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3D sound interactive environments for blind
children problem solving skills
JAIME SAĢNCHEZ* and MAURICIO SAĢENZ
Department of Computer Science, University of Chile, Blanco Encalada 2120, Santiago, Chile
Audio-based virtual environments have been increasingly used to foster cognitive and
learning skills. A number of studies have also highlighted that the use of technology can
help learners to develop eļ¬€ective skills such as motivation and self-esteem. This study
presents the design and usability of 3D interactive environments for children with visual
disabilities to help them solve problems in Chilean geography and culture. We introduce
AudioChile, a virtual environment that can be navigated through 3D sound to enhance
spatiality and immersion throughout the environment. 3D sound is used to orientate,
avoid obstacles, and identify the positions of various characters and objects within the
environment. We have found during the usability evaluation that sound can be
fundamental for attention and motivation purposes during interaction. Learners
identiļ¬ed and clearly discriminated environmental sounds to solve everyday problems,
spatial orientation, and laterality.
Keywords: Hyperstories; 3D sound; Virtual world; Problem solving; Role-playing game
1. Introduction
People with visual disabilities perceive the surrounding
world diļ¬€erently to sighted people. In order to orient and
mobilize in the real world they have to learn to exploit
other senses such as touch and hearing. To orient spatially
within a surrounding environment is a complex process
that requires learning to explore smells and textures as
points of reference to search for objects in the environment.
Children with visual disabilities need to learn how to use
their sense of hearing to interpret the surrounding world,
localize sounds that serve as cues to orient and mobilize
autonomously. Spatial sound stimuli can provide a
stimulating atmosphere for developing thinking skills to
cope with everyday situations and solve current problems
and issues with independence.
Blind children are increasingly having more contact with
virtual environments (Mereu and Kazman 1996, Cooper
and Taylor 1998, SaĢnchez 1999, 2001, Lahav and Mioduser
2000, McCrindle and Symons 2000, Westin 2004, SaĢnchez
and Aguayo 2005, SaĢnchez and Baloian 2005, SaĢnchez and
SaĢenz 2005). Computer games have been used for
entertaining purposes by using accessibility interfaces.
However, few initiatives have focused on the design of
games to develop and rehearse cognitive skills in children
with visual disabilities (SaĢnchez 2003, Kurniawan et al.
2004).
Applications conceived for users with visual disabilities
have been developed using auditory information as the main
output channel and haptic devices for input (Mereu and
Kazman 1996, McCrindle and Symons 2000, Baldis 2001,
SaĢnchez 2001, SaĢnchez et al. 2004a,b). These systems have
been principally developed to help blind people overcome
their diļ¬ƒculties with standard interfaces such as the Web
page ā€˜readerā€™ Jaws1
. Other focus is the development of 3D
audio interfaces used to develop skills to recognize spatial
environments through sound. However, we have no record
of research work on virtual environments for problem
solving by children with visual disabilities.
Sound has also been used as input and output to help
develop learning and cognitive skills in blind children. Most
applications use spatial sound to help children develop
*Corresponding author. Email: jsanchez@dcc.uchile.cl
abstract and short-term memory, haptic perception, colla-
borative skills, spatial abstraction, mathematics skills, and
algorithmic thinking skills (SaĢnchez 1999, 2001, SaĢnchez
et al. 2004a,b, SaĢnchez and Aguayo 2005, SaĢnchez and
Baloian 2005).
An experiment with audio stimuli to simulate visual cues
for blind learners (Mereu and Kazman 1996) have found that
3D audio interfaces help them localize speciļ¬c points in a 3D
space concluding that navigating virtual environments
through sound can be a precise task for blind people. Other
studies describe positive eļ¬€ects of 3D audio-based virtual
environments (Cooper and Taylor 1998).
Authors have used sensory virtual environments through
force feedback joysticks simulating real-world places such
as the school, concluding that by providing appropriate
spatial information through compensatory channels the
performance of blind people can be improved (Lahav and
Mioduser 2000).
A research work replicated the traditional computer
game Space Invaders by using 3D sound. Authors used
force feedback joysticks as the input device to allow blind
and sighted children to share the same experience
(McCrindle and Symons 2000).
Authors evaluated the skill of bearing in mind a speciļ¬c
localization without concurrent perceptual information or
spatial update through the use of audio stimuli to trace
speciļ¬c places through sound (Loomis et al. 2002).
A study to design and evaluate a spatial audio system
that models the acoustic response of a closed environment
with varying sizes and textures for a blind user was
implemented, concluding that there was almost no diļ¬€er-
ence in user perception of room sizes between sounds in real
and simulated scenes (Kurniawan et al. 2004).
Finally, a real-time 3D graphic game for low-vision
gamers was developed to propose general methods of
making real-time 3D games accessible. These methods can
be used in virtual reality applications, e-commerce, and
distance learning (Westin 2004).
Studies to enhance problem-solving skills through 3D
sound in blind children are scarce. This research study
presents the design, development, and usability testing of
AudioChile, a 3D sound interactive environment for
children with visual disabilities. The system was designed
to assist learners to solve everyday problems and thus
explore the life, culture, and idiosyncrasy of diļ¬€erent
geographical regions of Chile.
AudioChile is a role-playing game. Children have to
travel through main Chilean regions where diļ¬€erent
hyperstories occur. The interaction is through sound and
music. Within a region the child takes on a character and
navigates through virtual environments looking for cues
and information to perform actions and make decisions. At
the end the child can understand the whole picture and
information about the adventure.
