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Blind Children Naviga/on through Gaming and Associated Brain Plas/city Jaime Sanchez, Angelo Tadres, Alvaro PascualLeone, Lo:i Merabet

Blind Children Navigation through Gaming and Associated Brain Plasticity

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Page 1: Blind Children Navigation through Gaming and Associated Brain Plasticity

Blind  Children  Naviga/on  through  Gaming  and  Associated  Brain  Plas/city  

Jaime  Sanchez,  Angelo  Tadres,  Alvaro  Pascual-­‐Leone,  Lo:i  Merabet  

Page 2: Blind Children Navigation through Gaming and Associated Brain Plasticity

Outline  

•  Introduc?on  •  Research  purpose  •  SoBware  descrip?on  •  Usability  evalua?on  •  Brain  plas?city  •  Conclusion  •  Future  Work  

Page 3: Blind Children Navigation through Gaming and Associated Brain Plasticity

Introduc/on  

•  For  children  who  are  blind,  orien?ng  oneself  and  moving  about  in  an  unfamiliar  environment  is  an  experience  that  can  be  complex  and  extremely  variable      (Kulyukin  et  al.,  2004)  .      

•  People  who  are  blind  prefer  to  navigate  using  the  room’s  perimeter  (“shorelining”)  rather  than  the  center  of  a  room.  This  way  of  exploring  the  environment  can  lead  users  to  find  inefficient  solu?ons  to  problems      (Kulyukin  et  al.,  2004;  Sánchez  &  Elías,  2007;  Lahav  &  Mioduser  2004)  .  

Page 4: Blind Children Navigation through Gaming and Associated Brain Plasticity

Introduc/on  

•  Having  a  mental  map  of  the  space  is  fundamental  for  the  efficient  development  of  orienta/on  and  mobility  techniques.      (Piaget,  1954,  1956,  1962)  

 •  One  of  the  possibili?es  for  assis?ng  in  blind  naviga?on  is  through  the  use  of  audio-­‐based  

games.  There  are  a  variety  of  studies  that  highlight  the  importance  of  the  use  of  video  games  for  learning.    (Squire,  2003;  Steinkuehler,  2004)  

 •  The  possibility  of  using  educa?onal  video  games  opens  enormous  possibili?es  for  working  

with  learners  who  are  blind.  It  provides  the  opportunity  to  develop  skills  that  might  be  more  complicated  (such  as  naviga/on)  and  to  do  so  in  a  mo/va/ng  and  challenging  mode.    (Go  &  Lee,  2007)  

Page 5: Blind Children Navigation through Gaming and Associated Brain Plasticity

Research  purpose  

•  Design,  implement  and  evaluate  an  Audio-­‐based  virtual  Environment  Simulator  (AbES)  for  the  development  and  use  of  blind  users’  orienta?on  and  mobility  skills  in  closed  and  unfamiliar  spaces.    

•  Analyze  concrete  possibili?es  for  using  this  applica?on  to  study  changes  in  brain  ac?vity  during  naviga?on  through  gaming  combined  with  advanced  techniques  of  neuroimaging  and  neuroscience.    

•  Understanding  of  the  neurobiological  underpinnings  of  naviga?on  learning  and  the  impact  of  gaming  will  allow  the  design  of  biologically  op?mized,  neuroplas?city-­‐guided  gaming  interven?ons  for  neurorehabilita?on  and  learning.  

Page 6: Blind Children Navigation through Gaming and Associated Brain Plasticity

SoPware  Descrip/on  

•  Simula?on  modes:  –  Free  Naviga?on  –  Path  Naviga?on  –  Game  Mode  

Page 7: Blind Children Navigation through Gaming and Associated Brain Plasticity

SoPware  Descrip/on  

•  Simula?on  modes:  –  Free  Naviga/on  –  Path  Naviga?on  –  Game  Mode  

Page 8: Blind Children Navigation through Gaming and Associated Brain Plasticity

SoPware  Descrip/on  

•  Simula?on  modes:  –  Free  Naviga?on  –  Path  Naviga/on  –  Game  Mode  

Page 9: Blind Children Navigation through Gaming and Associated Brain Plasticity

SoPware  Descrip/on  

•  Simula?on  modes:  –  Free  Naviga?on  –  Path  Naviga?on  –  Game  Mode  

Page 10: Blind Children Navigation through Gaming and Associated Brain Plasticity

Open Door

Closed Door

Wall

Jewel

Static Object

Empty

Stairs

Player Monster

SoPware  Descrip/on  

Page 11: Blind Children Navigation through Gaming and Associated Brain Plasticity

SoPware  Descrip/on  To Press Descrip/on

Turn  LeB H To  hear  the  verbalized  audio  of  the  cardinal  direc?on  you  are  facing  aBer  having  turned  leB.

