Interface Interaction And Evaluation Of Chance

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02 Nov 2017

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SUMMARY

Haptic interaction and communication is instinctive and easy to learn, provides a unique method for all users. This report provides a brief overview and background and explores various haptic feedback, the reactions of people through a VibroBox received. It describes a single scenario in the given task, the reality of a design of a haptic device vibrotactile comments in UI (User Interface particularly tangible) to help bring created. Contained in this report is the distribution of the different stages of creating a device description of the basic idea of ​​the general ideas that explains behind the concept of user needs that the specific needs of the target user focused design principles, the nature of the and components of the device, creating a prototype, which, like every aspect was an idea developed into a complete design and implementation plan speaks work that shows and demonstrates exactly how the device works and details of the operation, in the planning phase through navigation proposed various techniques, and further improvement to describe lead from its current limits. In the end, a number of conclusions are drawn to support the entire concept.

This project aims to evaluate the effectiveness of vibrotactile (haptic) feedback in the detection and search paths in a virtual environment shape / object. This project uses a visual feedback means a review of the haptic feedback. The results of this research could be used to help shape as a measure to which the haptic technology allows people with visual impairments in the search system and object detection /.

INTRODUCTION

The perception of our world as a result correlated input combination on several meanings. Although the sensory modalities such as sound and image have been studied in detail, has the ultimate intimate sense of touch has been overlooked as a haptic exploration of an object a few centuries ago until the last decade. The contact surface of the object, the information such as texture, compliance, pressure, density, mass surrenders. Etc. Our perception of something touching, as in some real way can also be the result of delusions that historically have rarely appeals to the sense of touch. Golledge et al. (2005) suggests that under certain circumstances, Haptics can substitute other sensory modalities such as vision. HAPTICS or haptic technology can be defined as the science of applying touch (tactile) sensation and control to interaction with computer applications can be defined. Pronounced "Hap-Tik", the word from the Greek word for "haptikós" "touch" (screening and Caruso, 2008) is derived. Haptic technology is a tactile feedback technology that takes advantage of the sense of touch a person by applying forces, vibrations and / or motions of the user. Although haptic devices for measuring volume or reaction forces applied by the user, they should not touch or tactile sensors that confuse to measure the pressure or force exerted by the user interface. The use of specific input / output devices (joysticks, data gloves or other devices), user feedback from computer applications in the form of sensations can get in the hands or other body parts (Srinivan & Badosgan estimated 1997). Haptics technology can be used in combination with a visual display to train people for tasks of hand-eye coordination, such as surgery and manoeuvring space ships. It can also games where you are if you feel as used to see your interactions with images. It also provides an extra dimension to a virtual reality or 3D environment. The use of Haptics technology as a means of strengthening the human interaction with computers and machines has no limits, because it plays an important role in modern technological developments. Dealing with virtual and vibrotactile feedback, the importance of this technology is virtually unlimited, because he hopes to have an impact on the world of modern technology.

PURPOSE

The purpose of this project is to "find the effectiveness of haptic devices, resources and the perception of objects" answers to the question of what is and create teamwork within the group or edit offer a conceptual framework to assess the effectiveness of vibrotactile (haptic) feedback in the detection and search paths in a virtual environment to assess shape / object. This project uses visual, haptic and a combination of both (+ visually feel), and compares the difference of each of the results obtained with a Vibro-tactile feedback. The results of this research could be used to help shape as a measure to which the haptic technology allows people with visual impairments in the search system and object detection /.

OBJECTIVES

Technology testbed for an application form are two scenarios and detection path committee, several conditions must be met listed:

Detection path search

The aim of using path analysis to evaluate the efficacy of haptic feedback to successfully lead the user through a road test / defined environment, while the exact path. Similar work in the area of ​​haptic tested for its effectiveness in the way of the facts. Alaimo, et al. (2010) tested the effectiveness of the help haptic feedback unmanned vehicles (VPN) using a simulated aircraft. It was carried out by an artificial feel of conventional aircraft (CAAF) and the results showed that haptic (force) facilitates the performance of the driver. Also Antolini, et al. (2011) tested its workforce with a device that is able to give, the way to a certain place for users using a kinaesthetic stimuli.