2. Purpose of the study
The main purpose of this study is to design 3D virtual
environments based on hyperstories and assisted by stereo
and spatial sound to develop problem-solving skills in
children with visual disabilities. This includes searching,
mobilization, localization, designing strategies, and orien-
tation skills.
Our study also includes a usability evaluation of the
virtual environment. We have studied: (1) 2D and 3D
graphic interfaces for children with residual vision, (2)
stereo and spatial sound interfaces, and (3) problem-solving
strategies developed when using AudioChile.
3. Model
AudioChile is based on a model for implementing educa-
tional software for children with visual disabilities (SaĢnchez
et al. 2004a, SaĢnchez and Baloian 2005). It is centered on
providing facilities for evaluation purposes and giving
prompt feedback to the user. It also clariļ¬es, for imple-
mentation purposes, similarities and diļ¬€erences between
software for people with and without visual disabilities. The
resulting architecture model after applying the developing
model is depicted in ļ¬gure 1.
AudioChile has a model (metaphor) that represents three
major Chilean cities. The user navigates through these cities
searching for cues and information to solve a posed
problem.
Editors consist of a virtual world and the deļ¬nition of its
properties, objects, and characters.
The knowledge representation model is based on the
mapping of real-world behaviors in a virtual world, state
variables (physics, kinetics, and luminous), and actions.
The strategy (AI) is in charge of following up the actions
performed by the user. It provides a compass that perceives
the userā€™s orientation within the virtual world, helping him
to navigate and take actions.
The learner model is such that as the user goes
through the adventure he can learn and process more
information to solve a problem in order to reach the end of
the story.
Evaluation is that of the compass to provide information
to the user to ļ¬nd various objects and characters within the
virtual world.
Projection consists of 3D images and virtual sound
worlds. It explores diverse ļ¬ne representation qualities to
achieve a high standard of use as well as to solve the
problem posed.
4. Software description
AudioChile is composed of diverse hyperstories
(Lumbreras and SaĢnchez 1997). Once immersed in the 3D
J. SaĢnchez and M. SaĢenz
world the user can adopt a character that can be a girl or
boy. Each story consists of an adventure that occurs in one
of three geographical regions of Chile. The learner
navigates, interacts, and solves tasks and problems. The
overall story is that the child must ļ¬nd a copper ingot in
the region of ChiloeĢ (south) and return it to the region of
Chuquicamata (north). To do this the child needs to follow
directions and cues given by some characters throughout
the story. They constitute a subset of the major problem
concerned with returning the ingot to Chuquicamata
(see ļ¬gure 3).
Virtual people and objects have been designed for the 3D
virtual world. All are designed according to real characters
of the geographical zone in the story.
Interaction occurs through actions such as to take, give,
open, push, pull, look, speak, use, travel, check the
backpack, movements, and turns (90 and 180 degrees).
These actions can be done by using the force feedback
joystick and keyboard.
Diverse interactive components have associated actions
deļ¬ned by a matrix that crosses the userā€™s behavior
and there are diļ¬€erent elements to represent the viability
of the operation.
Through the ā€˜takeā€™ action the character can load
elements during the adventure that can serve in future
actions. To do this there is a virtual backpack to save these
elements. The backpack is an interactive element that
can be accessed and the content saved inside it can be
checked to be used in conjunction with the surrounding
environment.
All actions performed in the software such as accessing
the menu and actions during the story itself have audio
feedback, e.g. stereo sounds, so the user can understand
what is happening in the story. To navigate through the
virtual world AudioChile uses 3D sound to provide a
better sense of spatiality and immersion in the game.
Orientation is provided by spatial sound emerging from
obstacles such as the boundaries of the labyrinth as well as
the position of characters and objects within the virtual
environment. If the user performs an illegal action for a
certain element an error feedback is provided. Thus,
interaction with the software can occur both generally
and speciļ¬cally.
AudioChile is performed in three Chilean regions:
ChiloeĢ, ValparaıĢso, and Chuquicamata. Relevant zone
information is provided by hidden cues that allow users
to visit and learn aspects of the geography and
traditions of Chile. To travel between diļ¬€erent zones
users must attain certain objectives that can help them
in futures tasks.
Virtual world navigation is delimited by labyrinths that
allow mobility and freedom to the character within certain
parameters (turns of 90 and 180 degrees, and move
forward). In any moment the user can save the story or
load it from the same leaving point when quitting the
game. Each time the user interacts with diļ¬€erent
characters in the game a log ļ¬le is created to register
the results of the session. This information is used to
create a story at the end of the adventure that summarizes
the actions performed throughout the game and how they
solved the posed problem (see ļ¬gure 2).
AudioChile has a compass to orient the user when
interacting with diļ¬€erent objects and characters in order to
solve the problem posed.
Figure 1. Architecture of the resulting software (SaĢnchez and Baloian 2005).
3D sound interactive environments
The interface allows easy access and navigation in the
software. Users with residual vision can identify elements
on the screen through the use of contrasting colors and
well-deļ¬ned images.
4.1 Mazes and interfaces
AudioChile has deļ¬ned virtual environments of some
Chilean cities. They consist of three diļ¬€erent labyrinths
that the user has to navigate through the selected character.
There are also objects and characters with deļ¬ned positions
within the virtual world (see ļ¬gure 3).
Three virtual environments represent three Chilean cities.
