scholarly journals Auditory Uta-Karuta: Development and Evaluation of an Accessible Card Game System Using Audible Cards for the Visually Impaired

Electronics ◽  
2021 ◽  
Vol 10 (6) ◽  
pp. 750
Author(s):  
Haruna Miyakawa ◽  
Noko Kuratomo ◽  
Hisham E. Bilal Salih ◽  
Keiichi Zempo

Playing board games is important for people with a visually impairment, as it promotes interactive socialization and communication skills. However, some board games are not accessible to them at present. In this study, we proposed an auditory card game system that presents a card’s contents with auditory stimuli to all players, towards playing equally with others, regardless of whether they have a visual impairment or not as one of the solutions to make board games accessible. This proposal contributes significantly to expand the range of inclusive board games for the visually impaired. The purpose of this paper is to determine whether the game allows for fair competition for people with visual impairments and to clarify the effects of the valuable parameters of the system on the players. The effectiveness of the proposed system was verified by having experimental participants play “Auditory Uta-Karuta”. The results suggested that the proposed system has the potential for an accessible board game design regardless of visual impairment. In the following experiment, we investigated the impact of each valuable parameter of the system on the player’s perception of the board games to clarify the appropriate audio cue design method. The results of this experiment will greatly assist in designing an appropriate board game using the proposed system.

Author(s):  
María D. R. Peralta Calvo ◽  
Yusmar A Flores Alvarado ◽  
Carlos M Santibáñez Camarillo

A great number of benefits that technology provides are accessed by a smartphone, in order to use it, it is necessary to know how to use the screen readers. However, the use of technology should not be limited by not seeing, not hearing or not being able to touch any technological device. There is currently a gap between people with visual impairment and technology. Despite the existence of a large number of projects that aim to reduce this gap in Mexico, it has not been consistently reduced. This motivates us to develop contributions in this area, so that people with visual disabilities enjoy the same benefits as sighted people. This paper aims to provide a literature review derived from the study phase and an outline of the design phase in the application of the User-Centered Design methodology. This methodology guides the development of a serious game project that will support visually impaired children in their first contact with a smartphone. The bibliographic review that is presented here has allowed us to contextualize and understand the impact of technological contributions and projects for the visually impaired.


2018 ◽  
Vol 36 (1) ◽  
pp. 17-30 ◽  
Author(s):  
Nabila Jones ◽  
Hannah Bartlett

The aim of this review was to evaluate the literature that has investigated the impact of visual impairment on nutritional status. We identified relevant articles through a multi-staged systematic approach. Fourteen articles were identified as meeting the inclusion criteria. The sample size of the studies ranged from 9 to 761 participants. It was found that visual impairment significantly affects nutritional status. The studies reported that visually impaired people have an abnormal body mass index (BMI); a higher prevalence of obesity and malnutrition was reported. Visually impaired people find it difficult to shop for, eat, and prepare meals. Most studies had a small sample size, and some studies did not include a study control group for comparison. The limitations of these studies suggest that the findings are not conclusive enough to hold true for only those who are visually impaired. Further studies with a larger sample size are required with the aim of developing interventions.


1997 ◽  
Vol 91 (4) ◽  
pp. 401-406 ◽  
Author(s):  
S. L. Recchia

Infants and young children who are severely visually impaired from birth show consistent delays in concept development, compared to their sighted peers. This article focuses on the impact of severe visual impairment on the development of those play skills that facilitate concept development and discusses the ways in which intervention can enhance play experiences for infants and young children with severe visual impairments.


Author(s):  
Teresa M. Sgaramella ◽  
Laura Nota ◽  
Loredana Carrieri ◽  
Salvatore Soresi ◽  
Giovanni Sato

AbstractAim:The purpose of this study was to investigate the impact of several dimensions of functioning on satisfaction for quality of life (QoL) experienced by visually impaired older adults.Participants:A sample of 58 older adults (37 women and 21 men) was involved in the study. Their age ranged from 50 to 88 years (M=68.95, SD=1.51). They were characterized by visual impairment of different origin and visual acuity (VA) ranging from 4/10 to total blindness. The QoL questionnaire was used along with short form-12 health Survey, the National Eye Institute visual function questionnaire-25 and problem solving inventory (PSI) which analyzes problem solving appraisal.Results:A stepwise regression analysis was conducted in order to find predictors of satisfaction for QoL. A contribution of mental and physical health, more specifically, of problem solving appraisal was found.Conclusion:Results support the notion that the functional relationship between visual impairment and satisfaction for QoL must be understood in terms of approaches that incorporate psychological and socio-cognitive elements. Problem solving appraisal, in fact, makes a substantial contribution to the prediction of variance in life satisfaction and it may play an important role for intervention strategies.


