“…[50] explored the influence of specially designed audio games on regulating players' emotions. Additionally, studies by [51,52] focused on the sonification and interaction design of games for individuals with visual impairments and the design guidelines for audio-based game features. Ref.…”
Section: Educational Games and Gamificationmentioning
Education for those who are visually impaired usually relies on modified materials and unique teaching methods. Nonetheless, the advent of Extended Reality marks a considerable change by providing immersive and interactive experiences that can surpass the challenges encountered in conventional learning due to visual impairments. This study aims to systematically review and analyse the existing literature on the use of extended realities in the education of individuals with visual impairment. This systematic review followed the Preferred Reporting Items for Systematic Reviews (PRISMA) statement as a formal systematic review guideline for data collection to ensure the quality and replicability of the revision process. Data were obtained from research studies over the period 2013–2023. The analysis included a total of 71 papers from Science Direct, ERIC, JSTOR, Taylor & Francis Online, and Scopus databases. The results show that Europe had the most publications on these topics during the past decade and that most papers were focused on higher education. Additionally, virtual reality was the most investigated topic. The findings indicate that extended reality has the potential to promote inclusion for the visually impaired in educational settings and provide them with enhanced educational experiences in many educational disciplines.
“…[50] explored the influence of specially designed audio games on regulating players' emotions. Additionally, studies by [51,52] focused on the sonification and interaction design of games for individuals with visual impairments and the design guidelines for audio-based game features. Ref.…”
Section: Educational Games and Gamificationmentioning
Education for those who are visually impaired usually relies on modified materials and unique teaching methods. Nonetheless, the advent of Extended Reality marks a considerable change by providing immersive and interactive experiences that can surpass the challenges encountered in conventional learning due to visual impairments. This study aims to systematically review and analyse the existing literature on the use of extended realities in the education of individuals with visual impairment. This systematic review followed the Preferred Reporting Items for Systematic Reviews (PRISMA) statement as a formal systematic review guideline for data collection to ensure the quality and replicability of the revision process. Data were obtained from research studies over the period 2013–2023. The analysis included a total of 71 papers from Science Direct, ERIC, JSTOR, Taylor & Francis Online, and Scopus databases. The results show that Europe had the most publications on these topics during the past decade and that most papers were focused on higher education. Additionally, virtual reality was the most investigated topic. The findings indicate that extended reality has the potential to promote inclusion for the visually impaired in educational settings and provide them with enhanced educational experiences in many educational disciplines.
“…There are two common methods to describe the region of interest: one is to describe the region of interest with grid. This method describes the region of interest with triangle, quadrilateral and hexagon, which can describe the anatomical structure of the region of interest in detail, which is conducive to observing the internal anatomical structure of the region of interest [7]. However, when using mesh to describe the region of interest, the number of meshes and vertices in the region of interest is too large, and the time required to register the target sample with the template sample is too long, resulting in the time required to build the 3D model; The other is to describe the region of interest with point cloud.…”
With the rapid development of computer graphics and image technology and 3D modeling, great progress has been made in the field of 3D digital relief. Hollowed out relief is a form of concave relief, which is obtained by carving out the background plane on the basis of concave relief. Digital relief is generated by computer-aided modeling, which overcomes the shortcomings of traditional manual relief, such as low production efficiency and difficult to modify products, and is easy to save. In this paper, the design and implementation of image relief based on computer 3D modeling, the basic modeling process of computer 3D modeling, plane relief and the generation method of fractal pattern concave relief based on distance transformation are discussed. A differential algorithm is proposed to realize the concave convex effect of image relief. Experiments are carried out on different models on laptops configured as main frequency and graphic display card to verify the rationality of the above algorithm. The time consumption of viewpoint selection of different models is tested, and the modeling efficiency of different input models is counted. The test results show that without program optimization, the viewpoint selection time of the model with the number of mesh patches of 15K ~ 50K ranges from 14 to 58s, among which the development of model visibility judgment and significance calculation is the largest, accounting for about 50% ~ 60% of the running time of the whole process. Therefore, the algorithm optimization of visibility judgment will help to improve the operation efficiency of the system and reduce the waiting time of users. Under the same input model, the computational efficiency of this algorithm is hundreds of times higher than that of the literature method. For the models in the table, due to the complex occlusion degree of patches, the modeling time of shallow relief is up to 3.778 seconds; For the mesh model with the number of patches below 35K, the efficiency of bas relief modeling is about, which basically meets the requirements of real-time.
“…to perceive the environment, process the information, and detect objects [ 4 ]. Further, many persons are unable to play video games because of visual impairments and have restricted accessibility while interacting with video games and taking part in various educational, social, and physical activities [ 5 ]. Game-based approaches to training in navigation systems in unfamiliar environments can help the players build a reliable spatial cognitive map of the surroundings, while audio cues processed by sonification can help players recognize objects in the gaming environment.…”
The visually impaired suffer greatly while moving from one place to another. They face challenges in going outdoors and in protecting themselves from moving and stationary objects, and they also lack confidence due to restricted mobility. Due to the recent rapid rise in the number of visually impaired persons, the development of assistive devices has emerged as a significant research field. This review study introduces several techniques to help the visually impaired with their mobility and presents the state-of-the-art of recent assistive technologies that facilitate their everyday life. It also analyses comprehensive multiple mobility assistive technologies for indoor and outdoor environments and describes the different location and feedback methods for the visually impaired using assistive tools based on recent technologies. The navigation tools used for the visually impaired are discussed in detail in subsequent sections. Finally, a detailed analysis of various methods is also carried out, with future recommendations.
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