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gella.benson
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PINAGBUHATAN SENIOR HIGH SCHOOL

Department of Education
National Capital Region
Division of Pasig City
PINAGBUHATAN HIGH SCHOOL
Urbano Velasco Avenue, Pinagbuhatan, Pasig City

A Research Presented to Science and Technology Department


and Science Research Council (SRC) of Pinagbuhatan Senior High School
in Fulfillment of the requirement in taking I.I.I (Inquiries, Investigation,
& Immersion) as specialized subject for STEM Strand

AVIA: Feasibility of Arduino-based Visual


Impairment Aid Keyboard

Researchers:
Alliah Ziandra M. Jocson
Ianne Cassandra De Guzman
Jessel L. Caimo
Bon Angelo T.
Gregorio Mark Noel F.
Rasco

Research/ I.I.I. Teacher

LIGAYA A. GASULAS
LPT, MASciEd

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PINAGBUHATAN SENIOR HIGH SCHOOL

ACKNOWLEDGEMENTS

We, the researchers, would like to express our sincere gratitude to


those who supported and gave inspiration to make this research paper a
success.
We would like to extend gratefulness to the following who gave
their special assistance to us.
To the principal, Mrs. Cecilia G. Regala who approved and gave us
motivation to take part in the field and in this study.
To our research teacher and adviser, Mrs Ligaya A. Gasulas, who
guided us in creating this research paper and had taken many actions so
that we can accomplish the study completely.
To the head teacher of the Science Department, Mrs. Rowena T.
Tiempo, who encourages and makes efforts on their behalf for the
researchers to complete the study on time,
To Mrs. Erlinda T. Ofamen, who gave us insights and appreciation
for the betterment of our study.
To Ms. Alfie T. Badilla, for giving us suggestions and guiding us
during research defense.
To Mrs. Kimberly T. Javier, for sharing her statistical expertise,
giving us a helping hand in completing our study.
To Mr. John Trixie M. Ocampo, for imparting scientific concepts,
appreciations, and ideals that helped the researchers feel confident
enough to do this experiment. Thank you for the efforts in supporting our
needs in this study.
To our Parents, who supported us financially and intellectually. We
would like to thank them for the guidance and words of encouragement.
The people who we failed to mention have definitely contributed
much for the success of this project.
Lastly to Almighty Father for his guidance and gift of knowledge
and wisdom.
PINAGBUHATAN SENIOR HIGH SCHOOL

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Abstract

The visually impaired community faces numerous challenges in

accessing and utilizing technology, particularly when it comes to interfacing

with digital devices. The Arduino Uno Braille Keyboard investigates the

development and implementation of a tactile input device aimed at

enhancing accessibility for individuals with visual impairments. This

innovative keyboard utilizes the Arduino Uno microcontroller, a versatile

and widely used tool in the field of technology. The Braille keyboard seeks

to improve the communication process of the people with impairments,

offering a different yet effective approach to digital interaction.

The keyboard's design revolves around translating Braille input into

digital symbols. The study states an emphasis on affordability and user-

friendliness, recognizing the importance of making assistive devices widely

accessible to the people. This research contributes to the broader field of

inclusive technology design that delves into the technical aspects of the

keyboard's construction, its potential applications, and the implications for

promoting inclusivity in digital interfaces.

In this study, it highlights the design and development of a portable,

affordable and convenient device that assists the visually impaired

individual with communication. The researchers conducted material testing

to determine the capability and functionality of the device in real time

operation. Based on the observations of the researcher during the three field

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testing, all of the materials and parts are working. The overall harmony of

all the materials are sufficient for the functionality of the braille keyboard.

