Game design for visually-impaired individuals: Creativity and innovation theories and sensory substitution devices influence on virtual and physical navigation skills
This action research study examined the design elements of three VR games that used an HTC VIVE VR helmet, two HTC game controllers, and a VR horse simulator for functionality and transferability to orientation and mobility (O&M) education for visually impaired individuals. The functionality of...
Main Authors: | , , |
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Format: | Article |
Language: | English |
Published: |
Irish Learning Technology Association
2018-10-01
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Series: | Irish Journal of Technology Enhanced Learning |
Subjects: | |
Online Access: | https://journal.ilta.ie/index.php/telji/article/view/51 |
Summary: | This action research study examined the design elements of three VR games that used an HTC VIVE VR helmet, two HTC game controllers, and a VR horse simulator for functionality and transferability to orientation and mobility (O&M) education for visually impaired individuals. The functionality of the VR games was tested with a visually-impaired individual based upon five characteristics that are important to O&M education: perimeter scanning then grid scanning, hearing, touch, smell, and perceptions of body positions. The horse simulator has potential benefits for proprioception and kinesthesia development. The inconsistent haptic feedback requires redesign consideration for inclusion within VR games and systems for O&M education. |
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ISSN: | 2009-972X |