scholarly journals Creating a serious game for people with visual impairment with an emphasis on adopting the smartphone

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.


2019 ◽  
Vol 3 (1) ◽  
pp. 12 ◽  
Author(s):  
Carmen Chai ◽  
Bee Lau ◽  
Zheng Pan

Navigation is done through obtaining spatial information from the environment and forming a spatial map about it. The visually impaired rely mainly on orientation and mobility training by a certified specialist to acquire spatial navigation skills. However, it is manpower intensive and costly. This research designed and developed a serious game, Hungry Cat. This game can convey spatial information of virtual rooms to children with visual impairment through game playing. An evaluation with 30 visually impaired participants was conducted by allowing them to explore each virtual room in Hungry Cat. After exploration, the food finding test, which is a game mode available in Hungry Cat, was conducted, followed by the physical wire net test to evaluate their ability in forming the spatial mental maps of the virtual rooms. The positive results of the evaluation obtained demonstrate the ability of Hungry Cat, in conveying spatial information about virtual rooms and aiding the development of spatial mental maps of these rooms through game playing.


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.


2014 ◽  
Vol 70 (5) ◽  
pp. 782-800
Author(s):  
Jirí Tomáš Stodola

Purpose – The purpose of this paper is to evaluate the functionality of the particular epistemological schools with regard to the issues of users with visual impairment, to offer a theoretical answer to the question why these issues are not in the center of the interest of information science, and to try to find an epistemological approach that has ambitions to create the theoretical basis for the analysis of the relationship between information and visually impaired users. Design/methodology/approach – The methodological basis of the paper is determined by the selection of the epistemological approach. In order to think about the concept of information and to put it in relation to issues associated with users with visual impairment, a conceptual analysis is applied. Findings – Most of information science theories are based on empiricism and rationalism; this is the reason for their low interest in the questions of visually impaired users. Users with visual disabilities are out of the interest of rationalistic epistemology because it underestimates sensory perception; empiricism is not interested in them paradoxically because it overestimates sensory perception. Realism which fairly reflects such issues is an approach which allows the providing of information to persons with visual disabilities to be dealt with properly. Research limitations/implications – The paper has a speculative character. Its findings should be supported by empirical research in the future. Practical implications – Theoretical questions solved in the paper come from the practice of providing information to visually impaired users. Because practice has an influence on theory and vice versa, the author hopes that the findings included in the paper can serve to improve practice in the field. Social implications – The paper provides theoretical anchoring of the issues which are related to the inclusion of people with disabilities into society and its findings have a potential to support such efforts. Originality/value – This is first study linking questions of users with visual disabilities to highly abstract issues connected to the concept of information.


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.


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.


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