Turn  Right K To  hear  the  verbalized  audio  of  the  cardinal  direc?on  you  are  facing  aBer  having  turned  right.

Walk Space If  it  is  possible  to  advance,  the  sound  of  a  footstep  will  be  heard.  Another  sound  will  be  heard  that  signifies  having  bumped  into  something  if  advancing  is  not  possible.

Ac?on J This  command  is  used  to  ask  what  is  in  front  of  you,  as  well  as  to  open  doors.

Ask  Room F This  command  allows  the  blind  user  to  know  in  what  room/floor  he/she  is  located,  and  provides  informa?on  about  his/her  current  orienta?on  and  informa?on  about  the  task  that  must  be  completed,  (if  any).

Page 12: Blind Children Navigation through Gaming and Associated Brain Plasticity

SoPware  descrip/on  

•  Development  –  MicrosoB  Visual  Studio  .Net,  using  C#  

language  –  MicrosoB  .Net  Framwork  2.0  –  MicrosoB  Windows  XP  

•  Minimal  Hardware  Requirements  –  512  Gb  Ram  –  Intel  Pen?um  IV  processor  –  10    Mb  in  HD  –  Stereo  Speakers  –  Keyboard  –  Mouse  

Page 13: Blind Children Navigation through Gaming and Associated Brain Plasticity

Usability  Evalua/on  -­‐  Sample  

•  Six  children  ages  9  to  11  who  anend  the  Santa  Lucía  School  for  blind  children  in  San?ago,  Chile  

•  Was  made  up  of  2  girls  and  4  boys  

•  None  of  them  had  any  other  neurological  deficits  

•  4  had  low  vision  and  2  were  blind  since  birth  

Page 14: Blind Children Navigation through Gaming and Associated Brain Plasticity

Usability  Evalua/on  -­‐  Instruments  

•  SoBware  Usability  Elements  (SUE)    Ques?onnaire  was  used,  which  allowed  us  to  quan?fy  the  degree  to  which  the  sounds  used  in  the  simulator  were  recognizable  

•  Open  Ques?ons  Usability  (OQU)    Ques?onnaire  was  applied  to  the  users,  which  included  ques?ons  such  as:  What  informa?on  provided  in  the  soBware  allows  the  recogni?on  of  the  space?  Were  you  able  to  move  about  easily?  Why?  Could  you  form  an  image  of  the  space  traveled  through  the  sounds?  How?  

•  SoBware  Usability  for  Blind  Children  Ques?onnaire  (SUBC)  (Sánchez,  2003)    This  ques?onnaire  consists  of  18  items  for  which  the  users  must  define  to  what  degree  each  of  them  was  fulfilled,  using  a  scale  ranging  from  1  ("a  linle")  to  10  ("a  lot").  

Page 15: Blind Children Navigation through Gaming and Associated Brain Plasticity

Usability  Evalua/on  -­‐  Procedure  

•  The  SUE  ques?onnaire  was  completed  during  20-­‐minute  sessions.  With  this  results,  the  soBware  was  redesigned  to  improve  the  soBware's  audio  interface  

•  With  this  new  version  of  AbES,  the  SUBC  was  completed  in  individual  45-­‐minute  sessions  

–  AbES  was  formally  presented  to  the  user  –  Explaning  to  user  the  modes  of  interac?on  –  The  keyboard  commands  and  the  task  that  

user  had  to  perform  is  explain  

•  The  user  proceeded  to  answer  the  OQU  ques?onnaire  

Page 16: Blind Children Navigation through Gaming and Associated Brain Plasticity

Usability  Evalua/on  -­‐  Results  

•  Results  of  the  SUE  ques?onnaire  

0%   10%   20%   30%   40%   50%   60%   70%   80%   90%   100%  

Step  on  the  floor  

Step  on  the  stair  

Sta?c  object  

Wall  

Closed  door  

Open  the  door  

End  of  task  

Found  jewel  

Monster  

Ac/o

n  or  Object  

Iden?fy  

Don't  Iden?fy  

Page 17: Blind Children Navigation through Gaming and Associated Brain Plasticity

