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Videogame for improving orientation and mobility in blind children

机译:用于提高盲人儿童方向和移动性的视频名

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This work presents an evaluative study on the usability of a haptic device together with a sound-based videogame 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 videogame (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 preliminary cognitive evaluation was administered. Usability results show that both the haptic device and the videogame 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 the preliminary cognitive study demonstrated significant gains in the development of tempo-spatial orientation skills of blind children when navigating in unfamiliar spaces.
机译:这项工作提出了一种评价研究触觉设备的可用性以及由盲目的,陌生的儿童的封闭式陌生空间的方向和移动(O&M)技能的开发和使用的基于型视频游戏的可用性研究。用于专为本研究(数字时钟地毯)和3D视频游戏(MOVA3D)而特别设计的触觉设备的可用性评估,以确定用户接受该设备的程度,以及用户对其互动的满足程度使用这些产品的O&M目的。此外,施用初步认知评估。可用性结果表明,触觉设备和视频游戏都可以使用,接受,并被认为是盲目的儿童使用的愉快。结果还表明,它们已准备好用于认知学习目的。初步认知研究的结果表明在陌生空间中导航时盲童的节奏 - 空间方向技能的发展显着提升。

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