Mauricio Lumbreras’s research while affiliated with University of Santiago, Chile and other places

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Publications (20)


Figure 1. Some typical related applications are compared according to the embedded narrative level. Each group of gauges loosely indicates the level of constructiveness, navigability and interactivity of each type of software.
HyperHistoires: Narration Interactive dans des Mondes Virtuels
  • Article
  • Full-text available

July 2001

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61 Reads

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3 Citations

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Mauricio Lumbreras

. We present a methodology to specify interactive narrative in virtual worlds. HyperStories extend the idea of "branching games" and the classic "choose your own adventure" novels. The main difference arises from the possibility of temporal opportunity and autonomous behavior of entities in the virtual navigational environment and the possibility of object migration between nodes. The aim of this paper is to present a formal step to design and specify this type of software and to describe the similarities and differences between HyperStories, MUDs, and hypermedia applications. According to our research experience HyperStories are an interesting metaphor to deliver educational software and knowledge construction. We also discuss the stages in HyperStory modeling and further development.

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Hyper Stories as a Metaphor for Educational Software

July 2001

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41 Reads

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1 Citation

We present a conceptual model for building hyperstories. Hyperstories are the hypermedia version of literary stories. The model combines static and dynamic aspects of a computer environment such as a nested context, allowing navigation through a virtual world. The flexibility of the model supports things such as the existence of objects to be acted on by the learner, autonomous objects or characters who represent entities that live independently from users, the reusability of entities and environments to avoid repetitive work, and a clear separation between content representation and interface management .We introduce a methodology for using hyperstories to enhance learning and thinking in a constructivist way. We discuss different aspects involved in the implementation of hyperstories. Finally, we analyze some further trends and issues in this growing line of research.


Virtual reality and learning: Trends and issues

July 2001

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2,201 Reads

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6 Citations

During the last years we have started to see diverse views in relation to the use of Virtual Reality to enhance learning and cognition. Authors disagree in their opinions about the real value of VR interfaces. VR has rapidly emerged as a very promising technology that will probably match the innovation of technologies such as multimedia/hypermedia. This study stems from our research work and intends to discuss about the VR technology available today and the impact it may have on education. We analyze the major trends in the use of Virtual Reality for learning purposes. We intend to match what the theory says about the possible effects of virtual reality with the actual preliminary results communicated in the specialized literature. In addition, as a result of the trend analysis we shed some light about the major issues highlighted in some experiences of using VR to assist learning and cognition.


Interactive virtual acoustic environments for blind children: Computing, usability, and cognition

March 2001

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144 Reads

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35 Citations

Blind children tend to represent spatial environments with cognitive difficulty. The absence of visual stimuli processing impedes the construction of rich representations of the surrounding space. This can be decreased if they are exposed to interactive experiences with acoustic stimuli delivered through spatialized sound software complemented with cognitive tasks tailored to accomplish richer representations. A few studies have approached this issue by using interactive applications that integrate virtual reality and cognitive tasks to enhance spatial orientation skills. The aim of this research has been to design interactive software based on spatialized sound to help blind learners to construct cognitive spatial structures.


Interactive virtual acoustic environments for blind children

January 2001

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189 Reads

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42 Citations

Blind children tend to represent spatial environments with cognitive difficulty. The absence of visual stimuli processing impedes the construction of rich representations of the surrounding space. This can be decreased if they are exposed to interactive experiences with acoustic stimuli delivered through spatialized sound software complemented with cognitive tasks tailored to accomplish richer representations. A few studies have approached this issue by using interactive applications that integrate virtual reality and cognitive tasks to enhance spatial orientation skills. The aim of this research has been to design interactive software based on spatialized sound to help blind learners to construct cognitive spatial structures.