Usability  Evalua/on  -­‐  Results  

•  Results  of  the  SUBC  ques?onnaire  

1  

2  

3  

4  

5  

6  

7  

8  

9  

10  

Sa?sfac?on   Control  &  Use   Sounds   Image  

Usability  

Page 18: Blind Children Navigation through Gaming and Associated Brain Plasticity

Brain  plas/city  

•  In  parallel  to  the  development  and  valida?on  of  the  AbES,  we  are  also  inves?ga?ng  the  brain  mechanisms  associated  with  naviga/on  skill  by  carrying  out  virtual  naviga?on  tasks  within  a  neuroimaging  scanner  environment.    

•  Magne?c  resonance  imaging  (fMRI),  allow  us  to  follow  brain  ac?vity  related  to  behavioral  performance.  Func?onal  MRI  takes  advantage  of  the  fact  that  when  a  region  of  the  brain  is  highly  ac?ve,  there  is  an  oversupply  of  oxygenated  blood  to  that  region.    

Page 19: Blind Children Navigation through Gaming and Associated Brain Plasticity

Brain  plas/city  

A) Subject playing AbES in the scanner  

AbES projected on a screen

control keys

reflecting mirror

subject wearing

headphones

B) Brain activity related to navigation  

visual cortex

auditory cortex

sensory-motor cortex

frontal cortex

Page 20: Blind Children Navigation through Gaming and Associated Brain Plasticity

Conclusion  

•  The  study  iden?fied  key  aspects  of  an  interface  necessary  to  grasp  and  construct  a  mental  spa?al  map  for  blind  users,  their  needs,  and  ways  of  interac?ng  with  virtual  technology.  They  are  considered  crucial  for  designing  interac?ve  interfaces  for  blind  children  that  can  determine  the  success  or  failure  of  audio-­‐based  virtual  environments.  

•  AbES  was  developed  by  using  user-­‐centered  design  methodologies,  resul?ng  in  a  soBware  with  a  high  degree  of  usability  and  user  acceptance.  This  represents  an  advancement  on  broader  work  inves?ga?ng  the  impact  of  the  use  of  this  tool  on  the  development  and  prac?ce  of  orienta?on  and  mobility  skills  for  legally  blind  users.  

Page 21: Blind Children Navigation through Gaming and Associated Brain Plasticity

Conclusion  

•  One  of  the  modes  of  interac?on  in  AbES  is  audio-­‐based  gaming.  We  intended  for  users  to  be  able  to  play  and  enjoy  the  game  and  in  doing  so,  learn  to  navigate  their  surrounding  environment,  get  to  know  and  understand  the  space,  its  dimensions  and  the  corresponding  objects.    

•  We  hope  that  the  results  to  be  obtained  in  our  ongoing  research  will  shed  some  light  on  the  brain  mechanisms  associated  with  naviga?on  performance  and  learning  over  ?me  with  blind  users  interac?ng  with  audiobased  interfaces  such  as  AbES.    

•  Learning  how  the  brain  and  related  sensory  mechanisms  provide  structure  for  naviga?on  in  blind  users,  and  what  areas  are  associated  with  the  skill  of  naviga?ng  through  space  and  learning  will  provide  some  clues  for  poten?al  use  in  training,  learning  and  rehabilita?on.  

Page 22: Blind Children Navigation through Gaming and Associated Brain Plasticity

Future  work  

•  Obtain  more  qualita?ve  and  quan?ta?ve  data  on  the  behavior  of  the  users  while  working  with  a  simulator  such  as  AbES,  and  its  poten?al  as  a  tes?ng  and  monitoring  pla:orm  for  naviga?on  and  learning  skills.    

•  Establish  how  the  brain  processes  informa?on  when  the  user  plays  and  navigates  within  a  virtual  environment,  how  the  users  perceive  this  informa?on,  and  which  are  the  key  factors  that  lead  to  the  genera?on  of  a  spa?al  mental  map  of  the  navigated  space,  as  well  as  how  that  mental  map  of  the  virtual  naviga?on  is  transferred  to  real  naviga?on  skills.  

Page 23: Blind Children Navigation through Gaming and Associated Brain Plasticity

Blind  Children  Naviga/on  through  Gaming  and  Associated  Brain  Plas/city  

Jaime  Sanchez,  Angelo  Tadres,  Alvaro  Pascual-­‐Leone,  Lo:i  Merabet