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Blind	
  Children	
  Naviga/on	
  through	
  Gaming	
  and	
  
Associated	
  Brain	
  Plas/city	
  
Jaime	
  Sanchez,	
  Angelo	
  Tadres,	
  Alvaro	
  Pascual-­‐Leone,	
  Lo:i	
  
Merabet	
  
Outline	
  
•  Introduc?on	
  
•  Research	
  purpose	
  
•  SoBware	
  descrip?on	
  
•  Usability	
  evalua?on	
  
•  Brain	
  plas?city	
  
•  Conclusion	
  
•  Future	
  Work	
  
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)	
  .	
  
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)	
  
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.	
  
SoPware	
  Descrip/on	
  
•  Simula?on	
  modes:	
  
–  Free	
  Naviga?on	
  
–  Path	
  Naviga?on	
  
–  Game	
  Mode	
  
SoPware	
  Descrip/on	
  
•  Simula?on	
  modes:	
  
–  Free	
  Naviga/on	
  
–  Path	
  Naviga?on	
  
–  Game	
  Mode	
  
SoPware	
  Descrip/on	
  
•  Simula?on	
  modes:	
  
–  Free	
  Naviga?on	
  
–  Path	
  Naviga/on	
  
–  Game	
  Mode	
  
SoPware	
  Descrip/on	
  
•  Simula?on	
  modes:	
  
–  Free	
  Naviga?on	
  
–  Path	
  Naviga?on	
  
–  Game	
  Mode	
  
Open
Door
Closed Door
Wall
Jewel
Static Object
Empty
Stairs
Player Monster
SoPware	
  Descrip/on	
  
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).
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	
  
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	
  
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").	
  
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	
  
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/on	
  or	
  Object	
  
Iden?fy	
  
Don't	
  Iden?fy	
  
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	
  
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.	
  	
  
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
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.	
  
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.	
  
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.	
  
Blind	
  Children	
  Naviga/on	
  through	
  Gaming	
  and	
  
Associated	
  Brain	
  Plas/city	
  
Jaime	
  Sanchez,	
  Angelo	
  Tadres,	
  Alvaro	
  Pascual-­‐Leone,	
  Lo:i	
  
Merabet	
  

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Blind Children Navigation through Gaming and Associated Brain Plasticity

  • 1. Blind  Children  Naviga/on  through  Gaming  and   Associated  Brain  Plas/city   Jaime  Sanchez,  Angelo  Tadres,  Alvaro  Pascual-­‐Leone,  Lo:i   Merabet  
  • 2. Outline   •  Introduc?on   •  Research  purpose   •  SoBware  descrip?on   •  Usability  evalua?on   •  Brain  plas?city   •  Conclusion   •  Future  Work  
  • 3. 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)  .  
  • 4. 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)  
  • 5. 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.  
  • 6. SoPware  Descrip/on   •  Simula?on  modes:   –  Free  Naviga?on   –  Path  Naviga?on   –  Game  Mode  
  • 7. SoPware  Descrip/on   •  Simula?on  modes:   –  Free  Naviga/on   –  Path  Naviga?on   –  Game  Mode  
  • 8. SoPware  Descrip/on   •  Simula?on  modes:   –  Free  Naviga?on   –  Path  Naviga/on   –  Game  Mode  
  • 9. SoPware  Descrip/on   •  Simula?on  modes:   –  Free  Naviga?on   –  Path  Naviga?on   –  Game  Mode  
  • 11. 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).
  • 12. 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  
  • 13. 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  
  • 14. 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").  
  • 15. 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  
  • 16. 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/on  or  Object   Iden?fy   Don't  Iden?fy  
  • 17. 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  
  • 18. 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.    
  • 19. 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
  • 20. 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.  
  • 21. 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.  
  • 22. 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.  
  • 23. Blind  Children  Naviga/on  through  Gaming  and   Associated  Brain  Plas/city   Jaime  Sanchez,  Angelo  Tadres,  Alvaro  Pascual-­‐Leone,  Lo:i   Merabet