Audio game with surround sounds: a preliminary experience with blind and sighted persons

Authors

  • Fernando Bermejo Centro de Investigación y Transferencia en Acústica (CINTRA), UTN-FRC, Unidad Asociada de CONICET, Córdoba, Argentina. Facultad de Psicología, Universidad Nacional de Córdoba, Córdoba, Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas (CONICET), Argentina.
  • Lucas Guillermo Gilberto Centro de Investigación y Transferencia en Acústica (CINTRA), UTN-FRC, Unidad Asociada de CONICET, Córdoba, Argentina. Universidad Tecnológica Nacional, Facultad Regional Córdoba (UTN-FRC), Córdoba, Argentina.
  • Valentín Lunati Centro de Investigación y Transferencia en Acústica (CINTRA), UTN-FRC, Unidad Asociada de CONICET, Córdoba, Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas (CONICET), Argentina.
  • Claudia Arias Centro de Investigación y Transferencia en Acústica (CINTRA), UTN-FRC, Unidad Asociada de CONICET, Córdoba, Argentina. Facultad de Psicología, Universidad Nacional de Córdoba, Córdoba, Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas (CONICET), Argentina.

Keywords:

Acoustic stimulation, auditory spatial processing, blindness, computer games, user-computer interface

Abstract

Audio games are electronic games that use auditory cues instead of the typical visual interfaces

of video games. Evidence indicates that blind people can improve their orientation and mobil-

ity skills due to training with these games. In spite of this, access to such technology is limited

because there are few systems with these features in the market of computer games. In this

work, we intended to advance in computer game design for blind and low vision people. A

series of modifications to an existing audio game (AudioDoom) were conducted to provide to

adult users a realistic and entertaining virtual platform to play and train orientation skills. We

sought to increase the immersive and interactive properties of the game by adding surround sounds and changing the story and the game controller. We evaluated the new design through the performance of blind and sighted participants in different sound environments. The results showed that participants were able to structure the virtual spaces provided by the game. All of them achieved a low level of errors. The sound environments were adequate to generate realistic virtual spaces. Moreover, blind participants showed better performance than sighted ones in time duration tests. This supports the hypothesis about the development of non-visual skills generated by the increased use of other senses.

References

McGann M, De Jaegher H, Di Paolo EA. Enaction and psychology. Rev Gen Psychol. 2013; 17: 203-209.

Varela F, Thompson E, Rosch E. The embodied mind.

Cambridge: MIT Press; 1991.

O’Regan JK, Noë A. A sensorimotor account of vision

and visual consciousness. Behav Brain Sci. 2001; 24

(5): 939-973; discussion 973-1031.

Auvray M, Myin E. Perception with compensatory

devices. From sensory substitution to sensorimotor

extension. Cogn Sci. 2009; 33 (6): 1036-1058.

Froese T, McGann M, Bigge W, Spiers A, Seth A K. The enactive torch: a new tool for the science of perception.

IEEE Transactions on Haptics. 2012; 5: 365-375.

Brown E, Cairns P. A grounded investigation of game immersion. In: CHI ‘04 Extended Abstracts on Human Factors in Computing Systems. New York: ACM; 2004.

pp. 1297-1300.

Riva G. From virtual to real body: virtual reality as em-

bodied technology. J Cyber Ther Rehabil. 2008; 1: 7-22. 8. Dima M, Hurcombe L, Wright M. Touching the past: hap- tic augmented reality for museum artefacts. Proceedings of HCI International 2014, Lecture Notes In Computer

Science. Springer-Verlag; 2014.

Whitson J, Eaket C, Greenspan B, Tran MQ, King N.

Neo-immersion: awareness and engagement in game- play. In: Kapralos B, Katchabaw M, Rajnovich J. Future play. New York: Association for Computing Machinery; 2008. pp. 220-223.

Marqués-Graells P. Nuevos entornos, nuevos modelos didácticos. Cuadernos Pedagogía. 2006; 363: 80-89.

Marín-Díaz V. Los videojuegos y los juegos digitales como materiales educativos. Madrid: Síntesis. Pixel-Bit; 2013. 12. Archambault D, Ossmann R, Gaudy T, Miesenberger K. Computer games and visually impaired people. UP-

GRADE. 2007; 8: 43-53.

