Design and development of an indoor navigation and object identification system for the blind
Assets '04 Proceedings of the 6th international ACM SIGACCESS conference on Computers and accessibility
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ICLS '04 Proceedings of the 6th international conference on Learning sciences
Communications of the ACM - Creating a science of games
Haptic-feedback support for cognitive mapping of unknown spaces by people who are blind
International Journal of Human-Computer Studies
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Proceedings of the 10th international ACM SIGACCESS conference on Computers and accessibility
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Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Digital game-based learning: an agent approach
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: applications and services
A study of acteme on users unexpert of videogames
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
Head up games: the games of the future will look more like the games of the past
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Usability of a Multimodal Video Game to Improve Navigation Skills for Blind Children
ACM Transactions on Accessible Computing (TACCESS)
Autonomous navigation through the city for the blind
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Advances in game accessibility from 2005 to 2010
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
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This work presents an evaluation study on the usability of a haptic device and 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 project (Digital Clock Carpet) and a 3D videogame (MOVA3D), in order to redesign and improve the usability, as well as to learn of its acceptance and the degree of the user's satisfaction with the interaction with these products for O&M purposes. The results show that both the haptic device and the videogame are usable, accepted and pleasant regarding their use by blind children, and that they are ready to be used in the following stage, which will determine their impact on the development and use of O&M skills.