scholarly journals Design and implementation of an educational game considering issues for visually impaired people inclusion

2020 ◽  
Vol 7 (1) ◽  
Author(s):  
Luiz Valério Neto ◽  
Paulo H.F. Fontoura Junior ◽  
Rogério A. Bordini ◽  
Joice L. Otsuka ◽  
Delano M. Beder

AbstractIn recent years there has been an increase in research focusing on the effectiveness of using video games as educational digital resources that can contribute to the learning process at different levels, which has also subsidised the development of educational games. However, these games are mostly visual and not accessible to people with visual impairments. As an educational resource, it is essential that the design of educational games be conducted not only with a focus on the balance between playful and educational aspects, but also with a focus on including the largest number of people. This article, therefore, aims to describe the design, implementation and evaluation processes of an accessible version of the educational game Em Busca do Santo Grau, based on EduGameAccess – a set of recommendations that integrates educational, playability and accessibility aspects for people with visual impairments.

2021 ◽  
Author(s):  
A. Punith ◽  
G. Manish ◽  
M. Sai Sumanth ◽  
A. Vinay ◽  
R. Karthik ◽  
...  

The evolution of the technology takes the education to next level, where it makes the learning process more interesting and attractive. The Virtual Reality plays an important role in this evolution. The main aim of this work is to enhance the learning ability in students through virtual environment by developing an education based game. In this work, the virtual reality device-Wii mote has been used for the learning process, and also for answering the questions in the different levels of game. The learning process also involves the speech synthesis. This helps the visually impaired people to learn without others help and it also motivates even the average students to participate more actively in learning process. The game has been further divided as easy, medium and difficult levels. So the learning ability of each student can be easily tested and further steps can be taken in order to motivate them, and to optimize their learning skill. Thus, this work motivates the students for learning and to exalt their learning ability.


2000 ◽  
Vol 94 (1) ◽  
pp. 34-41 ◽  
Author(s):  
Ng Sau Fun Frency ◽  
Hui Chi Leung Patrick ◽  
Choy Lin Foong May

This study analyzes the decision-making process for selecting and purchasing clothing of 81 people in Hong Kong who are visually impaired. Data were collected through personal interviews. The results show that problems such as unsatisfactory sales services and insufficient clothing information still exist for people with visual impairments (both the group with blindness and the group with low vision), and also reveals that people who are visually impaired have different views on the relative importance of selection criteria for purchasing clothing than do their sighted peers.


2017 ◽  
Vol 111 (2) ◽  
pp. 148-164 ◽  
Author(s):  
Oana Bălan ◽  
Alin Moldoveanu ◽  
Florica Moldoveanu ◽  
Hunor Nagy ◽  
György Wersényi ◽  
...  

Introduction As the number of people with visual impairments (that is, those who are blind or have low vision) is continuously increasing, rehabilitation and engineering researchers have identified the need to design sensory-substitution devices that would offer assistance and guidance to these people for performing navigational tasks. Auditory and haptic cues have been shown to be an effective approach towards creating a rich spatial representation of the environment, so they are considered for inclusion in the development of assistive tools that would enable people with visual impairments to acquire knowledge of the surrounding space in a way close to the visually based perception of sighted individuals. However, achieving efficiency through a sensory substitution device requires extensive training for visually impaired users to learn how to process the artificial auditory cues and convert them into spatial information. Methods Considering all the potential advantages game-based learning can provide, we propose a new method for training sound localization and virtual navigational skills of visually impaired people in a 3D audio game with hierarchical levels of difficulty. The training procedure is focused on a multimodal (auditory and haptic) learning approach in which the subjects have been asked to listen to 3D sounds while simultaneously perceiving a series of vibrations on a haptic headband that corresponds to the direction of the sound source in space. Results The results we obtained in a sound-localization experiment with 10 visually impaired people showed that the proposed training strategy resulted in significant improvements in auditory performance and navigation skills of the subjects, thus ensuring behavioral gains in the spatial perception of the environment.


2017 ◽  
Vol 07 (03) ◽  
pp. 399-408
Author(s):  
Monaliza Ribeiro Mariano ◽  
Lorita Marlena Freitag Pagliuca ◽  
Paula Marciana Pinheiro de Oliveira ◽  
Paulo César de Almeida ◽  
Adriana Sousa Carvalho de Aguiar ◽  
...  

2020 ◽  
Vol 20 (17) ◽  
pp. 10199-10210 ◽  
Author(s):  
Wan-Jung Chang ◽  
Liang-Bi Chen ◽  
Ming-Che Chen ◽  
Jian-Ping Su ◽  
Cheng-You Sie ◽  
...  

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