Each virtual world can be navigated by interacting with
textures and special sounds. Each city consists of a spoken
introduction with a typical music of the zone. Within the
travel environment there are some representative places of
diļ¬€erent cities in order to trace the travel through Chile (see
ļ¬gure 4).
5. Usability testing
5.1 Participants
The sample consisted of 6 Chilean children with visual
disabilities, 4 boys and 2 girls aged 10 to 15 years that
attend the school ā€˜Santa LucıĢaā€™ for blind children in
Santiago, Chile. Three children have low vision and three
children have total blindness. Two of them are blind from
birth, one child acquired blindness during childhood, two
with good residual vision, and one with poor functional
residual vision. Two special education teachers and one
usability expert also participated in the study.
Children participated in four testing sessions each over
four months. Each session was especially dedicated to one
child in order to allow him to ā€˜walkā€™ through the software
thoroughly.
5.2 Methodology
Each usability testing consisted of the following steps.
. Introduction to the software. The user receives
explanations about the purpose of the testing and
how to use the keyboard to interact with AudioChile.
Teachers mediated by helping children to orient when
using the keyboard.
. Software interaction. Users have to navigate through-
out the virtual environment and according to their
needs they can ask teachers for a better orientation.
. Anecdotal record. Key data and observations of the
childā€™s interaction with the software are registered.
. Application of usability questionnaires. The user
answers questions asked by special education tea-
chers.
. Session recording through photography. Each session
was photographed to register the childā€™s behavior
during interaction.
. Protocol reports of the session. All the data from the
childā€™s interaction is registered to get comments and
suggestions to improve the software navigation.
. Design and redesign. According to the comments and
observations received the software is redesigned and
some new functions are added.
5.3 Instruments
Three usability questionnaires were used: (1) end-user
questionnaire, (2) prototype interface evaluation ques-
tionnaire, and (3) problem-solving understandability
questionnaire. The end-user questionnaire was applied at
the end of the usability sessions. It is basically a software
acceptance test and consists of 18 closed statements with
an answer scale of 1 to 10. It also contains ļ¬ve open
questions. The prototype interface evaluation question-
naire was applied during the usability sessions. It is
intended to evaluate images and audio feedback by
including an observation instrument that has two parts:
(1) a set of questions to identify images of characters and
objects in the software, as well as to record observations
during interaction, and (2) a set of questions to identify
input/output sounds and related associations made by
blind children. It also contains observations recorded
during interaction. The problem-solving understandability
questionnaire was applied during interaction and consists
of a questionnaire with 10 open questions to evaluate the
understandability of the problems and tasks posed and
Figure 2. The navigation map.
J. SaĢnchez and M. SaĢenz
related interface elements such as instructions, sounds,
visual and sound cues, voice, navigation issues, and stra-
tegies to ļ¬nd hidden cues.
5.4 Procedure
The usability testing was ļ¬rst implemented in March 2004.
Children pre-tested early prototypes of AudioChile during
interaction (see ļ¬gure 5). The objective was to have an
initial feedback about the sounds and images of the
software in order to have information early in the
implementation phase to orient the ļ¬nal design of inter-
faces. To get more detailed information we used the
interface evaluation questionnaire.
The second stage of the usability testing was implemen-
ted in April 2004 after we processed the data from the ļ¬rst
Figure 3. Labyrinth of three Chilean cities: (a) ChiloeĢ, (b) ValparaıĢso, and (c) Chuquicamata. (Golden liquor is a typical
liquor of the ChiloeĢ zone.)
3D sound interactive environments
testing and redesigned and improved the prototype.
Therefore at this stage we had a more advanced prototype.
We used the prototype interface evaluation questionnaire.
The third stage of the usability testing was applied in two
parts. We applied the end-user questionnaire to the same
sample at two diļ¬€erent times: May and July. We analyzed
data from open and closed questions after each application
and made decisions about interface design and redesign.
Both applications served to improve the usability of
AudioChile.
Figure 4. Screenshot of the graphic interface of AudioChile: (a) character menu; (b) ChiloeĢ; (c) travel; (d) ValparaıĢso;
(e) Chuquicamata; and (f) option menu (save game).
Figure 5. A blind user interacting with AudioChile.
J. SaĢnchez and M. SaĢenz
5.5 Results
The application of the prototype interface evaluation
questionnaire provided us with information about the
presentation and use of graphics and sound interfaces. The
interfaces for the action menu of the character were ļ¬rst
planned in 2D format. These initial icons easily understood
by sighted users were not appropriated in their representa-
tion for users with residual vision. For this reason we
replaced them with more representative images of asso-
ciated actions to have a better eļ¬€ect on the user. This
representation was made in a 3D format.
We also realized that there was a need for sound feedback
to allow certain logic of actions so we associated a
characteristic sound to each action. For opposite actions
we also provide the same feedback but inverted. In the same
line, we used the keystrokes with some relief (F, J) and those
that surround them to orient easily around the keyboard.
The design of AudioChile was specially developed for
blind children. Thus we emphasized the presentation of
menus with one feature available at a time based on the
concept of a circular menu. This idea came out after
realizing that when designing software for sighted children
the pointer of the mouse is crucial in the interface as well as
always maintaining visibility by highlighting relevant
controls and functions. Children with visual disabilities
do not need to have a total visibility of the menu. Actually
they currently select one option and then go through all the
functions of the menu by using the keyboard. This gives
more screen space to improve the design.
