Comparing Two Haptic Interfaces for Multimodal Graph Rendering
HAPTICS '02 Proceedings of the 10th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems
Audio games: new perspectives on game audio
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
How to make games for visually impaired children
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Finger dance: a sound game for blind people
Proceedings of the 9th international ACM SIGACCESS conference on Computers and accessibility
Haptic-feedback support for cognitive mapping of unknown spaces by people who are blind
International Journal of Human-Computer Studies
Multimodal collaborative handwriting training for visually-impaired people
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Guidelines for designing mobility and orientation software for blind children
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction
Audio and haptic based virtual environments for orientation and mobility in people who are blind
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: users diversity - Volume Part II
Audio haptic videogaming for navigation skills in learners who are blind
The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility
Access invaders: developing a universally accessible action game
ICCHP'06 Proceedings of the 10th international conference on Computers Helping People with Special Needs
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Interactive digital technologies are currently being developed as a novel tool for education and skill development. Audiopolis is an audio and haptic based videogame designed for developing orientation and mobility (O&M) skills in people who are blind. We have evaluated the cognitive impact of videogame play on O&M skills by assessing performance on a series of behavioral tasks carried out in both indoor and outdoor virtual spaces. Our results demonstrate that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged learners who are blind. The impact of audio and haptic information on learning is also discussed.