FUND OF FORM

The aim of the use of the detection of the shape, as a second effective in this test stand application. To enable the effectiveness of haptic feedback to experimenting with forms of identification. As a consequence of (Norman et al., 2004) in testing the efficacy of haptic feedback to the identification of an object in three dimensions (3D) shape the author allows a user to manipulate object by touch, and then asked to visually recognize the object from twelve other visible objects.

BASIC CONCEPT

The concept and justification of this construction, it is an idea, a work plan to (tactile) test the effectiveness of haptic feedback to help users to navigate and to demonstrate certain tasks successfully. It was also thought to be examined and decided that the idea of ​​integrating different technologies to create devices for mobility and integrate the use of vibro-tactile (haptic) and visual feedback to use and help the individual from the research and the results our thinking. This research is a model of a similar research Alaimo MC et al (2008) "The unmanned vehicles." But this application extensively uses an application tentatively scheduled bank in the treatment and use personal haptic interactions. We get an understanding of the various ways in which the environment testbed could provide feedback on visual and vibrotactile feedback. Limitations of the device were tested and our plan is to improve and overcome these limitations is encountered, to achieve a functional decoration. Set the path of digital access in the vicinity of the test, it consists of start and end points explicitly defined boundaries / limits restrict user guide. The application is controlled with checks, which are coupled with the real-time environment by cameras and markers Fudicial reacTIVision. There is also the visual, tactile and visual + haptic feedback for users provide.

In order to effectively analyse, this thesis, the project is essentially two approaches are divided Touch:

1 STORY LINE pathfinding

While brainstorming and sketching initial low fidelity scenario find path on the basis of forest or tree like environments conceived. But the design does not have to endure because of the inconvenience and the associated reasons.

With the help of our speakers, the concept has been analysed more reflection before it was made a statement about the design of an application of the invisible bench with a specific starting and ending point. It was made invisible to users no idea designed way, but get with the feedback from the environment to find their way through. The path of a limitation on both ends of the line to redirect users to navigate along the way, as if they are in the real world. Add your own review of the application were also considered in the design. The test rig is designed for users based on three key estimates measurements. It is necessary to ensure a proper assessment of used reviews. In addition, there were newspapers designed for tracking actions taken and events along the way. These trace elements are events: (i) the time for action (II) Direction of action (iii) the time of the action (IV) A part of the action (V) Frequency of action.

After all these considerations were made and described in a low-fidelity prototypes, the test was then established with Photoshop (Annex ....) applying the test shows roadways in different colours. These include: (I) the yellow area, which means the right part (II) of the red area is the warning area: if the user out of the track, he / she teaches a danger or a wrong path taken, (iii) the green area represents the range location: only if the user is in the vicinity of a party, which in turn is given a directive to take a sharp turn, and finally (IV) red surface (boundary point), which means the risk to indicate to the user that you off the track.

2 INTERFACE INTERACTION AND EVALUATION OF CHANCE

And feedback interaction with the virtual environment has many forms in the study. Interactions with the users and the system was installed by keyboard and TUI object (box Vibro). Users need to interact with the application interface by reading the instructions and using the keyboard controls and the corresponding statements in the application testbed. Reference markers were placed on the vibro box to make it interact with the application, and provides feedback when it is placed into the environment.

In this study, the haptic feedback would be used because the study itself is to determine the effectiveness of haptic feedback in a virtual environment. This would effectively through the use of vibro-box. The haptic feedback is to get the full effect of haptic feedback on evaluation and other forms of feedback such as visual feedback. After comparing and contrasting the data at the time received, the haptic feedback would you feel when a user performs a bad way in which to feel a vibration with less vibration pulse. When users leave border (red path), increased vibration pulse continuously until the user exits the game.

Design principles

When designing the application of the test stand, some heuristics have considered. The other main objectives of usability and applied bio-inspired designs are listed below;

Heuristic usability principles and main objectives:

 VISIBILITY system status: The system continuously provide feedback to the user about what is happening (visual feedback).

 Efficiency: devices and applications are designed for the efficiency of its task.

 Recognition: ability for the device (s) to trigger an action when there is an obstacle and the visibility of the objects involved in the application.