The idea of mapping objects through sound according to
the four cardinal points (north, south, east, and west)
worked very well for the users, allowing them to identify
behaviors such as reaching a wall, a border of the forest,
and a beach avoiding colliding with some elements of the
virtual world.
The sounds associated to the steps of the character on
diļ¬€erent types of roads were modiļ¬ed many times to ļ¬nd
the adequate sound for the steps and the type of terrain
where the user walked.
From the application of the problem-solving under-
standability questionnaire we obtained relevant infor-
mation about the use of the software, the understanding
of the main instructions, the idea of ļ¬nding a lost object,
and thus understanding the whole problem. Children used
the keyboard adequately and understood that the character
can take objects from the virtual world and save them in a
backpack. They also identiļ¬ed, received, and understood
the information provided by the software and applied it
during the game.
Only one learner needed some mediation to navigate
through the software, perhaps due to the fact that the intro-
duction to the software was too long. He may have lost
the main objective and key directions on how to use the
software. This needs to be improved to get a better response
from users.
The application of the end-user questionnaire provided us
with very important information. We present this data by
contrastingthesoftwareacceptabilityofchildrenwithresidual
vision and those who are totally blind. Later we present data
comparing the results of the pre- and post-testing.
5.5.1 Contrasting users. The motivation to interact with
AudioChile was evaluated. To do this we posed 6 statements
in the end-user questionnaire: (1) I like the software, (2)
AudioChile is pleasant, (3) The software is challenging, (4)
AudioChile makes me be active, (5) I would like to play the
software again, and (12) The software is motivating. The
possible scores spanned from 1 (very low) to 10 (very high).
Children with residual vision showed a great motivation
to interact with the software, obtaining average scores
between 9 and 10. Blind children mentioned a little lower
motivation, with scores between 7 and 9 points (see ļ¬gure
6). This is a very interesting result because in general
children with visual disabilities of our sample were
motivated to interact and walk through AudioChile.
A second relevant aspect was the software utilization. The
statements considered were: (9) I felt in control of the
software, (11) The software is easy to use, and (13)
AudioChile adapts to my pace. Users with residual vision
did not have diļ¬ƒculties when using the software (scores 8 ā€“
10). Blind users had more diļ¬ƒculties in interacting with
AudioChile (scores 5 ā€“ 7). Controlling the software and the
ease of use was more complex to blind children. Most
children with visual disabilities mentioned that AudioChile
adapts to their pace (scores 7 ā€“ 10) (see ļ¬gure 7).
To evaluate the sounds used in the software we
considered the following statements: (15) I like the sounds
of the software, (16) The sound is clearly identiļ¬ed, and
(17) The sounds of AudioChile convey information.
As depicted in ļ¬gure 8, children with residual vision
highly accepted the sounds (score 10). Blind children also
accepted the sound of AudioChile (scores 9 ā€“ 10). This was
a very sensitive aspect of this study because the software
relies heavily on diverse sounds and voices.
5.5.2 Pre- and post-testing. We also analyzed the usersā€™ ļ¬nal
acceptance of the software before and after we redesigned
and improved the software based on the results and
requirements detected with the prototype interface evalua-
tion questionnaire and the problem-solving understand-
ability questionnaire.
The contrasting results are displayed in ļ¬gures 9 and 10.
We can observe that motivation increased after redesigning
the software, especially in software acceptability aspects
such as likeability and pleasantness of the software as well
as the activity of the user. The acceptation of sounds
increased after software redesign.
3D sound interactive environments
Figure 7. The use of AudioChile.
Figure 6. Motivation when interacting with AudioChile.
Figure 8. Perception of sounds of AudioChile.
J. SaĢnchez and M. SaĢenz
These results conļ¬rm our beliefs and experience con-
cerning the importance of testing and retesting the software
during implementation in order to design and redesign as
much as possible when designing software for children with
visual disabilities.
6. Impact on problem solving
We also pilot tested the cognitive impact of AudioChile.
We were interested in knowing what type of problem-
solving strategies can be developed by using this virtual
environment, the paths followed and how sound helps these
children to develop cognitive strategies to solve everyday
problems outside the virtual software.
6.1 Design
This sample consisted of 5 Chilean children with visual
disabilities, 3 girls and 2 boys aged 8 to 12 that attend
the school ā€˜Santa LucıĢaā€™ for blind children in Santiago,
Chile. Four of them have total blindness and one has low
vision.
Testing consisted of three stages followed over three
months. First, we pre-tested children by applying the
WISC-R test. Second, children interacted with AudioChile
and solved cognitive tasks. Third, we post-tested children
by applying the WISC-R test.
The WISC-R test contains subtests in two scales: manual
and verbal. We used the verbal scale of comprehension for
Figure 9. Motivation when interacting.
Figure 10. Perception of sounds of AudioChile.
3D sound interactive environments
blind children. This helped to determine the childā€™s ability
to use practical judgments in social situations of everyday
life in terms of his common sense in real situations and self-
questioning during these situations. This is linked to the
ability to solve problems because the child has to detect
when and how to use his judgment and self-questioning in
order to ļ¬nd a solution.
In the second stage, children worked to solve three
cognitive tasks. Task 1 was to identify and comprehend the
use of skills to solve problems posed by the virtual
environment. Task 2 consisted of designing and planning
a strategy to attain the goal of the game. Task 3 asked
children to recognize the spaces navigated in the virtual
environment through concrete mock-ups. Children also had
to apply concretely the same strategy used virtually to meet
the ļ¬nal goal. All of these cognitive tasks were thought to
analyze the strategies used to solve problems when
children with visual disabilities interacted with AudioChile
(see ļ¬gure 11).
