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AudioBattleship: blind learners collaboration through sound.

Authors:

Abstract

A growing number of audio-based applications for blind learners have being produced in the last few years. Many of them focus on the development of 3D audio interfaces to map the entire surrounding space. Other studies center on the impact of sound interaction on cognition by evaluating the usability of these applications. No previous work has centered on using spatialized sound to develop collaborative skills in blind learners. This ongoing research study introduces AudioBattleShip, an interactive audio-based environment to enhance collaboration and cognition in blind learners. AudioBattleship mimics the traditional game battleship for sighted people but without visual cues. A preliminary pilot study has been implemented showing that blind children collaboration can be enhanced through the interaction with spatialized sound.
AudioBattleship: Blind Learners Collaboration
through Sound
Jaime Sánchez, Nelson Baloian,
Tiago Hassler
Department of Computer Science
University of Chile
Blanco Encalada 2120, Santiago, CHILE
+ 56 2 673 1280
{jsanchez, nbaloian, thassler}@dcc.uchile.cl
Ulrich Hoppe
Institute for Computer Science
University of Duisburg
Lotharstr. 65, 47048, Duisburg, GERMANY
+ 49 203 379 3553
hoppe@informatik.uni-duisburg.de
ABSTRACT
A growing number of audio-based applications for
blind learners have being produced in the last few
years. Many of them focus on the development of 3D
audio interfaces to map the entire surrounding space.
Other studies center on the impact of sound interaction
on cognition by evaluating the usability of these
applications. No previous work has centered on using
spatialized sound to develop collaborative skills in
blind learners. This ongoing research study introduces
AudioBattleShip, an interactive audio-based
environment to enhance collaboration and cognition in
blind learners. AudioBattleship mimics the traditional
game battleship for sighted people but without visual
cues. A preliminary pilot study has been implemented
showing that blind children collaboration can be
enhanced through the interaction with spatialized
sound.
Keywords
Virtual acoustic environment, blind children,
collaborative learning, audio-based navigation,
usability, spatialized sound
INTRODUCTION
Diverse audio-based applications for blind children
have being produced in the last few years [1, 2, 3, 4, 5,
6, 7]. Many of them focus on the development of 3D
audio interfaces to map the entire surrounding space as
proof of concept concerning audio-based interfaces.
Other studies center on the effects and impact of sound
on the development of cognitive skills of blind people
by evaluating the cognitive usability of these
applications. No previous work has centered on using
spatialized sound to develop collaborative skills in
blind learners.
This ongoing research study introduces
AudioBattleship, an interactive audio-based
environment to enhance collaboration, abstract
memory, spatial abstraction, and haptic perception in
blind learners. AudioBattleship is a similar version of
the traditional game battleship for sighted people but
without visual cues. A preliminary pilot usability
study has been implemented showing that blind
learners collaboration skills can be enhanced through
the interaction with spatialized sound.
AUDIOBATTLESHIP
AudioBattleShip was built in Java SDK 1.4.1, using a
collaborative platform, MatchMaker, which allows
synchronizing a tree of distributed objects. Java Media
Framework was used to synchronize multimedia
events. The environment was divided in three classes:
communication, sound, and the main program.
AudioBattleShip has objects that store the information
of players, the state of the game (turns), and the
coordinates of a given point with the corresponding
state (ship, water, destroyed ship, shooting to water).
By using these objects a synchronization tree
(Matchmaker) is created with nodes that store
information about the players which also contains
objects corresponding with the size of the board.
AudioBattleShip contains a directory of sounds that
can be easily modified to change language and sounds.
Copyright is held by the author/owner(s).
CHI 2003, April 5–10, 2003, Ft. Lauderdale, Florida, USA.
ACM 1-58113-630-7/03/0004.
Short Talks: Specialized Section CHI 2003: NEW HORIZONS
798
Short Talk: Brains, Eyes and Ears CHI 2003: NEW HORIZONS
798
Copyright is held by the author/owner(s).
CHI 2003, April 5-10, 2003, Ft. Lauderdale, Florida, USA.
ACM 1-58113-637-4/03/0004
Playing modes
AudioBattleShip can be played between blind to blind,
