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.
%0 Conference Paper
%1 Sanchez:2014:AHV:2557500.2557519
%A Sánchez, Jaime
%A de Borba Campos, Marcia
%A Espinoza, Mat\'ıas
%A Merabet, Lotfi B.
%B Proceedings of the 19th International Conference on Intelligent User Interfaces
%C New York, NY, USA
%D 2014
%I ACM
%K ACM
%P 199--208
%R 10.1145/2557500.2557519
%T Audio Haptic Videogaming for Developing Wayfinding Skills in Learners Who Are Blind
%U http://doi.acm.org/10.1145/2557500.2557519
%X 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.
%@ 978-1-4503-2184-6
@inproceedings{Sanchez:2014:AHV:2557500.2557519,
abstract = {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.},
acmid = {2557519},
added-at = {2015-03-16T22:06:38.000+0100},
address = {New York, NY, USA},
author = {S\'{a}nchez, Jaime and de Borba Campos, Marcia and Espinoza, Mat\'{\i}as and Merabet, Lotfi B.},
biburl = {https://www.bibsonomy.org/bibtex/2c352484985402f272be07fcf60472ad7/alex_szykman},
booktitle = {Proceedings of the 19th International Conference on Intelligent User Interfaces},
doi = {10.1145/2557500.2557519},
interhash = {3ccc364ce29e3e193926a5da70c5b3e6},
intrahash = {c352484985402f272be07fcf60472ad7},
isbn = {978-1-4503-2184-6},
keywords = {ACM},
location = {Haifa, Israel},
numpages = {10},
pages = {199--208},
publisher = {ACM},
series = {IUI '14},
timestamp = {2015-03-16T22:06:38.000+0100},
title = {Audio Haptic Videogaming for Developing Wayfinding Skills in Learners Who Are Blind},
url = {http://doi.acm.org/10.1145/2557500.2557519},
year = 2014
}