6.2 Results
Figure 12 displays pre-test and post-test results in problem-
solving skills of children with visual disabilities before and
after interacting with AudioChile and solving cognitive
tasks. Three children improved their testing scores and two
children maintained their pre- and post-test scores in
problem-solving skills.
From the qualitative results of task 1 we observed that
most of the children verbalized the problems posed,
deļ¬ned and applied a strategy to solve them. During task
2 we observed that children applied problem-solving skills
and could anticipate problems after interacting with
AudioChile. By considering the results obtained they
redesigned their strategies. They planned and applied
diļ¬€erent problem-solving strategies to solve the mission
of the game. In task 3 children explained the strategy
used to solve problems embedded in the virtual environ-
ment and transferred strategies for solving problems in
other contexts beyond the software. They could also
contrast the results obtained when applying diļ¬€erent
strategies, self-evaluate their work, and redesign the used
strategies.
7. Conclusion
We have presented the design, implementation, and
usability testing of AudioChile, a 3D sound virtual
environment to assist the learning of problem solving in
children with visual disabilities.
Children liked, accepted, used, and were very motivated
with the software. After designing and redesigning 3D
sound interfaces they mapped and navigated throughout
the virtual environment.
Figure 11. Blind children interacting with cognitive tasks.
Figure 12. Problem-solving skills gains.
J. SaĢnchez and M. SaĢenz
Usability testing was crucial for meeting the end-user
requirements and understandability of the software.
Children with visual disability played a key role in the
design and redesign of AudioChile by making suggestions,
comments, and answering questionnaires to elicit informa-
tion about how a 3D sound environment can meet their
needs and way of thinking.
Before the usability testing was planned we thought
the main idea was that the learner could discover events in
the game without including as many cues. However, after the
ļ¬rst testing we had to add more instructions because learners
needed many clues and instructions to orient themselves in
the software to make it similar to their real environment.
When designing graphic interfaces for children with
residual vision we found a clear issue of mental modeling.
For a sighted person it is natural to see icons and associate
them to certain actions. However, children with residual
vision have diļ¬ƒculties recognizing certain icons and did not
associate them with the designed actions. After the ļ¬rst
usability testing we changed icons to a 3D format to obtain
more ļ¬delity in their representation. We also used stereo
sounds that were the opposite in their related actions. For
instance, sounds for opening were the opposite of closing
sounds.
The use of AudioChile has allowed children to diļ¬€er-
entiate and identify surrounding sounds that helped them
to orient spatially. It has also assisted them in improving
the laterality and spatial concepts of up and down in
relation to the north and south coordinates within a map.
Sounds helped to catch the attention and motivation of
children. The contrasting colors of the interfaces were also
important for users with residual vision.
The visibility of graphic elements in the interface is also
relevant. While sighted users prefer the visibility of possible
actions and rapid access, for a user with visual disabilities
the main interaction device was the keyboard and the use of
circular menus. This prompted us to design menus with
more emphasis on functionality rather than appearance, by
using representative icons of a larger size for easier
interaction for users with residual vision. This also saved
screen space to adjust the representation of the interface by
these users.
Our pilot testing of the cognitive impact of AudioChile
combined with cognitive tasks showed that children can
plan, design, apply, and redesign strategies to solve
problems. They identiļ¬ed the purpose of the game and
got involved in diļ¬€erent strategies to solve a problem. The
software provides ļ¬‚exible environments with multiple ways
to attain a goal. Diļ¬€erent virtual environments with diverse
problems to be solved allowed multiple experiences for
children to identify, solve problems, and evaluate their
course of action.
AudioChile is ready to be used by children with visual
disabilities. Software design and redesign has been possible
with the participation of children with visual disabilities
from a Chilean school for blind children. We envision a
long-term application of this software to evaluate more
fully the impact on the development of problem-solving
skills and thus helping these children to solve real-life
problems through sound.
8. Future work
We are now working on the cognitive testing of Audio-
Chile. We are interested in knowing what type of problem-
solving strategies can be developed by using this virtual
environment as well as the paths followed, and how sound
can help these children to develop cognitive strategies to
solve everyday problems outside the virtual environment.
Acknowledgements
This report was funded by the Chilean National Fund of
Science and Technology, Fondecyt, Project 1030158.