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Chapter 1

THE PROBLEM AND ITS BACKGROUND

In this chapter, this introduces the research problem and the

evidence supporting the existence of the problem. It outlines an initial

review of the literature on the study topic and articulates the purpose of the

study. These includes the background of the study, conceptual framework,

theoretical framework, statement of the problem, hypothesis, significance of

the study, scope and delimitations, and definitions of terms

Background of the Study

In the ever-changing digital world, usage of technology for

communication and access to information is needed to fully participate in

all aspects of life in society. However, for individuals with disability

particularly the people with visual impairments, may it be congenital or

acquired blindness, the digital realm poses challenges in the context of

communicating in the digital era. As society progresses towards inclusive

and accessible learning environments, it is imperative to address these

challenges and develop innovative solutions to empower individuals with

visual impairments to access and engage in learning environments.

Globally, according to the World Health Organization, almost 2.2

billion people experience near or distance vision impairment. Half of the

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population acquires impairments mostly due to cataracts, diabetes, and

glaucoma. Some of them use a tactile reading and writing system for

communication but others do not.

One crucial facet of education for individuals with visual

impairment is the acquisition and utilization of Braille, is a system where

written words are in code for blind people to read and write. In braille, the

letters of the alphabet, numbers, and punctuation are made up of

combinations of dots. The braille system, which incorporates the writing of

the alphabet as well as of mathematical, chemical, phonetic, computer, and

musical symbols, is the most widely used writing and reading method in

relief in the world. (R. Lupetina,

2022)

Apart from the traditional usage of Braille system for communication

of visually impaired individuals is the need to apply the system to

technological advancements in order for them to fully participate in the

digital era.

Braille literacy is fundamental for their academic and professional

development, but it is often hindered by limited access to Braille

keyboards and instructional materials. Existing Braille keyboards can be

expensive, difficult to maintain, and not readily available in educational

settings as it may also be hard to manipulate by visually impaired people

due to its wide range of keycaps. Furthermore, it is easier to learn braille

for people who started early or for congenitally blind individuals. (Wan et

al., 2010) This


PINAGBUHATAN SENIOR HIGH SCHOOL

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poses struggles of learning the system for cases like acquired vision

conditions.

In response to these challenges, this research endeavors to introduce

an innovative solution: the Arduino-based Braille System Keyboard. It is

designed to provide a cost-effective, portable, and user-friendly Braille input

device tailored specifically for the pedagogy of individuals with visual

impairment. Leveraging the versatility and affordability of Arduino

microcontroller technology, a board that provides a platform for building

interactive projects. It is based on the ATmega328P microcontroller and can

be programmed using the Arduino programming language. (J. Nussey,

2018), this project aims to bridge the accessibility gap by making Braille

learning more accessible, engaging, and interactive.

This project embodies a multidisciplinary approach, combining

elements of electronics, assistive technology, and education. By

developing an adaptable and programmable Braille keyboard system, this

research seeks to facilitate Braille literacy acquisition, enhance the

teaching and learning experience for both educators and students, and

ultimately empower individuals with visual impairment to participate

fully in education, employment, and social interactions. In addition, the

open- source nature of Arduino technology encourages collaborative

development and customization, potentially fostering a community of

educators, technologists, and advocates dedicated to improving the

accessibility of Braille education.

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This research aims to contribute not only to the field of assistive

technology but also to the broader goal of creating a more equitable and

accessible society for all individuals, regardless of their abilities.

Theoretical Framework

People are created with different senses that let us interact with

the world that surrounds us. If people lose one ability to use a particular

sense, other senses will be heightened to balance a life and keep up with the

world. The theory is that a young brain may be rewired to use different

parts of the body as a visual processing system (Hafez, 2018). It tells that

there are ways for people with visual impairment so that they can have a

great life. By heightening the sense of touch, the visual sense can be no

problem.

Many people tend to create ways to make their lives easier through

electronics and appliances. Devices were created that are intended for

people with visual impairments such as the braille system. Louis Braille

created a tactile reading system in 1829 that enables blind individuals to

read and write. He modified it from Captain Charles Barbier's "night

writing" method because he believed it might be made simpler. For his

unique tactile system, which is simply referred to as braille, Braille

reduced the 12 dots into six (Pentreath, 2020). With this simplification, a

lot of people have been easily using this system. Simplification can affect the

well- being and lifestyle of many.


