Corrigendum to “Exploration of architectural spaces by blind people using auditory virtual reality for the construction of spatial knowledge” [Int. J. Hum. Comput. Stud. 72 (4) (2014) 393–407]

2014 ◽  
Vol 72 (12) ◽  
pp. 875
Author(s):  
Lorenzo Picinali ◽  
Amandine Afonso ◽  
Michel Denis ◽  
Brian F.G. Katz
Author(s):  
Raquel Espinosa Castañeda ◽  
Hugo Ivan Medellín Castillo

The concept of inclusive education goes beyond considering the needs of people with disabilities; it refers to the process of recognizing the students' learning needs and to act according to such needs. People with visual limitations do not necessarily require more attention and dedication than other people; they only need to be initially guided and to have accessible information. Thus, one of the main challenges of universal education is to generate inclusive and assistive educational technologies, which can be used for the teaching and learning of people with disabilities. In this chapter, the development and assessment of haptic-enabled virtual reality learning systems for the education of non-sighted people are presented and discussed. These virtual systems represent the research work conducted to promote the accessible education of blind people and to determine the effectiveness of virtual touch in the education of blind people.


2020 ◽  
Vol 33 (4-5) ◽  
pp. 479-503 ◽  
Author(s):  
Lukas Hejtmanek ◽  
Michael Starrett ◽  
Emilio Ferrer ◽  
Arne D. Ekstrom

Abstract Past studies suggest that learning a spatial environment by navigating on a desktop computer can lead to significant acquisition of spatial knowledge, although typically less than navigating in the real world. Exactly how this might differ when learning in immersive virtual interfaces that offer a rich set of multisensory cues remains to be fully explored. In this study, participants learned a campus building environment by navigating (1) the real-world version, (2) an immersive version involving an omnidirectional treadmill and head-mounted display, or (3) a version navigated on a desktop computer with a mouse and a keyboard. Participants first navigated the building in one of the three different interfaces and, afterward, navigated the real-world building to assess information transfer. To determine how well they learned the spatial layout, we measured path length, visitation errors, and pointing errors. Both virtual conditions resulted in significant learning and transfer to the real world, suggesting their efficacy in mimicking some aspects of real-world navigation. Overall, real-world navigation outperformed both immersive and desktop navigation, effects particularly pronounced early in learning. This was also suggested in a second experiment involving transfer from the real world to immersive virtual reality (VR). Analysis of effect sizes of going from virtual conditions to the real world suggested a slight advantage for immersive VR compared to desktop in terms of transfer, although at the cost of increased likelihood of dropout. Our findings suggest that virtual navigation results in significant learning, regardless of the interface, with immersive VR providing some advantage when transferring to the real world.


2007 ◽  
Vol 69 (4) ◽  
pp. 502-512 ◽  
Author(s):  
Diana Kornbrot ◽  
Paul Penn ◽  
Helen Petrie ◽  
Stephen Furner ◽  
Andrew Hardwick

2010 ◽  
Vol 50 (3-4) ◽  
pp. 327 ◽  
Author(s):  
Luca Latini Corazzini ◽  
Carla Tinti ◽  
Susanna Schmidt ◽  
Chiara Mirandola ◽  
Cesare Cornoldi

Author(s):  
Hugo C. Gomez-Tone ◽  
Jorge Martin-Gutierrez ◽  
John Bustamante-Escapa ◽  
Paola Bustamante-Escapa ◽  
Betty K. Valencia-Anci

To design architectural spaces that not only respond to the basic needs of users, but also seek their emotional well-being, it is necessary for the architecture students to have a special sensitivity and be aware of the different sensations that their designs should and can evoke. To achieve this competence without exploring real spaces, Immersive Virtual Reality technology offers an important contribution to the field of architecture. The purpose of this research is to determine if the sensations perceived in virtual architectural spaces by students are similar to the real ones and to determine the characteristics of this technology that allow a better perception of sensations. Six architectural modules were designed to be walked through and experienced at real scale using a Head Mounted Display by 22 students of the first and fifth year of studies of Architecture career in Peru. An ad-hoc questionnaire allowed to know the perceived sensations and the benefits of the tool. The results obtained showed that the perception of sensations of the fifth year students is a little closer to those expressed by a group of seven experts compared to that of the first year students and that the students consider the characteristics of accessibility, real scale of the space and the possibility of going through and looking at the space in all directions are those that have given more realism to the experience and therefore better perception of the space, while the characteristics of natural light and shadows, construction materials and external environment have been less valued in the realism of the experience. It is concluded that the sensory experimentation in architectural spaces modelled realistically in virtual environments allows the perception of sensations very similar to those that the architect seeks to convey initially.


1999 ◽  
Author(s):  
Michael S. Miller ◽  
Deborah M. Clawson ◽  
Marc M. Sebrechts

Author(s):  
Mitsari Lucio Alonso ◽  
Hugo I. Medellin-Castillo

The inclusion of people with disabilities in society is an issue that is currently becoming relevant. This is why technology is in a constant struggle to develop tools that meet the needs of this sector of the population and with it fulfill this objective. One of these disabilities is blindness. Therefore, this chapter shows an analysis of the application of virtual reality (VR) and haptic devices as support tools in the teaching-learning of people with such disabilities through the study of various projects that have implement these technologies, obtaining the advantages and disadvantages offered by these resources. For this, an analysis is made from the point of view of accessibility that it presents as well as the approach of the user-centered design (UCD).


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