2020 ◽  
pp. 104687812097789
Author(s):  
Pedro Pinto Neves ◽  
Filipe Luz ◽  
Eva Vital ◽  
Jorge Oliveira

Introduction. Experts on vaccine hesitancy recommend tailoring interventions to local contexts, which presents an opportunity for game-based interventions to reflect local demographics and make them central to the experience of the game. Experimental game design is a research method that has already been used in educational games. Board games are relevant to the topic of vaccination, and present possibilities for game design of openness and flexibility. INFLUENZA was an experimental game design with the objectives of designing a vaccination-themed educational board game where: an aspect of local context was highly-relevant but also easily modifiable, means of emotional engagement were explored, and openness and flexibility in board game design were explored. Methods. The experimental game design study consisted of finding design solutions for achieving the study objectives in a single game, by analyzing comparable games and using iteration and two stages of live testing with players. Results. The game reflects national census data in a highly-relevant but also easily modifiable aspect of play (first objective). The game features aspects of personification to foster emotional engagement (second objective). The game is well-suited to changing the number of players, or allowing mediated play (third objective). Discussion. INFLUENZA has achieved each of its study objectives from an experimental game design perspective. Relevant features of educational games are theme, mechanics, and their integration, and the design experimentation in INFLUENZA follows this trend. Future work is running comparative trials of features of INFLUENZA, as well as measuring the impact of different local adaptations of INFLUENZA.


1995 ◽  
Vol 89 (1) ◽  
pp. 59-69 ◽  
Author(s):  
R.G. Long

This article describes the impact of positive and negative housing-design features on the everyday functioning of persons who are blind and visually impaired in their homes based on information obtained in focus-group discussions with consumers, parents, and professionals.


2021 ◽  
Vol 14 (1) ◽  
Author(s):  
Qiu Ting Kee ◽  
Mohd Harimi Abd Rahman ◽  
Norliza Mohamad Fadzil ◽  
Zainora Mohammed ◽  
Suzana Shahar

Abstract Objective Near visual impairment (VI) is a common disability in an aging population. Near vision is crucial in activity of daily living including reading, smartphone and computer use and meal preparation. This study was conducted to determine the association between near visual acuity (VA) and contrast sensitivity (CS) with activity of daily living (ADL) among visually impaired older adults. Results A total of 208 participants aged  ≥  60 were recruited from the population-based longitudinal study on neuroprotective model for healthy longevity. Habitual near VA and CS were measured using Lighthouse near VA chart and Pelli-Robson CS chart, respectively. Lawton instrumental activities of daily living (IADL) was used to assess ADL. There are 41.8% participants with near visual impairment and 28.7% among them had IADL disability. Independent t test showed significant lower mean IADL score among visually impaired participants [t(206)  =  2.03, p  =  0.04]. IADL score significantly correlated with near VA (r  =   − 0.21, p  =  0.05) but not with CS (r  =   − 0.14, p = 0.21). Near VA (B  =   − 0.44, p  =  0.03) and age (B  =   − 0.07, p  =  0.01) significantly predicted IADL. The findings show poorer VA renders higher IADL disability, which may necessitate interventions to improve ADL among visually impaired older adults.


Author(s):  
Paola Manquillo-Manquillo ◽  
Katerina Psegiannaki

The objective of this chapter was to assess the impact that haptic tools have on the experience of people with some kind of visual impairment when accessing a building. The analysis was performed through the application of a case study carried out in the facilities of the Center for Teleinformatics and Industrial Production of the National Learning Service in Popayán, Colombia with the participation of five people. Taking into account the principles of universal design, the analysis considered people with total blindness, partial blindness, and people without visual limitation. Participants provided feedback and insights on their experience locating the designated area with and without the support of defined haptic tools. The study resulted in a set of drawbacks that influence the location of visually impaired people. Such findings can be taken into account by people who wish to make projects of access to physical spaces of visually impaired people.


Author(s):  
Niran Adetoro

A good understanding of the issues surrounding information services provision to persons with visual impairment in Nigeria will assist providers and producers of information materials in alternative format and other stakeholders to come to terms with the gap between what exists and the expectations. This chapter delves into the critical issues involved in the provision of information services to persons with visual impairment in Nigeria. It highlights the situation of the visually impaired information users in Nigeria as well as the providers of information services to them. It also focuses on the availability and use of information materials in alternative formats while the impact of technology on information provision to persons with visual impairment was discussed. The chapter concludes that stakeholders should collaborate and increase transcription activities and that information materials should be provided to meet the reading interest of the visually impaired.


Gamification ◽  
2015 ◽  
pp. 1264-1280
Author(s):  
Jonathan Barbara

Measuring user experience in board games is broadly unexplored with research mainly focused on digital games. This paper assesses the suitability of using a questionnaire, developed for digital games, for use on board games - thus providing a common measure of user experience between board and digital games. The study involved play testing a themed board game with undergraduate computing students and alumni, measuring user experience via the Games Experience Questionnaire whilst testing for reliability and validity. Findings obtained high scores in both criteria, suggesting that the GEQ is a suitable tool to measure user experience in board games and thus a valid candidate for comparing game design across varied game media such as digital and board games.


Sign in / Sign up

Export Citation Format

Share Document