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Interfaces of AudioMath
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Speech input is a primary method of interaction for blind mobile device users, yet the process of dictating and reviewing recognized text through audio only (i.e., without access to visual feedback) has received little attention. A recent study found that sighted users could identify only about half of automatic speech recognition (ASR) errors when...
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... This is mainly due to the kind of resources required and these students' lack of one of the most important senses for the process of observing natural phenomenon: vision [9,14]. Children with visual disability have more problems accessing information, learning and putting basic operations into practice, and solving problems than their sighted peers [23,13]. However, the use of technology that is correctly adapted for this kind of disablement can lead to an efficient solution. ...
In this study we evaluate how the use of audio-based technology can facilitate school integration of blind learners through
the interaction with a science videogame. This experience consisted of designing and implementing The Natomy’s Journey Game to be played by blind and sighted middle school students. The use of the videogame and its impact on the integration of blind
learners into mainstream schools was also evaluated, through the participation of both teachers and learners. In the end,
the goal was for blind learners to be able to interact and become socially integrated through active science video gaming
and the application of specific science content. The results of this study provide initial data and evidence that the use
of video games such as The Natomy’s Journey Game can improve the process for the school integration of learners with visual disabilities.
... Some software previously designed in our research was modeled with this architecture (Sánchez and Sáenz 2005). For example, the software called Theo and Seth (see Fig. 3a) is an application to enhance mathematics skills in blind users comprising the following components: model, strategy, computer representation, model of learner, evaluation, learner, and interface. ...
Current interactive learning environments cannot be accessed by learners with disabilities, in particular for students with
vision disabilities. Modeling techniques are necessary to map real-world experiences to virtual worlds by using 3D auditory
representations of objects for blind people. In this paper, a model to design multimedia software for blind learners is presented.
The model was validated with existing educational software for these users. We describe the modeling of the real world including
cognitive usability testing tasks by considering not only the representation of the real world but also modeling the learner’s
knowledge of the virtual world. The software architecture is also described by using this model, displaying the components
needed to impact learning. Finally, we analyze critical issues in designing software for learners with visual disabilities
and propose some recommendations and guidelines.
... Through discrimination and localization of audio cues the auditory sense convey information to people with visual disabilities, becoming one of the most critical senses to them. Along with this, the auditory sense favors the perception of points of reference, the description of some physical places, the development of abstract thinking, the capacity of concentration, and the creation of mental schema of diverse physical environments [10,11,13,14,15,16,17]. ...
In this study, we introduce software for blind users that represents a subway system in a desktop computer. A user can organize
and prepare a travel with the assistance of the software before riding the subway. After a usability study and cognitive evaluation,
we detected the need for creating a mobile solution with similar goals as the desktop application. This software for mobile
devices has also the capacity to help the user to solve mobility and orientation problems in real subway stations. In order
to design a handheld version it was necessary to consider new features such as travel duration, tickets fare, and the estimated
time duration of the travel. Conclusions from the usability study revealed the importance of using interface elements such
as the audio-based hierarchy menu, the travel simulation, and the information about the subway network, stations and their
surroundings. The cognitive study results revealed important gains in the development of orientation and mobility skills to
use the subway system in blind users, which help them to be more integrated to the society.
... Methodologies [10] and applications [11,12,13] have been developed to support learning in LWVD obtaining positive gains in the development of tempo-spatial skills, memory and mathematical logical analysis. Nevertheless, these applications restrict their implementation to a static context as the school classroom and home. ...
Children tend to learn language conventions through processing environment stimuli. Thus, strategies for reading comprehension
are commonly used for this purpose. This paper introduces AudioStoryTeller, a tool for pocketPC to support the development
of reading and writing skills in learners with visual disabilities (LWVD) through storytelling, providing diverse evaluation
tools to measure those skills. We implemented usability and cognitive evaluation to the AudioStoryTeller software. In the
usability evaluation, the easiness of use of the proposed hardware by LWVD was established. The goal of the cognitive evaluation
was to measure the development of reading skills through interactive audio narrations using a pocketPC device. Results indicate
that users were able to utilize effortless the pocketPC device. AudioStoryTeller software together with cognitive tasks, can
contribute to the development of cognitive skills in LWVD. This application allows LVD to have access to unlimited scope of
books not available in printed Braille.
A number of virtual environments have been developed during the last years. Among them there are some environments for blind people based on different type of audio, from simple sounds to 3D audio. In this study we pursued a different approach. We designed AudioMUD by using spoken text to describe the environment, navigation, and interaction. We have also introduced some collaborative aspects into the interaction between blind users. The core of a MUD game is a networked textual virtual environment and with this concept in mind, we developed AudioMUD by adding some collaborative aspects to the basic idea MUD and locating this virtual environment inside the human body. This study presents the design and usability evaluation of AudioMUD. Blind learners were motivated when interacted with AudioMUD and helped to improve the interaction through audio and interface design elements
In this study we present AudioLink, an interactive audio-based virtual environment for children with visual disabilities to
support their learning of science. AudioLink is a Role-Playing Game (RPG) for learning science concepts and scientific reasoning
through audio. We analyzed how blind learners can learn science using audio as the main input/output interface and how to
develop a challenging and engaging software. The usability of this software and a preliminary study of the cognitive impact
were also evaluated. Results indicated that users considered the software was appealing, challenging and encouraging as a
science learning tool. AudioLink promoted a free and independent interaction at the users’ own paces. Evidence indicates that
blind children developed scientific thinking skills to identify a problem, build a strategy to solve it, and understand when
it was solved.
A number of virtual environments have been developed during the last years. Among them there are some applications for blind people based on different type of audio, from simple sounds to 3-D audio. In this study, we pursued a different approach. We designed AudioMUD by using spoken text to describe the environment, navigation, and interaction. We have also introduced some collaborative features into the interaction between blind users. The core of a multiuser MUD game is a networked textual virtual environment. We developed AudioMUD by adding some collaborative features to the basic idea of a MUD and placed a simulated virtual environment inside the human body. This paper presents the design and usability evaluation of AudioMUD. Blind learners were motivated when interacted with AudioMUD and helped to improve the interaction through audio and interface design elements.