 AESTHIC & MINIMALIST: If the required information is provided.

 avoid errors: The device and application has little or no malfunction.

 User control and freedom: the ability of the device to function on and off key support.

 Help and documentation: there is online help that is easy to search based on the user and the list of concrete measures to solve the problem for the application and instructions manual is to provide the device.

 SAFETY protect the user from harmful and undesirable conditions.

 Learnability: How easy is it to learn and use for the system. The user must feel in the exercise of his / her work from the first instance comfortable. Generalizability, familiarity, predictability and simplicity must be considered.

 Memorability: How easy the products used, are to be learned once. The user's ability to remember and recall how a system works. Restore is an important aspect of the design, because there is no room for error.

 TRUST: The device should maximize user confidence and in a manner that is expected behaviour. It should ensure the trust of users constant feedback.

 SAFETY: This product must be sure that his fitness to not cause damage or injury to the user.

 PERFORMANCE: The quality of the products do what they are supposed to do.

Biologically Inspired Design (bionics)

This is a design that uses biological analogies system to tackle the problems. Biomimicry is a widespread and growing movement that supports important research of the kind of inspiration and possible solutions for problems in different areas to solve. In the field of technology has particular adaptation functions and mechanisms of biological systems led to new and innovative designs in a variety of fields, such as sensors, robotics and computer science. Etc. understanding of the cognitive process of bio-inspired design with the aim of developing improved approaches and techniques of teaching to promote products and IT tools is the aim of the research for this project. This was achieved by careful monitoring various daily tasks and documented study of the anatomy of the migration documents and the anatomy of the foot (Cohen, 2006).

The design principle was divided into hardware and software. The software design was convened for the first time in the application of the test stand as the visual feedback. The material covers the skeleton itself and all components such as vibrotactile actuators involved, etc. To do this, we have high-tech VibroBox with actors and some of the technologies that support best meet our idea created. Software design for our concept of a modular approach to implement both transmitting and receiving ends of the device because of its efficiency and ease of implementation.

A prototype

In the creation of high-fidelity application testbed prototype language processing based on Java-based, used for the development, because it (1) easy integration with external software and hardware such as card is Arduino and Arduino software used in the project, (2) their large deposit libraries also programming for all Java game libraries with good documentation, free use compared to other software such as Adobe Flash. The processing environment of the 32-bit version of 2.07b (minimum) was used to facilitate the development and better compatibility with the Arduino board on a computer processing speed 2.0GHz, 2GB RAM and 10GB minimum of hard drive and a 32-bit Windows operating system. The communication between the application and the specific object was called with the reacTIVision software structure of computer vision, the input of the specific task by the use of reference marks on physical objects, for example when using the digital connection. The interface of the test environment was created with Adobe Fireworks vector software for easy design.

The prototype test work was based on a table with a monitor is a USB camera protruding about 3.5 mm on the surface of the table used. A VibroBox object was also used to add a comment to vibro-tactile. The VibroBox contained an Arduino UNO R3 board on a vibrating actuator that was just put in a plastic housing with the computer via a USB cable.

Figure 1: vibrating actuator / motor

Figure 2: Arduino Uno R3

Figure 3: Arduino components inside the plastic box

The Arduino environment or software was used to load the software on the Arduino board. The guide on how to connect the drive and the board in the appendix (see Appendix D) explaining then connected to the host computer via a USB port.

REVIEW

This process was developed to improve the entire regulated prototype, the systematic investigation of the merit, value and importance of the prototype using criteria through a series of standards. Three evaluation methods were used made on the basis of research on haptic feedback.

They are:

• Observation

• Cognitive Walkthrough

• Thinking aloud

Achieving this required assessment tests with a number of users. Therefore, usability testing was conducted with 3 users absolutely no idea of ​​the application. For specific tests some methods needed to be taken into account:

• The psycho-analysis: In order to ensure that the tests with the vibrating box is correct, the psycho-physical analysis was used to calculate the average incremental threshold used for testing. The absolute level (the amplitude of vibration when a user just begins to detect a vibration) for three users, and (collected only when the vibration amplitude of the detected vibrations, a change in a user) were then collected on a sleeper. With the numbers are up, the average threshold was derived and during the examination by the users.

