Miguel Ripoll’s research while affiliated with University of Concepción and other places

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Publications (1)


Figure 1. Design of the Digital Clock Carpet The user interacts with the device by using his/her body, pressing the different keys with his/her feet. In the first version of the 
Figure 2. Concrete Digital Clock Carpet 
Figure 3. Children interacting with the first (A) and second (B) version of the Digital Clock Carpet (DCC). (C) The child plays with the videogame MOVA3D through interaction with DCC. The software for testing the DCC informs the user which direction he/she should turn, at which point the child presses the direction (time) that he/she believes to be correct with his/her foot. For each action that the child performs with the device, there is an associated audio feedback. If the action is correct, a success sound is reproduced, and if the user is wrong, an error sound is reproduced. In addition, when wrong the user is told which time he/she is really pressing. 
Figure 4. Evolution of the design and development of DCC (1) The DCC has only the sandpaper in the middle, (2) First design of the DCC with green haptic feedback, (3) Carpet is added to each key, (4) The keys are secured with polyurethane tape, and (5) The second and final version of the DCC, with each key carpeted, sandpaper in the middle, all sealed with polyurethane tape and with the yellow-colored haptic feedback. After the usability tests, described in the sub-chapter 2.3.3 Initial Usability Evaluation, iterative redesigns were made to the DCC, 
Figure 5. (A) Graphic User Interface of the MOVA 3D videogame using high contrast color for children with low vision. (B) Graphic User Interface of the videogame using normal textures for the walls and floor.

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Usability of a multimodal videogame to improve navigation skills for blind children
  • Conference Paper
  • Full-text available

October 2009

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31 Citations

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Miguel Ripoll

This work presents an evaluation study on the usability of a haptic device and a sound-based videogame for the development and use of orientation and mobility (O&M) skills in closed, unfamiliar spaces by blind, school-aged children. A usability evaluation was implemented for a haptic device especially designed for this project (Digital Clock Carpet) and a 3D videogame (MOVA3D), in order to redesign and improve the usability, as well as to learn of its acceptance and the degree of the user's satisfaction with the interaction with these products for O&M purposes. The results show that both the haptic device and the videogame are usable, accepted and pleasant regarding their use by blind children, and that they are ready to be used in the following stage, which will determine their impact on the development and use of O&M skills.

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Citations (1)


... In this regard, Jaime Sánchez has led many studies. The first one [85] presented a usability evaluation study of a haptic device designed ad hoc (Digital Clock Carpet), and a 3D video game (MOVA3D), which is based on audio in order to allow for the development of orientation and mobility skills in children when walking through closed and unfamiliar spaces. The results of this study showed that both the haptic device and the videogame were usable. ...

Reference:

Computer Entertainment Technologies for the Visually Impaired: An Overview
Usability of a multimodal videogame to improve navigation skills for blind children