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Conceptual Framework

The braille keyboard and the Arduino uno board are the highlights

and main components of the device. These, along with the people with

visual impairments, are the inputs and the variables that are in this

research. During the process, the researchers will design the prototype and

collect the necessary materials. A program will be established and then the

device will be constructed. After the device has been built, the device will

be tested by people with visual impairment, and they will give their

feedback or data about the device. Researchers will observe, analyze, and

evaluate the data. The expected results or output is a functional and

systematic braille keyboard, made from Arduino uno board that can help

people with visual impairment, will be constructed.

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Hypothesis

Ho: There is no significant difference between the commercially available

keyboard and the Arduino-uno-based braille keyboard.

Statement of the Problem

The researcher aims innovate Arduino-based braille keyboard for

pedagogy of visually impaired people.

The study specifically needed to answer the following questions:

1. Is the Arduino Uno-based braille keyboard effective in aiding

people with visual impairments in terms of typing:

a. 20-word passage

b. 50-word passage

c. 100-word passage

2. Is there a significant difference between the Conventional Keyboard,

Arduino-based Braille Keyboard, Conventional Keyboard with

Braille in terms of accuracy?

Significance of the Study

This study innovates a keyboard system utilizing the Arduino Uno

platform to give a Braille system for people with visual impairments. This

work has the potential to have a significant impact in the following areas:

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Teachers. This study could really help teachers who are dedicated to

supporting students with visual impairments. It introduces a new

resource that can boost their teaching strategies and make learning more

enriching for these students.

Students. This study can help students, especially those who are

blind or have visual impairments. By developing a Braille system

keyboard based on Arduino Uno, it can enable them to improve their

study, making it more accessible and inclusive.

Family of blind individuals. this research can give them

information about the possible advantages of utilizing a Braille keyboard

powered by an Arduino Uno and how it can enhance interactions and

communication.

Blind individuals. The results of the study will immediately help

blind people by providing them with an alternative method of

communication. Utilizing a Braille keyboard based on Arduino Uno for

personal use can enable blind individuals to communicate more effectively

and efficiently.

Future researchers. The findings of this study will contribute to

the body of knowledge in the field of assistive technology for individuals

with visual impairments. Future researchers will be able to build upon the

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knowledge gained from this study to further improve the Arduino Uno. They

can also innovate and make the device more inclusive and easier to use.

Scope and Delimitations of the Study

This project will focus on generating a keyboard called Arduino

uno based braille system for those who are visually impaired.

In this study, the dependent variable is the pedagogy, which refers to

the educational method used for people with visual impairments. The

Independent variable is the Arduino-Braille System which refers to the

technology or device that will be used to support the pedagogy and offer

educational help for people with visual impairment.

The participants of this study are specifically limited only to people

with visual impairment because the objective of this study is to develop a

technology solution that specifically caters to their needs. This study will

only be conducted in selected places in Pasig City. The researchers will work

on this study in less than a year, considering the needs for this study.

To answer research questions effectively, the researchers will look for

research papers or theses related to this study. Furthermore, researchers

will reach out to some experts because they may be able to provide

additional sources of information that will be helpful in this study.

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Definition of Terms

Arduino Uno- This is a microcontroller which will be used to develop

a braille learning system keyboard for people with visual impairments.

Blind People- They are the individuals with visual impairments

who will rely on the Arduino based braille system.

Braille System- It is a series of raised dots that represent letters

numbers and other symbols that will be put in a keyboard to be felt by blind

people.

Keyboard- This refers to the device that allows users to input data

or commands into the Arduino-based braille system.

Technology- It refers to the use of the Arduino platform to develop

a braille system keyboard for visually impaired individuals.

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Chapter 2

REVIEW OF RELATED LITERATURE

This chapter contains studies and literatures regarding the

Arduino Uno, its utilization and evaluation which are vital as to give a

general overview of the details for each component and what the other

researchers found out about this. To further elaborate the research topic,

this chapter contains studies and works focused on: 1) Visual

Impairment, 2) Braille System, 3) Arduino Technology, 4) Devices for

Visually Impaired and 5) Effectivity and Vitality of Using Braille System.

