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Proceedings ArticleDOI

Virtual environments for training visually impaired for a sensory substitution device

TLDR
A training strategy for a sensory substitution device is proposed in order to improve the ability of visually impaired people to be autonomous, thus to increase the quality of their lives.
Abstract
Virtual reality represents an emerging technology, which can be successfully used to develop training tools in many domains, such as military, space, education or healthcare. The current paper proposes a training strategy for a sensory substitution device in order to improve the ability of visually impaired people to be autonomous, thus to increase the quality of their lives. The core of the strategy is a highly interactive virtual training environment, composed of 3D scenes simulating both realistic and imaginary settings. The training is based on gamification principles, as the virtual environment is designed as a highly immersive serious game, with essential elements such as quests, rewards or increasing complexity of tasks which can maintain its users motivated and help them acquire useful day-to-day life skills. Also, a series of mini-games are available in the training environment, as repetitive actions can facilitate the improvement of specific skills. By using appropriate hardware equipment, the virtual training environment can be rendered to the visually impaired users through acoustic and haptic means. The paper presents our proposed training strategy based on virtual reality in the context of numerous challenges of offering efficient training experiences to users with special needs.

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Citations
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시력 손상과 시각 장애(Visual Impairment and Blindness)

TL;DR: This independent study is designed to provide primary care practitioners with an introduction to the pathologies that lead to sight loss, their functional implications, appropriate method of referrals, training programs, and special considerations for interactions with visually impaired individuals.
Journal ArticleDOI

Exploring the trends of educational virtual reality games: a systematic review of empirical studies

TL;DR: The analysis revealed that the pedagogical application of the majority of EVRGs was developed for all levels of education, with the specific target audience of each game based on the desired learning outcome.
Proceedings ArticleDOI

VR Job Interview Simulator: Where Virtual Reality Meets Artificial Intelligence for Education

TL;DR: By combining the advantages of various technologies, such as virtual reality and chatbots, this application creates an interactive way of helping software engineers train for their interviews, and emotion recognition techniques are also included, helping provide accurate feedback for the user.
Proceedings ArticleDOI

Virtual Reality for Disabled People: A Survey

TL;DR: Evaluation of the systems using VR technology against simple systems (without VR) has been carried out which highlights significant changes in the usability and user experience of devices, designed for disabled people.
References
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Vision substitution by tactile image projection.

TL;DR: In this paper, a vision substitution system for the blind is described, which is used to study the processing of afferent information in the central nervous system, and the results obtained with preliminary models have been briefly reported.
Journal ArticleDOI

Vision substitution by tactile image projection.

TL;DR: A vision substitution system which is being developed as a practical aid for the blind and as a means of studying the processing of afferent information in the central nervous system is described.

시력 손상과 시각 장애(Visual Impairment and Blindness)

TL;DR: This independent study is designed to provide primary care practitioners with an introduction to the pathologies that lead to sight loss, their functional implications, appropriate method of referrals, training programs, and special considerations for interactions with visually impaired individuals.
Proceedings ArticleDOI

Tears and fears: modeling emotions and emotional behaviors in synthetic agents

TL;DR: This work integrates two complementary approaches to emotional modeling into a single unified system to create general computational models to support characters that act in virtual environments, make decisions, but whose behavior also suggests an underlying emotional current.
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