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3D Sound Interactive Environments For Blind Children Problem Solving Skills

  • 1. 3D sound interactive environments for blind children problem solving skills JAIME SAĢNCHEZ* and MAURICIO SAĢENZ Department of Computer Science, University of Chile, Blanco Encalada 2120, Santiago, Chile Audio-based virtual environments have been increasingly used to foster cognitive and learning skills. A number of studies have also highlighted that the use of technology can help learners to develop eļ¬€ective skills such as motivation and self-esteem. This study presents the design and usability of 3D interactive environments for children with visual disabilities to help them solve problems in Chilean geography and culture. We introduce AudioChile, a virtual environment that can be navigated through 3D sound to enhance spatiality and immersion throughout the environment. 3D sound is used to orientate, avoid obstacles, and identify the positions of various characters and objects within the environment. We have found during the usability evaluation that sound can be fundamental for attention and motivation purposes during interaction. Learners identiļ¬ed and clearly discriminated environmental sounds to solve everyday problems, spatial orientation, and laterality. Keywords: Hyperstories; 3D sound; Virtual world; Problem solving; Role-playing game 1. Introduction People with visual disabilities perceive the surrounding world diļ¬€erently to sighted people. In order to orient and mobilize in the real world they have to learn to exploit other senses such as touch and hearing. To orient spatially within a surrounding environment is a complex process that requires learning to explore smells and textures as points of reference to search for objects in the environment. Children with visual disabilities need to learn how to use their sense of hearing to interpret the surrounding world, localize sounds that serve as cues to orient and mobilize autonomously. Spatial sound stimuli can provide a stimulating atmosphere for developing thinking skills to cope with everyday situations and solve current problems and issues with independence. Blind children are increasingly having more contact with virtual environments (Mereu and Kazman 1996, Cooper and Taylor 1998, SaĢnchez 1999, 2001, Lahav and Mioduser 2000, McCrindle and Symons 2000, Westin 2004, SaĢnchez and Aguayo 2005, SaĢnchez and Baloian 2005, SaĢnchez and SaĢenz 2005). Computer games have been used for entertaining purposes by using accessibility interfaces. However, few initiatives have focused on the design of games to develop and rehearse cognitive skills in children with visual disabilities (SaĢnchez 2003, Kurniawan et al. 2004). Applications conceived for users with visual disabilities have been developed using auditory information as the main output channel and haptic devices for input (Mereu and Kazman 1996, McCrindle and Symons 2000, Baldis 2001, SaĢnchez 2001, SaĢnchez et al. 2004a,b). These systems have been principally developed to help blind people overcome their diļ¬ƒculties with standard interfaces such as the Web page ā€˜readerā€™ Jaws1 . Other focus is the development of 3D audio interfaces used to develop skills to recognize spatial environments through sound. However, we have no record of research work on virtual environments for problem solving by children with visual disabilities. Sound has also been used as input and output to help develop learning and cognitive skills in blind children. Most applications use spatial sound to help children develop *Corresponding author. Email: jsanchez@dcc.uchile.cl
  • 2. abstract and short-term memory, haptic perception, colla- borative skills, spatial abstraction, mathematics skills, and algorithmic thinking skills (SaĢnchez 1999, 2001, SaĢnchez et al. 2004a,b, SaĢnchez and Aguayo 2005, SaĢnchez and Baloian 2005). An experiment with audio stimuli to simulate visual cues for blind learners (Mereu and Kazman 1996) have found that 3D audio interfaces help them localize speciļ¬c points in a 3D space concluding that navigating virtual environments through sound can be a precise task for blind people. Other studies describe positive eļ¬€ects of 3D audio-based virtual environments (Cooper and Taylor 1998). Authors have used sensory virtual environments through force feedback joysticks simulating real-world places such as the school, concluding that by providing appropriate spatial information through compensatory channels the performance of blind people can be improved (Lahav and Mioduser 2000). A research work replicated the traditional computer game Space Invaders by using 3D sound. Authors used force feedback joysticks as the input device to allow blind and sighted children to share the same experience (McCrindle and Symons 2000). Authors evaluated the skill of bearing in mind a speciļ¬c localization without concurrent perceptual information or spatial update through the use of audio stimuli to trace speciļ¬c places through sound (Loomis et al. 2002). A study to design and evaluate a spatial audio system that models the acoustic response of a closed environment with varying sizes and textures for a blind user was implemented, concluding that there was almost no diļ¬€er- ence in user perception of room sizes between sounds in real and simulated scenes (Kurniawan et al. 2004). Finally, a real-time 3D graphic game for low-vision gamers was developed to propose general methods of making real-time 3D games accessible. These methods can be used in virtual reality applications, e-commerce, and distance learning (Westin 2004). Studies to enhance problem-solving skills through 3D sound in blind children are scarce. This research study presents the design, development, and usability testing of AudioChile, a 3D sound interactive environment for children with visual disabilities. The system was designed to assist learners to solve everyday problems and thus explore the life, culture, and idiosyncrasy of diļ¬€erent geographical regions of Chile. AudioChile is a role-playing game. Children have to travel through main Chilean regions where diļ¬€erent hyperstories occur. The interaction is through sound and music. Within a region the child takes on a character and navigates through virtual environments looking for cues and information to perform actions and make decisions. At the end the child can understand the whole picture and information about the adventure. 2. Purpose of the study The main purpose of this study is to design 3D virtual environments based on hyperstories and assisted by stereo and spatial sound to develop problem-solving skills in children with visual disabilities. This includes searching, mobilization, localization, designing strategies, and orien- tation skills. Our study also includes a usability evaluation of the virtual environment. We have studied: (1) 2D and 3D graphic interfaces for children with residual vision, (2) stereo and spatial sound interfaces, and (3) problem-solving strategies developed when using AudioChile. 