A. Introduction to Visual Impairment, Braille, and Arduino

Technology

The five senses that the human body possesses are essential for its

everyday activities. These senses work spontaneously and require little

to no intervention. These 5 common senses are sound, smell, taste, touch,

and sight (Sharama, 2023). Despite being important, these senses can be

damaged and reduce their effectiveness. The sense of sight, which

enables us to see, is usually the sense that is most prone to damage and

even defects at birth. In fact, an estimated amount of at least 2.2 billion

people suffer vision impairments, and half of this number may have been

prevented or yet to be treated (Blindness and Vision Impairments,

2023). Visual
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impairment refers to the defects observed in someone’s sense of vision. It

means that a person’s eyesight cannot be corrected under normal

procedures. (Vision Impairment, 2018). Several instruments are created to

help people with visual impairments and make life easier for them.

Examples of these are vision-correction glasses, screen readers, and braille.

Braille is a system that utilizes a person’s sense of touch. This means

that a person with visual defects will be able to navigate through this easily.

The Braille system consists of raised dots created by puncturing the paper,

creating a texture on the surface of the paper. The person navigates through

this by feeling the raised dots and interpreting the combination, thus

allowing the person to read. This aids people with visual impairments in

increasing their literacy skills such as reading and writing (Blindness and

Low Vision, 2016). When writing in braille, a slate and stylus is used. The

slate acts as a sort of template that guides the writer’s spacing while the

stylus is specially designed to effectively create raised dots that are easily

recognizable by touch. These two instruments are effective, as well as

portable, which allows the person to carry them whenever they need to

write. Due to technological developments, the braille is being integrated

into digitalization, and several inventions are created to utilize the braille

not only in printed applications but also In digital. Some of these inventions

are the braillewriter, one-handed and two-handed braille keyboards, braille

readers, and many more. Some of these inventions are made possible with

the use of Arduino.

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The Arduino is an open-source electronic instrument that is both hardware

and software. It is widely utilized since it is able to perform different

functions via simple commands through codes, senors, gestures, etc. and

execute them through different ways such as activating electrical devices,

and even publishing works online (Arduino, 2018).

B. Existing Gadgets for Persons with Visual Impairments

Technologies help make things easier, and gadgets are everywhere.

This also applies to an individual’s way of life. And to make a person,

suffering from visual impairments, life easier, different gadgets are created

to meet their needs. The Bluino, or Blind Sensor Arduino-based, is a device

made for visually impaired students as an aid in navigating their

surroundings. The device utilizes sound to Identify the student’s

surroundings, similar to a bat’s echolocation, where it releases a sound and

detects the intervals between each sound echo to detect the nearness of an

object. This device then emits a signal upon detecting an object in front of

the user (Fikirah, n.d.). Another is the smart cane device for blind people

utilizes an embedded system and is designed with the Arduino

microcontroller to create a set of portable intelligent auxiliary tools. These

tools can provide voice prompts, such as obstacle avoidance, to assist the

blind. Additionally, the device uses GPS and GSM modules to monitor the

blind's travel location. It also includes a one-button emergency

communication function to ensure the blind can travel safely and

conveniently. The device incorporates an Arduino single-chip

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microcomputer control, along with an ultrasonic ranging module, GPS

positioning module, and GSM communication module. This design

effectively processes and controls information using the microcomputer. As

the user walks, the multi-channel ultrasonic ranging module collects data,

identifies obstacles in various directions, and provides obstacle avoidance

prompts through the voice module (Wang, 2019). Another is the

development of an Arduino-based device that acts as a third eye or extra

vision for blind individuals. It consists of both hardware and software

components which work together to help the person identify objects. This is

achieved through the use of ultrasonic waves emitted by a sensor, which are

then interpreted by the software. Additionally, a buzzer provides vibration

feedback. This project draws inspiration from the traditional walking stick

used by blind individuals but aims to address the issue of its inconvenience

for those with limited strength (Ankush Yadav, 2022)