Ambientes virtuales interactivos para niños ciegos: computación

January 2000

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1,395 Reads

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3 Citations

La mayoría de los software interactivos se utilizan para propósitos de aprendizaje y entretenimiento. Este tipo de software no es muy común entre niños ciegos, ya que la mayor parte de los juegos para computador y de los juguetes electrónicos carecen de interfaces apropiadas que les permitan ser utilizados sin usar pistas visuales. Este estudio presenta la idea de ambientes interactivos para niños ciegos en forma de historias hipermediales, hiperhistorias, que se desarrollan en un mundo virtual acústico 3D. Hemos conceptualizado un modelo para diseñar hiperhistorias. Para ilustrar este diseño, implementamos AudioDoom, una aplicación que permite probar tareas cognitivas con niños ciegos, presentando experiencias en primera persona a través de la exploración de entornos virtuales interactivos utilizando exclusivamente representaciones auditivas 3D del espacio. La interrogante central de esta investigación y que permea el estudio, explora el problema de cómo actividades de entretenimiento basado en audio y experiencias navegables con sonido espacial a través del computador en conjunto con tareas concretas de representación cognitiva, pueden ayudar a que los niños ciegos construyan estructuras espaciales cognitivas.


Fig 1. Graphical representation of the spatial environment rendered by AudioDoom Typical actions in AudioDoom involve getting objects (box of bullets), shooting an entity (monster and mutant), or localizing and interacting with a determined character (the catcher) in a position of the space. The soul of the story presents multiple branches, but some of them are not deterministic, because some story entities may or may not be encountered, depending on the casual user-entity encounter. This scenario brings new alternatives in each session with AudioDoom. The spatial sequencing of the space enables the user to get involved in the story, resolving challenges in crescendo, increasing the level of complexity. 
Fig 2. The child explores AudioDoom by interacting with entities located in virtual voxels (drawn artificially over the photography). 
Fig 3. Each LEGO block had a specially assigned meaning in order to evaluate and interpret the structure built by the child. 
Fig 4. After some back-and-forth model building, the child is able to "draw" the environment experienced. Amazingly, the child never saw the last picture. 
Virtual Environment Interaction Through 3D Audio by Blind Children

February 1999

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307 Reads

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66 Citations

Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society

Interactive software is actively used for learning, cognition, and entertainment purposes. Educational entertainment software is not very popular among blind children because most computer games and electronic toys have interfaces that are only accessible through visual cues. This work applies the concept of interactive hyperstories to blind children. Hyperstories are implemented in a 3D acoustic virtual world. In past studies we have conceptualized a model to design hyperstories. This study illustrates the feasibility of the model. It also provides an introduction to researchers to the field of entertainment software for blind children. As a result, we have designed and field tested AudioDoom, a virtual environment interacted through 3D Audio by blind children. AudioDoom is also a software that enables testing nontrivial interfaces and cognitive tasks with blind children. We explored the construction of cognitive spatial structures in the minds of blind children through audio-based entertainment and spatial sound navigable experiences. Children playing AudioDoom were exposed to first person experiences by exploring highly interactive virtual worlds through the use of 3D aural representations of the space. This experience was structured in several cognitive tasks where they had to build concrete models of their spatial representations constructed through the interaction with AudioDoom by using Legotrade mark blocks. We analyze our preliminary results after testing AudioDoom with Chilean children from a school for blind children. We discuss issues such as interactivity in software without visual cues, the representation of spatial sound navigable experiences, and entertainment software such as computer games for blind children. We also evaluate the feasibility to construct virtual environments through the design of dynamic learning materials with audio cues.


Interactive 3D Sound Hyperstories for Blind Children.

January 1999

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1,228 Reads

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123 Citations

Interactive software is currently used for learning andentertainment purposes. This type of software is not very commonamong blind children because most computer games and electronictoys do not have appropriate interfaces to be accessible withoutvisual cues.This study introduces the idea of interactive hyperstoriescarried out in a 3D acoustic virtual world for blind children. Wehave conceptualized a model to design hyperstories. ThroughAudioDoom we have an application that enables testing cognitivetasks with blind children. The main research question underlyingthis work explores how audio- based entertainment and spatial soundnavigable experiences can create cognitive spatial structures inthe minds of blind children.AudioDoom presents first person experiences through explorationof interactive virtual worlds by using only 3D auralrepresentations of the space.


