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Publications (22)
6. Jaime Sánchez, . Multimodal Gaming for Navigation Skills in Players Who Are Blind. , , 27-31 de Octubre, Brasil
In the context of the admissions process for Chilean state universities, there is a paper and pencil testknowledge-measuring instrument called the University Selection Test (PSU, for its Spanish acronym). This instrument of evaluation is designed to measure the level of knowledge in various learning sub-sectors such as language and communication, m...
The purpose of this work is to present the design, development and evaluation of a videogame that allows users who are blind to gradually build up a mental model based on references between different points on a Cartesian plane, in a way that is both didactic and entertaining. Two prototypes were iteratively created, and were subjected to usability...
This paper presents the design and implementation of mAbES, a mobile, audio-based environment simulator to assist the development of orientation and mobility skills in people who are blind. The modeling scenario of mAbES was a science and technology museum in Porto Alegre, Brazil. The application was designed for use by people who are blind without...
Mental maps allow users to acquire, codify and manipulate spatial information, as they are schematics that guide behavior and help to deal with spatial problems by providing solutions. This is to say that mental or cognitive maps involve processes of spatial reasoning. The purpose of this work was to design a videogame development model to serve as...
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 o...
In order to support access for people who are blind to modes of transportation in the city, it is necessary to design technological tools that allow them to carry out activities safely, autonomously, and functionally. In this context, three mobile orientation and mobility support systems were designed for people who are blind to aid in their effect...
The purpose of this study was to present and evaluate a new technique through the use of concept maps for the design of serious videogames using Ejemovil Editor. This was accomplished by using a method to easily transform concept maps into directed graphs, which are then used to generate the videogame sequence and the interdependencies between the...
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...
In the context of the admissions process for Chilean state universities, there is a paper and pencil test knowledge-measuring instrument called the University Selection Test (PSU, using its Spanish acronym). This instrument of evaluation is designed to measure the level of knowledge in various learning sub-sectors such as language and communication...
The purpose of this study was to determine whether the use of audio and a haptic-based videogame has an impact on the development of Orientation and Mobility (O&M) skills in school-age blind learners. The video game Audio Haptic Maze (AHM) was designed, developed and its usability and cognitive impact was evaluated to determine the impact on the de...
The purpose of this study was to develop and evaluate a web editor to create educational role-playing (RPG) videogames for cell phones to enhance problem-solving skills and integrate science-based educational content. By using this tool the teacher designs videogames with a curricular purpose for use with students. As a result a videogame engine th...
This work presents the usability evaluation of the mGuides system, which emerged as a response to the educational needs of
students affected by the earthquake that hit Chile in the year 2010. With this system, teachers generate working guides through
an editor, including learning guides and questionnaires for their learners. At the same time, stude...
This article explores the use of mobile phones for educational purposes through the design, development and evaluation of
Role Playing Games (RPG). To accomplish this, we differentiated between the functionality and design of the videogame, developing
a videogame engine and videogames prototypes. Thus the engine was responsible for controlling the...