C. Effectiveness and Impact of Using Braille

Braille instruction often requires a personalized approach tailored to

the specific needs and abilities of each student (Baker, 2014). As every

learner's level of vision and tactile sensitivity varies, educators must

adapt instructional strategies accordingly. Instructors employ a mixture of

tactile, auditory, and kinesthetic techniques to enhance learning

outcomes. Utilizing a multi-sensory approach helps students engage

various senses in their Braille instruction, facilitating the development of

multiple pathways for learning (Hatton & Burton, 2020). Breaking down

the complex Braille


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code into smaller, manageable components enables learners to grasp the

system more effectively.

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Chapter 3

METHODOLOGY

This chapter contains the outline of research used in conducting the

study. The method of research, samples, description of samples, sampling

technique, and research instrument were recorded and described.

A. Research Design

The researchers employed a quasi-experimental research method in

the study. The device is subjected to evaluation with the use of a rubric

with specific standards that will point out the quality of the product based

on a certain criterion.

The researchers employed the designing approach in the creation of

the device. The procedures have been developed by experts and will be

used in the development of this research. The researchers will take five

measures that will aid in developing the device. Thus, the design

processes are as follows:

1. Assessing the device’s requirements

2. Constructing the system and electronic circuits

3. Coding and programming

4. Preparing and testing.

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B. Materials and Methods

The device is designed as an easier way of communication for

visually impaired people to others. The whole system will run with the

help of an

Arduino Uno Board.

1. Design and Layout of Prototype

A design is created as the basis of the project. The braille keyboard is

constructed to be smaller than commercially available ones and with fewer

buttons.

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2. Preparation and Gathering of Materials

The following materials are needed in constructing the device.

Quantity Unit Material Use

1 Piece Arduino-Uno board It is the main microcontroller that will be

responsible for processing

the input from the keyboard and sending

it to the computer.

1 Piece Keyboard Matrix It is a grid of switches that form the keys

of the keyboard. It allows the of multiple


Circuit
keys to a limited number of pins on the

Arduino.

1 Piece 3D printer It is used to create the physical

coverings of the keyboard from the

digital design

200 Grams Filaments The filaments are used as a source of

material to make the coverings of the

keyboard

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9 Piece Switches These are the individual buttons that

form the keys of the keyboard.

The type of switches is tactile based

9 Piece Diodes These are used in a keyboard matrix to

prevent ghosting and ensure that only

one key is

registered at a time.

5 k ohms Resistors These are used to ensure stable voltage

levels when the switches are not

pressed.

11 Piece Jumper Wires These wires are used to connect the

various components together, such as

connecting the switches to the Arduino

pins and connecting the diodes and

resistors.

1 Piece Breadboard or A breadboard or a printed circuit board

(PCB) is needed to mount the


PCB
components and create the circuit

connections.

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1 Piece USB cable This is required to connect the Arduino

Uno to a computer for programming and

communication.

1 Piece speaker It will serve as a tool for converting the

written braille into words

3. Coding and Modification of the Program (Software) The variables is define

as input values or controlling the behavior of the keyboard. In the setup, the keyboard

will be initialized and any other necessary components such as buttons or switches.

The pin modes, codes and the other configurations will be set. The researchers

continuously monitor the state of the buttons or switches. If a button is pressed or a

switch is toggled, it must send the corresponding keyboard command. The

researchers modify the code accordingly to incorporate the other features. Once

finished coding and modifying the program, it is uploaded to the Arduino Uno using

the Arduino IDE.

4. Assembling of the Device (Hardware)

The buttons and switches will be connected to the appropriate digital or analog

input pins on the Arduino Uno. Using jumper wires, it is soldered according to the

setup or layout. The Arduino Uno is powered via USB and all the connections will be

corrected and secured. It will be double-checked for any loose wires or incorrect

wiring. An enclosure will be added in the keyboard to protect the components and

enhance the aesthetics.

