skip to main content
10.1145/3617023.3617027acmotherconferencesArticle/Chapter ViewAbstractPublication PageswebmediaConference Proceedingsconference-collections
short-paper

Dashboards to support rehabilitation in orientation and mobility for people who are blind

Published:23 October 2023Publication History

ABSTRACT

In Brazil, there are over 7 million individuals with visual disabilities (PDVs), including at least 500,000 blind individuals, according to IBGE 2019 data. Orientation and Mobility (OM) training is crucial for PDVs to navigate, identify objects, determine directions, and reach destinations. Existing literature offers virtual OM environments using gamification and Virtual Reality (VR) techniques. However, there is a lack of customizable maps and detailed monitoring of student interaction in these environments. This article proposes integrating game analytics and customization methods in OM teaching for PDVs. The main goal is to assist OM teachers in utilizing gamification and VR for safe and engaging practices. The integration aims to enhance customization, gamification, and monitoring, enabling better assessment of student progress and personalized activities to maximize engagement and learning.

References

  1. Ben Caldwell, Michael Cooper, Loretta Guarino Reid, and Gregg Vanderheiden. 2008. Web content accessibility guidelines (WCAG) 2.0. WWW Consortium (W3C) (2008).Google ScholarGoogle Scholar
  2. Carmen Chai, Bee Theng Lau, and Zheng Pan. 2019. Hungry Cat—A Serious Game for Conveying Spatial Information to the Visually Impaired. Multimodal Technologies and Interaction 3, 1 (2019), 12.Google ScholarGoogle ScholarCross RefCross Ref
  3. Erin C Connors, Elizabeth R Chrastil, Jaime Sánchez, and Lotfi B Merabet. 2014. Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches. Frontiers in human neuroscience 8 (2014), 223.Google ScholarGoogle Scholar
  4. Agebson Rocha Façanha. 2021. Customização de ambientes virtuais de orientação e mobilidade para pessoas com deficiência visual. (2021).Google ScholarGoogle Scholar
  5. Agebson Rocha Façanha, Ticianne Darin, Windson Viana, and Jaime Sánchez. 2020. O&M indoor virtual environments for people who are blind: A systematic literature review. ACM Transactions on Accessible Computing (TACCESS) 13, 2 (2020), 1–42.Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Gesu India, Mohit Jain, Pallav Karya, Nirmalendu Diwakar, and Manohar Swaminathan. 2021. VStroll: An audio-based virtual exploration to encourage walking among people with vision impairments. In The 23rd International ACM SIGACCESS Conference on Computers and Accessibility. 1–13.Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. José Martônio L de M Júnior, Mariana da C Carneiro Araújo, Agebson R Façanha, Windson Viana, and Jaime Sánchez. 2022. Uma ferramenta para a customização de ambientes virtuais para práticas de Orientação e Mobilidade. In Anais Estendidos do XXVIII Simpósio Brasileiro de Sistemas Multimídia e Web. SBC, 103–106.Google ScholarGoogle Scholar
  8. Julian Kreimeier and Timo Götzelmann. 2020. Two Decades of Touchable and Walkable Virtual Reality for Blind and Visually Impaired People: A High-Level Taxonomy. Multimodal Technologies and Interaction 4, 4 (2020). https://doi.org/10.3390/mti4040079Google ScholarGoogle ScholarCross RefCross Ref
  9. Orly Lahav. 2022. Virtual Reality Systems as an Orientation Aid for People Who Are Blind to Acquire New Spatial Information. Sensors 22, 4 (2022). https://doi.org/10.3390/s22041307Google ScholarGoogle ScholarCross RefCross Ref
  10. Orly Lahav, Hadas Gedalevitz, Steven Battersby, David Brown, Lindsay Evett, and Patrick Merritt. 2018. Virtual environment navigation with look-around mode to explore new real spaces by people who are blind. Disability and rehabilitation 40, 9 (2018), 1072–1084.Google ScholarGoogle Scholar
  11. Orly Lahav, David W Schloerb, Siddarth Kumar, and Mandayam A Srinivasan. 2008. BlindAid: A learning environment for enabling people who are blind to explore and navigate through unknown real spaces. In Virtual Rehabilitation, 2008. IEEE, 193–197.Google ScholarGoogle ScholarCross RefCross Ref
  12. Tamara Munzner. 2014. Visualization analysis and design. CRC press.Google ScholarGoogle Scholar
  13. Lorenzo Picinali, Amandine Afonso, Michel Denis, and Brian FG Katz. 2014. Exploration of architectural spaces by blind people using auditory virtual reality for the construction of spatial knowledge. International Journal of Human-Computer Studies 72, 4 (2014), 393–407.Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Georg Regal, Elke Mattheiss, David Sellitsch, and Manfred Tscheligi. 2018. Mobile Location-based Games to Support Orientation & Mobility Training for Visually Impaired Students. In Proceedings of the 20th International Conference on Human-Computer Interaction with Mobile Devices and Services (Barcelona, Spain) (MobileHCI ’18). ACM, New York, NY, USA, Article 47, 12 pages. https://doi.org/10.1145/3229434.3229472Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Lauren Thévin, Carine Briant, and Anke M Brock. 2020. X-Road: Virtual Reality Glasses for Orientation and Mobility Training of People with Visual Impairments. ACM Transactions on Accessible Computing (TACCESS) 13, 2 (2020), 1–47.Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. R Weishaln. 1990. Orientation and mobility in the blind children. New York: Englewood Cliffs (1990).Google ScholarGoogle Scholar

Index Terms

  1. Dashboards to support rehabilitation in orientation and mobility for people who are blind

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        WebMedia '23: Proceedings of the 29th Brazilian Symposium on Multimedia and the Web
        October 2023
        285 pages
        ISBN:9798400709081
        DOI:10.1145/3617023

        Copyright © 2023 ACM

        Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 23 October 2023

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • short-paper
        • Research
        • Refereed limited

        Acceptance Rates

        Overall Acceptance Rate270of873submissions,31%
      • Article Metrics

        • Downloads (Last 12 months)18
        • Downloads (Last 6 weeks)2

        Other Metrics

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      HTML Format

      View this article in HTML Format .

      View HTML Format