2014
DOI: 10.3389/fnhum.2014.00223
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Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches

Abstract: For profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-dire… Show more

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Cited by 45 publications
(34 citation statements)
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“…In looking at the literature, there is a considerable emphasis on devices using auditory and/or haptic feedback that serve those with cognitive and/or sensory impairments [50,51,52,53] and less emphasis on those without such challenges. Legge et al [52] present a Digital Sign System (DSS) providing location sensing by using digital signs (tags) that are detected by a reader held by the user.…”
Section: Wayfindingmentioning
confidence: 99%
“…In looking at the literature, there is a considerable emphasis on devices using auditory and/or haptic feedback that serve those with cognitive and/or sensory impairments [50,51,52,53] and less emphasis on those without such challenges. Legge et al [52] present a Digital Sign System (DSS) providing location sensing by using digital signs (tags) that are detected by a reader held by the user.…”
Section: Wayfindingmentioning
confidence: 99%
“…There are also some videogames designed to improve other skills such as the navigation skills on blind people [15] [16][17] [18] III. METHODOLOGY…”
Section: [4][5]…mentioning
confidence: 99%
“…VR may be a suitable candidate, as neural correlates activated by VR seem largely similar to those underlying reallife situations (e.g., see Aronov & Tank, 2014;Mellet et al, 2010;Plank, Snider, Kaestner, Halgren, & Poizner, 2015; but for differences, see: Aghajan et al, 2015). Moreover, information learned in VR transfers to, and can be reliably assessed in, real-life environments (Connors, Chrastil, Sánchez, & Merabet, 2014;Lloyd, Persaud, & Powell, 2009). Relevantly, our VR environment appears a suitable approach to an ecologically valid environment due to the high relative fidelity of sensory immersion (e.g., HD visuals, background sound, light conditions) in our VR design.…”
Section: Introductionmentioning
confidence: 99%