3. Model AudioChile is based on a model for implementing educa- tional software for children with visual disabilities (SaĢnchez et al. 2004a, SaĢnchez and Baloian 2005). It is centered on providing facilities for evaluation purposes and giving prompt feedback to the user. It also clariļ¬es, for imple- mentation purposes, similarities and diļ¬€erences between software for people with and without visual disabilities. The resulting architecture model after applying the developing model is depicted in ļ¬gure 1. AudioChile has a model (metaphor) that represents three major Chilean cities. The user navigates through these cities searching for cues and information to solve a posed problem. Editors consist of a virtual world and the deļ¬nition of its properties, objects, and characters. The knowledge representation model is based on the mapping of real-world behaviors in a virtual world, state variables (physics, kinetics, and luminous), and actions. The strategy (AI) is in charge of following up the actions performed by the user. It provides a compass that perceives the userā€™s orientation within the virtual world, helping him to navigate and take actions. The learner model is such that as the user goes through the adventure he can learn and process more information to solve a problem in order to reach the end of the story. Evaluation is that of the compass to provide information to the user to ļ¬nd various objects and characters within the virtual world. Projection consists of 3D images and virtual sound worlds. It explores diverse ļ¬ne representation qualities to achieve a high standard of use as well as to solve the problem posed. 4. Software description AudioChile is composed of diverse hyperstories (Lumbreras and SaĢnchez 1997). Once immersed in the 3D J. SaĢnchez and M. SaĢenz
  • 3. world the user can adopt a character that can be a girl or boy. Each story consists of an adventure that occurs in one of three geographical regions of Chile. The learner navigates, interacts, and solves tasks and problems. The overall story is that the child must ļ¬nd a copper ingot in the region of ChiloeĢ (south) and return it to the region of Chuquicamata (north). To do this the child needs to follow directions and cues given by some characters throughout the story. They constitute a subset of the major problem concerned with returning the ingot to Chuquicamata (see ļ¬gure 3). Virtual people and objects have been designed for the 3D virtual world. All are designed according to real characters of the geographical zone in the story. Interaction occurs through actions such as to take, give, open, push, pull, look, speak, use, travel, check the backpack, movements, and turns (90 and 180 degrees). These actions can be done by using the force feedback joystick and keyboard. Diverse interactive components have associated actions deļ¬ned by a matrix that crosses the userā€™s behavior and there are diļ¬€erent elements to represent the viability of the operation. Through the ā€˜takeā€™ action the character can load elements during the adventure that can serve in future actions. To do this there is a virtual backpack to save these elements. The backpack is an interactive element that can be accessed and the content saved inside it can be checked to be used in conjunction with the surrounding environment. All actions performed in the software such as accessing the menu and actions during the story itself have audio feedback, e.g. stereo sounds, so the user can understand what is happening in the story. To navigate through the virtual world AudioChile uses 3D sound to provide a better sense of spatiality and immersion in the game. Orientation is provided by spatial sound emerging from obstacles such as the boundaries of the labyrinth as well as the position of characters and objects within the virtual environment. If the user performs an illegal action for a certain element an error feedback is provided. Thus, interaction with the software can occur both generally and speciļ¬cally. AudioChile is performed in three Chilean regions: ChiloeĢ, ValparaıĢso, and Chuquicamata. Relevant zone information is provided by hidden cues that allow users to visit and learn aspects of the geography and traditions of Chile. To travel between diļ¬€erent zones users must attain certain objectives that can help them in futures tasks. Virtual world navigation is delimited by labyrinths that allow mobility and freedom to the character within certain parameters (turns of 90 and 180 degrees, and move forward). In any moment the user can save the story or load it from the same leaving point when quitting the game. Each time the user interacts with diļ¬€erent characters in the game a log ļ¬le is created to register the results of the session. This information is used to create a story at the end of the adventure that summarizes the actions performed throughout the game and how they solved the posed problem (see ļ¬gure 2). AudioChile has a compass to orient the user when interacting with diļ¬€erent objects and characters in order to solve the problem posed. Figure 1. Architecture of the resulting software (SaĢnchez and Baloian 2005). 3D sound interactive environments
  • 4. The interface allows easy access and navigation in the software. Users with residual vision can identify elements on the screen through the use of contrasting colors and well-deļ¬ned images. 4.1 Mazes and interfaces AudioChile has deļ¬ned virtual environments of some Chilean cities. They consist of three diļ¬€erent labyrinths that the user has to navigate through the selected character. There are also objects and characters with deļ¬ned positions within the virtual world (see ļ¬gure 3). Three virtual environments represent three Chilean cities. Each virtual world can be navigated by interacting with textures and special sounds. Each city consists of a spoken introduction with a typical music of the zone. Within the travel environment there are some representative places of diļ¬€erent cities in order to trace the travel through Chile (see ļ¬gure 4). 5. Usability testing 5.1 Participants The sample consisted of 6 Chilean children with visual disabilities, 4 boys and 2 girls aged 10 to 15 years that attend the school ā€˜Santa LucıĢaā€™ for blind children in Santiago, Chile. Three children have low vision and three children have total blindness. Two of them are blind from birth, one child acquired blindness during childhood, two with good residual vision, and one with poor functional residual vision. Two special education teachers and one usability expert also participated in the study. Children participated in four testing sessions each over four months. Each session was especially dedicated to one child in order to allow him to ā€˜walkā€™ through the software thoroughly. 5.2 Methodology Each usability testing consisted of the following steps. . Introduction to the software. The user receives explanations about the purpose of the testing and how to use the keyboard to interact with AudioChile. Teachers mediated by helping children to orient when using the keyboard. . Software interaction. Users have to navigate through- out the virtual environment and according to their needs they can ask teachers for a better orientation. . Anecdotal record. Key data and observations of the childā€™s interaction with the software are registered. . Application of usability questionnaires. The user answers questions asked by special education tea- chers. . Session recording through photography. Each session was photographed to register the childā€™s behavior during interaction. . Protocol reports of the session. All the data from the childā€™s interaction is registered to get comments and suggestions to improve the software navigation. . Design and redesign. According to the comments and observations received the software is redesigned and some new functions are added. 