Usability of a Multimodal Video Game to Improve Navigation Skills for Blind Children

Удобство использования мультимодальной видеоигры для улучшения навыков навигации у слепых детей
Jaime Sánchez, Mauricio Sáenz, Jose Miguel Garrido
2010-11-01

Digital Clock CarpetMOVA3Dblind childrencognitive evaluationhaptic deviceorientation and mobility (O&M)sound-based video gametempo-spatial orientation skillsusability evaluation
This work presents an evaluative study on the usability of a haptic device together with a sound-based video game for the development and use of orientation and mobility (O&M) skills in closed, unfamiliar spaces by blind, school-aged children. A usability evaluation was implemented for a haptic device especially designed for this study (Digital Clock Carpet) and a 3D video game (MOVA3D) in order to determine the degree to which the user accepted the device, and the level of the user’s satisfaction regarding her interaction with these products for O&M purposes. In addition, a cognitive evaluation was administered. The results show that both the haptic device and the video game are usable, accepted and considered to be pleasant for use by blind children. The results also show that they are ready to be used for cognitive learning purposes. Results from a cognitive study demonstrated significant gains in tempo-spatial orientation skills of blind children when navigating in unfamiliar spaces.
1
A cognitive study demonstrated significant gains in tempo-spatial orientation skills when blind children navigated unfamiliar closed spaces using the system.
2
A haptic device (Digital Clock Carpet) and a 3D sound-based video game (MOVA3D) were evaluated for usability with blind school-aged children.
3
Both the haptic device and the video game were found usable, accepted, and considered pleasant by blind children.
4
Cognitive evaluation indicated the devices are suitable for cognitive learning purposes.

A multimodal system composed of a haptic device (Digital Clock Carpet) and a 3D sound-based video game (MOVA3D) used by blind school-aged children

Usability, user acceptance, satisfaction, and effectiveness for developing orientation and mobility (tempo-spatial navigation) skills in closed, unfamiliar spaces, including cognitive learning gains

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2010-11-01
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Jaime Sánchez
Mauricio Sáenz
Jose Miguel Garrido
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