{"title":"虚拟世界中的盲人:为盲人用户提供的移动训练虚拟现实游戏","authors":"S. Maidenbaum, A. Amedi","doi":"10.1109/VR.2015.7223435","DOIUrl":null,"url":null,"abstract":"One of the main challenges facing the practical utilization of new assistive technology for the blind is the process of training. This is true both for mastering the device and even more importantly for learning to use it in specific environments. Such training usually requires external help which is not always available, can be costly, and attempts to navigate without such preparation can be dangerous. Here we will demonstrate several games which were developed in our lab as part of the training programs for the EyeCane, which augments the traditional White-Cane with additional distance and angles. These games avoid the above-mentioned problems of availability, cost and safety and additionally utilize gamification techniques to boost the training process. Visitors to the demonstration will use these devices to perform simple in-game virtual tasks such as finding the exit from a room or avoiding obstacles while wearing blindfolds.","PeriodicalId":231501,"journal":{"name":"2015 IEEE Virtual Reality (VR)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Blind in a virtual world: Mobility-training virtual reality games for users who are blind\",\"authors\":\"S. Maidenbaum, A. Amedi\",\"doi\":\"10.1109/VR.2015.7223435\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"One of the main challenges facing the practical utilization of new assistive technology for the blind is the process of training. This is true both for mastering the device and even more importantly for learning to use it in specific environments. Such training usually requires external help which is not always available, can be costly, and attempts to navigate without such preparation can be dangerous. Here we will demonstrate several games which were developed in our lab as part of the training programs for the EyeCane, which augments the traditional White-Cane with additional distance and angles. These games avoid the above-mentioned problems of availability, cost and safety and additionally utilize gamification techniques to boost the training process. Visitors to the demonstration will use these devices to perform simple in-game virtual tasks such as finding the exit from a room or avoiding obstacles while wearing blindfolds.\",\"PeriodicalId\":231501,\"journal\":{\"name\":\"2015 IEEE Virtual Reality (VR)\",\"volume\":\"34 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-08-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2015 IEEE Virtual Reality (VR)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VR.2015.7223435\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 IEEE Virtual Reality (VR)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2015.7223435","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Blind in a virtual world: Mobility-training virtual reality games for users who are blind
One of the main challenges facing the practical utilization of new assistive technology for the blind is the process of training. This is true both for mastering the device and even more importantly for learning to use it in specific environments. Such training usually requires external help which is not always available, can be costly, and attempts to navigate without such preparation can be dangerous. Here we will demonstrate several games which were developed in our lab as part of the training programs for the EyeCane, which augments the traditional White-Cane with additional distance and angles. These games avoid the above-mentioned problems of availability, cost and safety and additionally utilize gamification techniques to boost the training process. Visitors to the demonstration will use these devices to perform simple in-game virtual tasks such as finding the exit from a room or avoiding obstacles while wearing blindfolds.