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5. Testing of the Device

In the testing the buttons or switches on the keyboard and will be pressed ior

toggled. The corresponding keyboard commands will be observed if these are being

executed correctly. Verification of other features will be established if these are

working as intended. The keyboard will be tested on different scenarios and

usewords,sentence and paragraph as a input test to ensure its reliability and

functionality.

C. Data Gathering Procedure

In evaluating the effectiveness and efficiency, the researchers underwent tests

wherein the device was used, tested and evaluated by the researchers, the respondents

who are visually impaired individuals and the experts. The device is used by visually

impaired people to measure the productiveness and performance of the device. A

survey questionnaire that contains questions regarding user experience and

performance will be given to individuals with visual impairment. An evaluation sheet

is also provided for the experts. This contains questions and a 5-point Likert System

to determine the significance of the device.

In assessing the system, evaluators appraise the device with corresponding

criteria and mechanics.

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D. Statistical Treatment and Testing

A one-way Analysis of Variance (ANOVA) will be employed to detect significant

differences in the set-ups. The ANOVA result shows an overall statistically

significant difference in group means.

Flowchart of Experiment

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Flowchart of Testing

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Chapter 4

PRESENTATIONS, ANALYSES, AND INTERPRETATION OF DATA

This chapter presents an analysis and interpretation of the data

gathered. The data were arranged comprehensively to answer the

statement of the problems sought for this study with the use of descriptive

statistics. It aims to strengthen the study through the data gathered.

I. Typing Speed Testing via Words per Minute Table

Conventional Arduino-based Conventional

Keyboard Braille Keyboard Keyboard with

Braille

Trial 1 51 wpm 40 wpm 50 wpm

Trial 2 53 wpm 38 wpm 51 wpm

Trial 3 41 wpm 41 wpm 45 wpm

Trial 4 48 wpm 45 wpm 53 wpm

Trial 5 60 wpm 39 wpm 49 wpm

� 50.6 wpm 40.6 wpm 49.6 wpm


Table 1: Words per Minute of Conventional Keyboard and Arduino-based

Braille Keyboard

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The table shows the comparison of number of words per minute between

three different set-ups; the conventional keyboard, conventional braille

keyboard, and the arduino-based braille keyboard. Based on the result, the

conventional keyboard get the highest amount, having an average of 50.6

words per minute in five trials. Next is the conventional braille keyboard

that achieved an average of 49.6 words per minute. Last is this research's

device keyboard with an average of 40.6 words per minute. Through

comparison of the data with the keyboards implies that the device is

effective in assessing the parameters it intends to measure real-time

Typing Speed Test Via Word per


70 Minute
60 60
51 53
50 50 48 49
45 45
40 40 41 39
38
30

20

10

0
Trial 1 Trial 2 Trial 3 Trial 4 Trial 5

Conventional Keyboard Arduino-based Braille Keyboard


Conventional Keyboard with Braille

operation.

Figure I. Typing Speed Test via Word Per Minute

Figure I shows the comparison of speed typing per minute

between the set-ups is significantly similar to each other. Among the 5

trials, the conventional keyboard charted as the highest and fastest

among the set-ups. The lowest and slowest is the device of the arduino-

based braille keyboard.

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II. Keyboard Accuracy Testing via Error Rate