Szabo D. Pautas de usabilidad de entornos acústicos

D con asistencia táctil para usuarios con discapacidad visual. Memorias del trabajo de investigación. Madrid: Universidad Politécnica de Madrid; 2006. [Acceso 10

de enero de 2015] Recuperado de: http://www.dlsiis.

fi.upm.es/docto_lsiis/Trabajos20052006/Szabo.pdf

Ohuchi M, Iwaya Y, Suzuki Y, Munekata T. Cognitive- map formation of blind persons in a virtual sound environment. Proceedings of the 12th International

Conference on Auditory Display. London, UK: 2006.

Riehle TH, Lichter P, Giudice NA. An indoor navigation system to support the visually impaired. Conf Proc IEEE

Eng Med Biol Soc. 2008; 2008: 4435-4438.

Lahav O, Schloerb DW, Srinivasan MA. Newly blind persons using virtual environment system in a traditional orientation and mobility rehabilitation program: a case study. Disabil Rehabil Assist Technol. 2012; 7 (5): 420- 435.

Merabet LB, Connors EC, Halko MA, Sánchez J. Teach- ing the blind to find their way by playing video games. PLoS One. 2012; 7 (9): e44958.

Connors E, Chrastil E, Sanchez J, Merabet LB. Action video game play and transfer of navigation and spatial cognition skills in adolescents who are blind. Front Hum Neurosci. 2014; 8: 133.

Merabet L B, Sánchez J. Audio-based navigation using virtual environments: combining technology and neuro- science. AER Journal: Research and Practice in Visual Impairment and Blindness. 2009; 2: 128-137.

Mangiron C, Orero P, O’Hagan M. Fun for all: translation and accessibility practices in video games. Berna: Peter Lang; 2014.

Sánchez J, Lumbreras M. Virtual environment interac- tion through 3D audio by blind children. Cyberpsychol Behav. 1999; 2 (2): 101-111.

Sánchez J, Sáenz M. Three-dimensional virtual environ- ments for blind children. Cyberpsychol Behav. 2006; 9 (2): 200-206.

Sánchez J, Zuñiga M. Evaluating the interaction of blind learners with audio-based virtual environments. Annual Review of CyberTherapy and Telemedicine. Virtual Healing: Designing Reality. 2006; 4: 167-173.

Arias C. Actividad exploratoria durante la estructuración de perceptos espaciales y reconocimiento de objetos

en niños y adultos con visión normal equipados y no equipados con Sistemas de Sustitución Sensorial. Memorias del Trabajo de Investigación. PID SECyT. Universidad Nacional de Córdoba, Argentina; 2009.

Emerson RW, Ashmead D. Visual experience and the con- cept of compensatory spatial hearing abilities. In: Rieser JJ, Ashmead DH, Ebner FF, Corn AL. Blindness and brain plasticity in navigation and object perception. New York: Lawrence Erlbaum Associates; 2008. pp. 367-380.

Björk S, Holopainen J. Patterns in game design. Mas- sachusetts: Charles River Media; 2004.

Lerens E, Renier L. Does visual experience influence the spatial distribution of auditory attention? Acta Psychol (Amst). 2014; 146: 58-62.

Röder B, Teder-Sälejärvi W, Sterr A, Rösler F, Hillyard S, Neville H. Improved auditory spatial tuning in blind humans. Nature. 1999; 400: 162-166.

Vercillo T, Milne JL, Gori M, Goodale MA. Enhanced auditory spatial localization in blind echolocators. Neu- ropsychologia. 2015; 67: 35-40.

Collignon O, Vandewalle G, Voss P, Albouy G, Char- bonneau G, Lassonde M et al. Functional specialization for auditory-spatial processing in the occipital cortex of congenitally blind humans. Proc Natl Acad Sci U S A. 2011; 108 (11): 4435-4440.

Höysniemi J. International survey on the Dance Dance Revolution game. ACM Computers in Entertainment. 2006; 4: 8.

Riva G. Medical clinical uses of virtual worlds. In: Grim- shaw M (Ed.) The Oxford handbook of virtuality. New York: Oxford University Press; 2014. pp. 649-665.

Published

2024-08-19

How to Cite

1.
Bermejo F, Gilberto LG, Lunati V, Arias C. Audio game with surround sounds: a preliminary experience with blind and sighted persons. Invest. Discapacidad [Internet]. 2024 Aug. 19 [cited 2024 Dec. 22];5(2):71-80. Available from: http://dsm.inr.gob.mx/indiscap/index.php/INDISCAP/article/view/348

Issue

Section

Original articles

Similar Articles

1 2 > >> 

You may also start an advanced similarity search for this article.