3D Aural Interactive Hyperstories for Blind Children

January 1998

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117 Reads

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42 Citations

International Journal of Virtual Reality

Interactive stories are commonly used for learning and entertaining purposes enhancing the development of several perceptual and cognitive skills. These experiences are not very common among blind children because most computer games and electronics toys do not have appropriate interfaces to be accessible by them. This study introduces the idea of interactive Hyperstories performed in a 3D acoustic virtual world. The hyperstory model enables us to build an application to help blind children to enrich their early world experiences through exploration of interactive virtual worlds by using 3D aural representations of the space. We have produced AudioDoom, interactive model-based software for blind children. The prototype was qualitative and quantitatively field-tested with several blind children in a Chilean school setting. Our preliminary results indicate that when acoustic-based entertainment applications are careful applied with an appropriate methodology can stimulate diminished cognitive skills. We also found that spatial sound experiences can create spatial navigable structures in the mind of blind children. Methodology and usability evaluation procedures and results appeared to be critical to the efectiveness of interactive Hyperstories performed in a 3D acoustic virtual world.


Citations (12)


... Following the same line, some authors [94] use spatialised sound to help blind learners to construct cognitive spatial structures. This short paper presents the design process of an interactive software. ...

Reference:

Computer Entertainment Technologies for the Visually Impaired: An Overview
Interactive virtual acoustic environments for blind children

... The results obtained in the present study compared to the research papers, which reported the increased motivation of students using the tactile audio system [26,27], are consistent. Moreover, the obtained results were also confirmed by other literature reports, indicating the significance of the sound descriptions in the process of teaching maths by blind people [28][29][30]. The authors believe that thanks to the applied methods, concerning the decomposition of exercises into elementary steps and alternative sound descriptions with additional information about the structure of the mathematical formulae, the student's curiosity and motivation can be increased. ...

Interactive virtual acoustic environments for blind children: Computing, usability, and cognition

... Thus, we borrow ideas from hypertext/hypermedia technology by including narrative in a virtual environment context [2]. Hyperstories have improved conventional literary stories by allowing a "dynamic binding" between characters, the world in which they move, and the objects they act upon [19]. The child develops this binding through a greater flexibility in the learning/ exploration process. ...

Narration Interactive dans des Mondes Virtuels HyperHistoires:Narration Interactive dans des Mondes Virtuels HyperStories: Interactive Narrative in Virtual Worlds

... Nowadays it has its place in the representative field of the contemporary individual [4]. The immersion in a virtual world allows users to experience the same kind of interaction with objects as in the real world [15] and even channel feelings and emotions that they can't access in the actual world. ...

Virtual reality and learning: Trends and issues

... Instead of individual and rare special laboratory prototypes (as has often been the case to date), a common software and hardware platform should be targeted and used in the long term, which could be useful for sighted, blind, visually impaired and people with other impairments. [16,35,42,54,55,59,60,62,74,79,81,85,[132][133][134][135][136][137][138][139][140][141][142][143][144][145][146][147][148][149] VR is undoubtedly a very modern and high-tech way to convey spatial information, often it is simply more practical to use simpler and less complex approaches. The high-level taxonomy presented here cannot yet make a definite statement in this context, but is intended to support future work in this field by helping researchers to further develop their ideas as good as possible using existing knowledge. ...

3D Aural Interactive Hyperstories for Blind Children

International Journal of Virtual Reality

... Thus, these rendering techniques in entertainment content enrich the listener's experience and promote a sense of involvement, making listening an immersive experience (Rees-Jones & Murphy, 2018;Salselas et al., 2020). A few studies have also been conducted on the effect of 3D sound in interactive hyper-stories developed for children with disabilities (Lumbreras & Sanchez, 1999;Sánchez & Sáenz, 2006). Participants found the experience satisfactory and helpful for spatial orientation. ...

Interactive 3D Sound Hyperstories for Blind Children.

... However, we focus on game design that relies primarily or exclusively on audio to provide feedback to the player, usually referred to as "audio-mostly" or "audio-only" games. The design of these game mechanics is most commonly associated with the area of accessible design for individuals with visual impairments, and much research has been done on design considerations to replace visual feedback with audio analogues with notable examples such as AudioDoom [41] and Papa Sangre [11]. These games present narratives and navigation through a virtual environment, but rely entirely on audio narration and other directional audio cues to guide the player. ...

Virtual Environment Interaction Through 3D Audio by Blind Children

Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society

... A conversational metaphor was proposed in [6], in which the metaphor focuses on the environment of 3D aural to allow the visually impaired for easy access of information. The proposed hypermedial model contains direct graph nodes and links which is used to map to certain speakers. ...

A Metaphor for the Visually Impaired: Browsing Information in a 3D Auditory Environment