Table 1.0

User absolute threshold (Hz) relative threshold

(Hz) difference threshold

(Hz)

User 1 148 73 75

User 2154 74 80

User 3 153 75 78

User 4 82 164 82

Average (approx.) 79 Hz

• Distance ethics for the safety of the users, since testing is performed by the device and can be dangerous to the user. With this in mind, the team led ethics clearance with users for their safety during the test phase. (Appendix ... shows the agreement of the ethical clearance)

• The laboratory configuration was before the test was performed.

Cognitive Walkthrough:

This part of the test was of the team members in order to check the performance of the operating system before introducing it users. System developers navigate through the system and the following kinds of questions were asked and answered. Such as:

Visibility: There were no problems reported for this principle

Cartography: identifying a problem

Comments: The system was specifically designed for the ratings of users who use it, and this was supported in the design phase of the application. Users are able to get immediate feedback when they interact with the environment with the Vibro-box. But evaluations (visual) sometimes seems confused and did not respond to the problem of view.

No problem affordance identified

Consistency: No problems identified

Restrictions: No problems identified.

Observation:

Methods of observation was appropriate to evaluate the system, because all the necessary data for the evaluation were generated and stored in a file in the program. The tests were conducted for 3 users in three different scenarios conducted include haptic, visual and visual + haptic feedback. Measurements were used herein is effective.

Results of observations on only visual tests

User 1 User 2

From the plot above, we observed that users had little understanding of the way. They also joined the haptic feedback provided by the application. We noticed, three warnings for the first user in the way over, but later the Wright track and took the feedback of the train. But for the second user was a little rough when he went away a few targeted 3 times, and he spent much time on the right path to take.

Results of observations on only visual tests

USER 1 USER 2

In the area of ​​the plot on, it was noticed users have trouble navigating the path with visual feedback. Much time spent navigating through. More so, the first was in collision warning area noticed several times, and crashed on the border twice. After the total time of 5 seconds to go in the right direction. In the second mode, the experience is not far from that of the first. There were a lot of collisions with the residents (6 ratings) and crashed on the way a total of 2 times. This analysis and the data indicate users have difficulty navigating the path using the visual feedback.

Observation results for the visual and tactile tests

It was found that users easy way to have in the way during the haptic and visual feedback. There was a total of 3 warnings limit for the users pointed out that the effectiveness of the two estimates when used together. Users are able to the warnings and move in the right direction.

IT Feedback zones (Caution, danger zone and turning curves)

Implementation of the various modes of feedback and trends in the activities of the test was done through the creation of areas in the vicinity of the test stand, which solves various forms of feedback. In all three scenarios (visual, haptic and multimodal), was a model of constant feedback using a background image, which had used green to make the right way, orange, around the area of ​​caution, red for the area indicate danger and green / white colour to represent each turning point. The aim was to provide the code Arduino treatment and evaluations of these zones using familiar and easy to remember colours. The top three colours (green, orange and red) are similar to traffic signals in the real world that can be easily accessed by both users and developers familiar with (Jacobson, R., D. (2005)) found. When navigating in the environment, if a user is in the orange zone, a form of feedback is provided (either by visual display, haptic vibration or both in the scenario of multimodal feedback), and this acts as a logic.

Implementation of the plan

To go from concept to product is design concept that enables the real world, the need for product planning was established on was the huge amount of research on different devices based existing aid that have been developed and their fame. User as well in practice with a product they are used for experiments, rather than some design trends through the survey will be in this new concept as directly observed in the product are implemented. G e the existing trust and popularity of Google Earth guarantee that users would be willing to try a better version of a plug-in. Similarly, the test is adopted at the target group and the changes to the same device would be acceptable and therefore the introduction of something new, it is a little difficult. The plan of implementation is divided into two phases to give the user a clear understanding and perception of our approach and the use of mechanical haptic and visual simulation. Simulated visual haptic visualization is the virtual representation or perception of the physical characteristics or behaviours of a real life scenario and it may be through the use of a computer program. It is also known that what you see is what you feel. Haptic lifts are known as integrated force feedback when the physics of virtual world users have been simulated. The forces are calculated in real time and (supplier mechanical motion) to the actuators, so that the user feels.

These phases are: planning and navigation.

