will communicate directly, and the quality of the graphic design in the catalog will improve because of this.
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Every blind or partially sighted visitor to the website can view the catalog, print a picture or place an order.
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Catalog and TactileView software user groups
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Visually impaired people of different ages, in different social roles, able to interpret tactile reading;
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People who are in an educational, caring, personal or business relationship with a visually impaired person;
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Social institutions that care especially for visually impaired people;
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Public institutions.
Image requirements
The demand for images results from a great diversity of individual and institutional requirements:
Recreational
- General enjoyment ( Lego cut-outs)
- Theme products ( Christmas cards)
- Collectors of certain series (categories)
- Current affairs (world news)
- Cartoons
- Games (Tangram, puzzles)
Educational / illustrative
- Courses, lessons
- Instructional materials (encyclopedic)
- Streetplans (mobilitytraining, safety)
Professional
- Diagrams and plans
- Special needs per profession (carers, teachers, mobility trainers)
Graphic information
Using internet or other digital techniques (camera, scanner), it has become much easier to create a picture in order to convey a certain meaning or image. Graphics, diagrams, drawings and pictures are all examples of ways of communicating visual information. Contours, perspective, the use of colors and shadows are elements used to enrich a picture. This richness also increases the image’s complexity.
As the saying goes: A picture paints a thousand words.
A tactile image is a reduced version of reality, but is still useful as a means of transferring information. The challenge lies in the effort to try and develop a design that provides as much tactile information as possible. It is necessary to distinguish between informational and esthetic considerations.
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