Proceedings of the 20th International Conference on Human-Computer Interaction With Mobile Devices and Services 2018
DOI: 10.1145/3229434.3229472
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Mobile location-based games to support orientation & mobility training for visually impaired students

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Cited by 12 publications
(12 citation statements)
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“…In the other game, the task was to draw the figure of a house, created by physical movement of the player and scanned by GPS technology, in one stroke. Using LBG to support orientation and mobility training for visually impaired students was investigated in [15]. They implemented a prototype for a scavenger hunt-like mobile game.…”
Section: Data Extraction and Data Analysismentioning
confidence: 99%
See 1 more Smart Citation
“…In the other game, the task was to draw the figure of a house, created by physical movement of the player and scanned by GPS technology, in one stroke. Using LBG to support orientation and mobility training for visually impaired students was investigated in [15]. They implemented a prototype for a scavenger hunt-like mobile game.…”
Section: Data Extraction and Data Analysismentioning
confidence: 99%
“…[14] Introduce students to underlying concepts of informatics. [15] Support orientation and mobility training for visually impaired students. [16] Support outdoor learning activities about history and geography as part of the curriculum for elementary schools.…”
Section: Studymentioning
confidence: 99%
“…For example, researchers started to document some of the barriers visually impaired students face in higher education (Bishop & Rhind, 2011;Lieberman et al, 2002;Vojtech, 2016). Other studies focus on efforts to support the learning of visually-impaired students (Eligi & Mwantimwa, 2017;Pino & Viladot, 2019;Quirke et al, 2018;Regal et al, 2018). In South Africa, a few studies focused on various support systems which are available to disabled students in higher education, such as Disability Units and lecturers.…”
Section: B Literature Reviewmentioning
confidence: 99%
“…The system enables bipedalism and a virtual white cane through vibration on a hand controller, while navigating in large spaces. Regal et al [56] created location-based indoor games to make O&M classes more entertaining in order to increase motivation and learning. Students could either navigate by physically moving in the real world, which was equipped with NFC tags to trigger text-to-speech information, or by using a keyboard in a virtual world to trigger the tags with the "space" key.…”
Section: Accessible Virtual Reality For People With Visual Impairmentsmentioning
confidence: 99%