The planning phase (test)

In the design of the test bench, several features have been integrated in order to efficiently collect the necessary activities both data discovery and investigation Way objects. These functions are: MenuNavigation, metrics display (approach, Time Slip-off time and time off-target), X & Y coordinates, departure and arrival times of indicators, evaluation areas (Attention area dangerous curves and location), the feedback models (colours for visual feedback and vibration patterns for haptic feedback).

PHASE OF NAVIGATION

In the first interface with the test environment, users can use a menu to choose them navigate allowed to try that activity. The next screen gives you the option of the form of feedback the user needs to choose the activity. Then, with a page of instructions displayed informing the user of the object visible features in the environment. Prevails with this menu pages can choose to perform that activity and also the shape of the required feedback from users.

Metrics

Three variables are used to store data, which are used to determine the effectiveness of different modes in the ratings assess this application testbed will collect. Time Slip-off is the most important variable saves the time a user spends on the right track. For whenever the user either the warning zone or danger zone, the counter starts slipping read in seconds and the duration of each bill is printed in a text file for subsequent data analysis. The mixture is the total time needed to complete a user for the activity using any feedback mode. It begins from the moment the user navigates through the object from the starting point to the endpoint. It is also the basis for reading the term slippage, which are brought from the total period of deduction approach. Finally, the off-target time will be used to count the number of times that the user enters the danger area or hazard area.

X and Y coordinates

These coordinates are used to store the current position of the object / user at any time while navigating the application testbed. The values ​​obtained here are stored in the text file that saves all data on the measurement. These values ​​are relevant when passing with the slip-off time and the time combined to draw a graph showing the effect of each mode of feedback.

SOFTWARE DESIGN

Request test was performed using the following software and hardware:

TREATMENT: This package is one of the most leading design software for developing, producing expressive interactive content and the environment. It also creates immersive experiences on public desktops imagined that the pattern for the design of the application used.

ReacTIVision: easier for novice programmers and facilitating integration with popular programming environments such as Pure Data processing and use technology.

Adobe Photoshop CS6: This package is one of the most leading design software for the design, manufacture expressive interactive content and the environment. The software was used in the creation of the application (test) environment.

Microsoft Windows: This is XP or higher operating system.

HARDWARE

COMPUTER SYSTEM: Microsoft Windows 7 Professional laptop with 32-bit operating system and 4 GB of memory.

HP CAMERA: This is used to track the "reference marker" on a video stream in real time.

Reference marker: This function is used to allow the user to manipulate the virtual environment.

VIBROBOX: This allows us to add vibro-tactile feedback to a user interface, including a tangible user interface. The box contains an Arduino with an attached vibrating actuator and connected to the host computer via a USB cable.

Materials for VIBROBOX

The haptic devices VibroBox consists of the following materials:

• DC Mini vibration motors, we had to consider how it would be for the users of the system dangerous, as long as we needed a device for a very good tactile sensation as we Mini DC vibrating motors for use as vibration feedback in our design to be the best for the scenario.

• USB Port: The USB port allows the alternative, the user connect the device to the computer VibroBox.

• Arduino: This is to control the entire device.

Software for devices

Arduino is a tool for open-source environment for the manufacture of computers, the detection and control of the physical world of the desktop. It makes writing and code download for easy board I / O platform he runs on Windows, Mac OS X and Linux operating system. The environment is written in Java and is in the processing of multimedia environment "avrgcc" and other open source software programming. Arduino can the environment by receiving input from a change in sensors and near disturbed by light capture control motors and other actuators. The microcontroller of the card is programmed with the Arduino programming language that is based on the basis of the transformation on the implementation of cables and Arduino development environment. Arduino projects can be stand-alone or they can use software on a computer (e.g. Flash, Processing and MaxMSP) to communicate. It is an open-source and extensible, the free software or plates are assembled by hand or can be downloaded purchased together.

After taking into account some limitations of the vision system and ultrasonic haptic tactile flashlight, we were able to come up with our own implementation, we plan to give a visually impaired navigation system safe. During the presentation we have said, that the user of this navigation system - our personality, not completely blind but suffering from glaucoma 40%, based on this, we were

Fig, 5 (Arduino)

LIMITS AND future improvements

Many advances have been made if the time was not a constraint. Any idea what could be done to create a database for storing data was made earlier. This would help in the future for quantitative research on this topic. GPS performance also feed simulate existing routes to a destination and place barriers ", which is to investigate the effectiveness of haptic for navigation in real-world scenarios. Another idea is an application of mobile and car tests to learn more about navigating the real world.

