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Creat Cognit. 2013;2013:353-356.

Enhancing Orientation and Mobility Skills in Learners who are Blind through Video gaming.

Author information

1
Department of Computer Science and Center for Advanced Research in Education (CARE), University Of Chile Santiago, Chile, jsanchez@dcc.uchile.cl.
2
Department of Computer Science and Center for Advanced Research in Education (CARE), University Of Chile Santiago, Chile, maespino@dcc.uchile.cl.
3
Faculty of Informatics, Pontifical Catholic University of Rio Grande do Sul Rio Grande do Sul, Brazil, marcia.campos@pucrs.br.
4
Dept. Ophthalmology Massachusetts Eye and Ear Infirmary, Harvard Medical School Boston, MA, USA, lotfi_merabet@meei.harvard.edu.

Abstract

In this work we present the results of the cognitive impact evaluation regarding the use of Audiopolis, an audio and/or haptic-based videogame. The software has been designed, developed and evaluated for the purpose of developing orientation and mobility (O&M) skills in blind users. The videogame was evaluated through cognitive tasks performed by a sample of 12 learners. The results demonstrated that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged blind learners.

KEYWORDS:

H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous; Haptic and Audio Interfaces; Human Factors; Mobility; Orientation; People Who Are Blind

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