blind to sighted, and blind to computer. Blind to blind
mode presents the same interface to both players.
Blind to sighted mode provides a variety of tools to
the blind learner to minimize the disadvantages in
comparison with sighted learners who can have in any
moment snapshots of the state of actions. Blind to
computer mode gives intrinsic advantages to the
computer over the blind learner because of computer
memory and probability calculations, but this can be
diminished by limiting the algorithm and creating
different levels of complexity.
Development
AudioBattleShip was developed in three steps: 1.
Design and implementation of the basic objects, and
creation of the MatchMaker tree and internal models,
2. Input, interface, and feedback operations, and 3.
Turn-taking and control. We created two interfaces for
both blind and sighted learners. The interface for blind
learners consists of a board and help buttons. Sound
feedback is provided to inform about a specific spatial
location on the board and the occurrence of certain
actions. We use as input interface a tablet device and
built upon it a grille to represent an exact copy of the
visual interface. The tablet can map the entire screen
and by using a pen-based pointing device diverse
events can be triggered. The interface for sighted
learners consists of two boards, one per each player, as
well as a text area that provides feedback for actions.
Software modes
AudioBattleShip has three modes: Ship positioning
mode, creating a new session or joining to an ongoing
session mode, and shooting mode. Both players can
manipulate matrix with the board’s state (see Figure
1).
PRELIMINARY USABILITY TESTING RESULTS
AudioBattleShip was usability pilot tested with four
blind learners, two legally blind and two with residual
vision. They played the game and answered questions
during six sessions. Most questions were related to the
audio interface, graphic interface (for the residual
vision learners), and the use of input devices such as
the tablet. They were also observed in all sessions by
two people from the research team. Comments were
registered. The evaluation for cognitive achievement is
under way right now. As a result of the preliminary
testing, learners helped to redesign the software by
making insight and meaningful contributions about the
sounds used, intensity and quality, volume, feedback,
sound synchronicity, sound overlapping, sound help,
color contrast, size of the cursor, position
identification number, and tablet mapping.
The four learners enjoyed interacting with
AudioBattleShip (see Figure 2). There were diverse
forms of interaction between them. This is especially
important for blind learners because they are
accustomed to do individual work with little social
interaction when using digital devices. Collaboration
skills with obvious constrains can be enhanced with
audio-based applications such as AudioBattleShip. We
need to know what type of skills can be enhanced most
and ways of improving them through the interaction
with sound. A current full field study will give us
detailed insights and knowledge about how cognition
and collaboration can be enhanced by the interaction
with sound.
REFERENCES
1. Baldis, J. Effects of spatial audio on memory,
comprehension, and preference during desktop
conferences. Proceeding of the ACM CHI ´01,
Vol 3, 1, (2001), 166-173.
2. McCrindle, R. & Symons, D. Audio space
invaders. Proceedings of the Third International
Conference on Disability, Virtual Reality and
Associated Technologies, (2000), 59-65.
3. Mereu, S. & R. Kazman. Audio enhanced 3D
interfaces for visually impaired users.
Proceedings of CHI ‘ 96, ACM Press., (1996).
4. Sánchez, J. Interactive 3D sound hyperstories for
blind children. Proceedings of ACM-CHI 99,
(1999), 318-325.
5. Sánchez, J. Interactive virtual acoustic
environments for blind children. Proceedings of
ACM CHI ´2001, pp. 23-25. Seattle,
Washington, April, (2001), 2-5.
6. Sjostrom, C. Using haptics in computer
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ACM CHI ´01, Vol 3, 1, (2001), 245-246.
7. Tan, H. Haptic interfaces. Communications of
the ACM, 43(3), (2000), 40-41.
Short Talks: Specialized Section CHI 2003: NEW HORIZONS
799
Short Talk: Brains, Eyes and Ears CHI 2003: NEW HORIZONS
799
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Haptic interfaces impaired users. virtual acoustic pp. 23-25. Seattle, Short Talks: Specialized Section Short Talk: Brains
  • H Tan
Tan, H. Haptic interfaces. Communications of the ACM, 43(3), (2000), 40-41. impaired users. virtual acoustic pp. 23-25. Seattle, Short Talks: Specialized Section Short Talk: Brains, Eyes and Ears CHI 2003: NEW HORIZONS CHI 2003: NEW HORIZONS 799 799