Letter 10 clicks 30 clicks 50 clicks

A 0/10 0/30 1/50

B 0/10 0/30 0/50

C 0/10 0/30 0/50

D 0/10 0/30 0/50

E 0/10 0/30 0/50

F 0/10 0/30 3/50

G 0/10 1/30 2/50

H 0/10 1/30 1/50

I 0/10 0/30 1/50

J 0/10 0/30 2/50

K 0/10 2/30 2/50

L 0/10 0/30 2/50

M 0/10 0/30 1/50

N 0/10 0/30 3/50

O 0/10 1/30 0/50

P 0/10 2/30 0/50

Q 1/10 1/30 3/50

R 0/10 0/30 0/50

S 0/10 0/30 0/50

T 0/10 0/30 2/50

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U 0/10 2/30 2/50

V 0/10 3/30 5/50

W 1/10 3/30 2/50

X 0/10 2/30 1/50

Y 0/10 1/30 3/50

Z 1/10 1/30 1/50

Space 2/10 5/30 5/50

Delete 2/10 5/30 6/50

Enter 0/10 0/30 2/50

Total 7 30 42

Table 2: Error Rate of AVIA: Arduino-based Braille Keyboard

Table 2 shows the error rate of the Arduino-based braille

keyboard, the device was tested through continuously clicking with 1

second interval in between clicks to determine the number of errors it will

obtain when used continuously. Based on the test, it shows that for 10

clicks, AVIA recorded 7 minimal errors from the 29 single-output codes,

for 30 consistent clicks, the errors were 30 and for 50 clicks, it obtained

the highest error rate of 42. Even though there are problems, the device

still shows accuracy in dealing with most of the input-output processes.

There were times that the delay time was longer than the average and

there were times that it didn’t respond at all that determined the error.

Even in long use, the keyboard managed to respond to most of the inputs.

Other than that, the data was accurate according to the tests made by the

researcher between the data gathered.

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III. ANOVA Testing for Error Rate

A. Hypotheses

Ho: 𝜇𝐶𝐾 = 𝜇𝐵𝐾 = 𝜇𝐶𝐾𝐵

Ha: At least one of the means are not equal.

B. Significance Level

𝛂 = 𝟎. 𝟎𝟓

C. Decision Rule

Reject Ho if Fc > Ftab.

D. Computation for Fc.

∑ 𝒙
Trials Conventional Arduino- Conventional
Keyboard based Keyboard
Braille with Braille
Keyboard
1 1 3 2 6
(20-word
passage)
2 2 2 2 6
(50-word
passage)
3 1 4 3 8
(100-word
passage)
Table 3: Raw Data of Error Rate per Passage

Table 3 shows that the keyboards possessed the ability to type short

and long passages. However, there are certain chances of the keyboard to

commit errors in the given tasks. The device of the arduino-based braille

keyboard is more likely to have error with an average of 3 and the

conventional keyboard have an average of 4/3 of having an error.

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Solve for Sum of Squares (SS)

4 9 7 20

∑𝒙

∑ 𝒙𝟐
6 29 17 52

Table 4: Sum of Squares

Table 4 shows the sum of squares of the three variables,

conventional keyboard, Arduino-based braille keyboard, and conventional

keyboard with braille, respectively. It shows the sum of all errors per

passage and the squares of the computed sum for each. The resulting sum

of errors says that the Arduino-based braille keyboard obtained the highest

record errors for each passage followed by the conventional keyboard with

Braille.

Solve for Sum of Squares Between (SSC)


(∑ (∑ 𝒙)𝟐
SSC=
𝒙𝒊)𝟐 − 𝒏
𝒏𝒊

42 92 72 202 16 81
=( + + )−( )= ( + +
49
)–
= 4.222
400

3 3 3 9 3 3 3 9

Solve for Sum of Squares Total (SST)


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∑ 𝑥 –𝑥)2
(∑ 20
= 52
SST=
2


= 7.556
2 𝑛 9

Solve for Sum of Squares Error (SSE)

SSE= SST-SSC

= 7.556-4.222

= 3.334

ANOVA Table

Source of SS df MS Fc

Variation

Between Groups 4.222 2 2.111 3.797

Error 3.334 6 0.556

Total 7.556 8

Table 5: ANOVA Table of Error Rate per Passage

Using F-table and the degree of freedoms, Ftab= 5.14

E. Decision

The table shows computed value F is 3.797 which is less than the

critical value of 5.14, so the null hypothesis is accepted.

Since, Fc < Ftab = 3.797< 5.14, we accept the null hypothesis.

Findings

Based on the results, it shows that there is no significant difference

between the three variables used in the study. With the ANOVA test

conducted, it showed that the Arduino-based Keyboard may have not met
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the exact same accuracy of the conventional keyboards but is still accurate

and can compete and be on par with the other variables used in the study.