CONTRIBUTION

As the lead programmer of the group, I had the task of development, what to take to the emergence of the idea in general, and all aspects of coding led. Much of the research should be done, have been made based on my ideas of reality and through the stages of development and extensive testing of the changes. I was also on the design of the interface fit my needs perfectly.

The development process is based on the design followed, I played the following parts:

• Requirements analysis and definition: I took in search of ideas and possibilities for prototype implementations, because it seemed natural to help me keep track of what I was able to bring the reality and also make sure I have all my needs in hand.

• Design plan: I participated in the design of the plan is based on our last special features.

• Prototype Design: I have played an important role at this stage that I conceived the original model. It was my duty to the model code modules break even considering I built the prototype.

• Encoding: modular code has been treated by me. This was probably the most tedious task with the process. It took many days and sleepless nights to meet the deadline of course.

• Integration & Verification: we also needed at this stage to ensure that all my codes have been integrated in order and worked perfectly.

• Testbed Design verification: I had tests run with the current group to ensure that the prototype meets all the specifications originally intended.

• Launch of prototype: In the evaluation I had to be present to take notes on corrections and adjustments to the design as needed.

CONCLUSION

In summary, it was a neat project because I learned many new things, working as a group, where we fought and settled there. I also gained a little more knowledge of programming and vibro-tactile feedback. I had new information on haptic is all about, used types of haptic technology, estimates and application to give the user an idea of ​​touch.

In addition, I have also learned about the different types of visual information, such as haptic technology works and increase my level of critical thinking in order to understand the production, design, research and the effectiveness of controls and visual feedback Haptics. Finally, I would like to thank the members of my group to group my teachers, classmates and Middlesex, to ensure the success of the project and to expand my knowledge on the interactions novel.

REFERENCES

Cohen, B., Y. (2005) Biometry. Biologically Inspired Technology (Boca Ration, FL: CRC Press). P.1-552nd

Golledge, R. G. Rice, M. and Jacobson, R., D. (2005) A comment on the use of spatial access to screen representations. Experience haptic maps and graphics. The Professional Geographer, 57 (3): pp. 339-349.

Magnusson, C., Rassmuss, K., Deaner, E. and Conrad, T. (2009). HAPTIMAP: User policy study, 31 August HAPTIMAP Consortium, p.1-84th

Salisbury, JK and Srinivasan, MA (1992), prepared articles on Haptic in the technology of virtual environment for training, BBN Report No. 7661, of the virtual environment and teleoperator Research Consortium (VETREC), WITH

Seven PA, Caruso RC (2008), retinitis pigmentosa and related diseases. In: Yanoff M, Duker JS, eds. Ophthalmology. 3 Edition. Maryland Heights, MO: Mosby Elsevier, 2008: Section 6.10.

Srinivasan, MA and Basdogan C (1997) Haptic in virtual environments: Taxonomy, research status and challenges, Computers and Graphics, Vol 21, No. 4

Steven William AW & HS "interaction between visual and haptic information in Simulated Environments: Texture Perception". University of Reading. (Online) http://www.rdg.ac.uk/ ~ shr97saw

Tacit Project (2011), http://grathio.com/2011/08/meet-the-tacit-project-its-sonar-for-the-blind/

Taylor, M., M., Lederman, S., and J. Gibson, R., H. (1973) tactile perception of texture, Carte Save, E. & Friedman, M. (eds.): Handbook of Perception. Vol 3, New York, AC Academic Press, pp.251-272nd

APPENDIX

DEVICE COMPONENTS AND PICTURES

B

APPENDIX 1

1.0 Prototype 1 (low fidelity)

1.1 2 Prototype (low fidelity test page)

ANNEX 2

2.0 prototype (final path (Coach)

2.0 4 Prototype (final path (Test-Path)

APPENDIX 3

3.0 Red visual comments

3.1 Green visual feedback



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