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Chapter 5

SUMMARY OF FINDINGS, CONCLUSIONS AND

RECOMMENDATIONS

Summary of Findings

The study compares the words-per-minute (WPM) performance of

three different keyboard setups: conventional keyboard, conventional

Braille keyboard, and an Arduino-based Braille keyboard. The conventional

keyboard demonstrated the highest average WPM at 50.6, followed by the

conventional Braille keyboard at 49.6, and the Arduino-based Braille

keyboard at 40.6. The data suggests that the Arduino-based Braille

keyboard is effective in assessing real-time operational parameters, despite

having a lower WPM compared to the other setups.

In terms of typing speed, Figure I illustrate that the conventional

keyboard consistently outperformed the other setups, with the Arduino-

based Braille keyboard being the slowest. The study also evaluated input

accuracy, revealing that the keyboard correctly interpreted 29 single-output

codes in three trials. Despite occasional delays and unresponsiveness, the

keyboard demonstrated overall accuracy in input-output processes.

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Table 3 indicates that all keyboards were capable of typing both short

and long passages, though errors were observed. The Arduino-based Braille

keyboard had a higher average error rate (3) compared to the conventional

keyboard (4/3). The computed F value of 3.797, being less than the critical

value of 5.14, led to accepting the null hypothesis. This suggests that the

differences in error rates among the keyboards are not statistically

significant.

In summary, while the conventional keyboard outperformed the

other setups in terms of speed and accuracy, the Arduino-based Braille

keyboard showed effectiveness in assessing real-time operation and

demonstrated acceptable accuracy despite a lower average WPM.

Conclusion

In conclusion, our research on the Arduino Uno based Braille system

keyboard has shown that it is a viable and effective solution for

individuals with visual impairments.

Through the use of the Arduino Uno microcontroller and the

integration of Braille displays and input devices, we have successfully

developed a keyboard that allows users to conveniently input Braille text

into a computer or other electronic device.

Our research has demonstrated that the Arduino Uno platform is

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capable of efficiently processing and translating Braille input. The

integration of Braille displays ensures that users can easily read and

verify their input, eliminating any errors

or confusion.

Additionally, our research has indicated that the Arduino Uno based

Braille system keyboard is highly compatible with existing software and

operating systems, making it accessible for a wide range of users. The

flexibility and versatility offered by the Arduino platform allow for easy

customization and adaptation to individual preferences and needs.

Overall, our research has shown that the Arduino Uno based Braille

system keyboard is a promising solution for individuals with visual

impairments, providing them with greater independence and

accessibility in their daily lives. Further development and refinement of the

system could potentially enhance its capabilities and expand its

applications in various industries and sectors.

Recommendations

1. Future researchers should test the Braille system in real-world situations

to validate or test its performance under different conditions. This

ensures the system's reliability and functionality in practical use cases.

2.Future researchers should engage with the visually impaired community

for valuable insights and feedback. Use their suggestions to make the

keyboard more tailored to their needs.

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3.Future researchers should integrate a voice feedback system that verbally

communicates the input or output information to the user. This feature is

especially helpful for individuals with visual impairments who may benefit

from auditory feedback.

4.Future researchers should engage with educational technologists to

explore ways to integrate the arduino based braille system keyboard into

educational settings, supporting the learning needs of visually impaired

students.

5. Researchers recommend conducting surveys or tests with visually

impaired individuals to thoroughly assess the device's efficiency,

compatibility, and user experience, ensuring a comprehensive

understanding of its practical utility.

6. Researchers suggest actively seeking input from professionals to drive

further innovation in the product and facilitate its successful

commercialization.

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APPENDIX A
Prototype Diagram

Figure 1: Bird’s eye view

Figure 2: Top View

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Figure 3: Motor’s View

Figure 4: Bottom View

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APPENDIX B
Codes

Figure 5: Codes (Part 1)

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Figure 6: Codes (Part 2)

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APPENDIX C
Plagiarism Scan Report

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APPENDIX D
Experimentation/ Prototype

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