5.3 Instruments Three usability questionnaires were used: (1) end-user questionnaire, (2) prototype interface evaluation ques- tionnaire, and (3) problem-solving understandability questionnaire. The end-user questionnaire was applied at the end of the usability sessions. It is basically a software acceptance test and consists of 18 closed statements with an answer scale of 1 to 10. It also contains ļ¬ve open questions. The prototype interface evaluation question- naire was applied during the usability sessions. It is intended to evaluate images and audio feedback by including an observation instrument that has two parts: (1) a set of questions to identify images of characters and objects in the software, as well as to record observations during interaction, and (2) a set of questions to identify input/output sounds and related associations made by blind children. It also contains observations recorded during interaction. The problem-solving understandability questionnaire was applied during interaction and consists of a questionnaire with 10 open questions to evaluate the understandability of the problems and tasks posed and Figure 2. The navigation map. J. SaĢnchez and M. SaĢenz
  • 5. related interface elements such as instructions, sounds, visual and sound cues, voice, navigation issues, and stra- tegies to ļ¬nd hidden cues. 5.4 Procedure The usability testing was ļ¬rst implemented in March 2004. Children pre-tested early prototypes of AudioChile during interaction (see ļ¬gure 5). The objective was to have an initial feedback about the sounds and images of the software in order to have information early in the implementation phase to orient the ļ¬nal design of inter- faces. To get more detailed information we used the interface evaluation questionnaire. The second stage of the usability testing was implemen- ted in April 2004 after we processed the data from the ļ¬rst Figure 3. Labyrinth of three Chilean cities: (a) ChiloeĢ, (b) ValparaıĢso, and (c) Chuquicamata. (Golden liquor is a typical liquor of the ChiloeĢ zone.) 3D sound interactive environments
  • 6. testing and redesigned and improved the prototype. Therefore at this stage we had a more advanced prototype. We used the prototype interface evaluation questionnaire. The third stage of the usability testing was applied in two parts. We applied the end-user questionnaire to the same sample at two diļ¬€erent times: May and July. We analyzed data from open and closed questions after each application and made decisions about interface design and redesign. Both applications served to improve the usability of AudioChile. Figure 4. Screenshot of the graphic interface of AudioChile: (a) character menu; (b) ChiloeĢ; (c) travel; (d) ValparaıĢso; (e) Chuquicamata; and (f) option menu (save game). Figure 5. A blind user interacting with AudioChile. J. SaĢnchez and M. SaĢenz
  • 7. 5.5 Results The application of the prototype interface evaluation questionnaire provided us with information about the presentation and use of graphics and sound interfaces. The interfaces for the action menu of the character were ļ¬rst planned in 2D format. These initial icons easily understood by sighted users were not appropriated in their representa- tion for users with residual vision. For this reason we replaced them with more representative images of asso- ciated actions to have a better eļ¬€ect on the user. This representation was made in a 3D format. We also realized that there was a need for sound feedback to allow certain logic of actions so we associated a characteristic sound to each action. For opposite actions we also provide the same feedback but inverted. In the same line, we used the keystrokes with some relief (F, J) and those that surround them to orient easily around the keyboard. The design of AudioChile was specially developed for blind children. Thus we emphasized the presentation of menus with one feature available at a time based on the concept of a circular menu. This idea came out after realizing that when designing software for sighted children the pointer of the mouse is crucial in the interface as well as always maintaining visibility by highlighting relevant controls and functions. Children with visual disabilities do not need to have a total visibility of the menu. Actually they currently select one option and then go through all the functions of the menu by using the keyboard. This gives more screen space to improve the design. The idea of mapping objects through sound according to the four cardinal points (north, south, east, and west) worked very well for the users, allowing them to identify behaviors such as reaching a wall, a border of the forest, and a beach avoiding colliding with some elements of the virtual world. The sounds associated to the steps of the character on diļ¬€erent types of roads were modiļ¬ed many times to ļ¬nd the adequate sound for the steps and the type of terrain where the user walked. From the application of the problem-solving under- standability questionnaire we obtained relevant infor- mation about the use of the software, the understanding of the main instructions, the idea of ļ¬nding a lost object, and thus understanding the whole problem. Children used the keyboard adequately and understood that the character can take objects from the virtual world and save them in a backpack. They also identiļ¬ed, received, and understood the information provided by the software and applied it during the game. Only one learner needed some mediation to navigate through the software, perhaps due to the fact that the intro- duction to the software was too long. He may have lost the main objective and key directions on how to use the software. This needs to be improved to get a better response from users. The application of the end-user questionnaire provided us with very important information. We present this data by contrastingthesoftwareacceptabilityofchildrenwithresidual vision and those who are totally blind. Later we present data comparing the results of the pre- and post-testing. 5.5.1 Contrasting users. The motivation to interact with AudioChile was evaluated. To do this we posed 6 statements in the end-user questionnaire: (1) I like the software, (2) AudioChile is pleasant, (3) The software is challenging, (4) AudioChile makes me be active, (5) I would like to play the software again, and (12) The software is motivating. The possible scores spanned from 1 (very low) to 10 (very high). Children with residual vision showed a great motivation to interact with the software, obtaining average scores between 9 and 10. Blind children mentioned a little lower motivation, with scores between 7 and 9 points (see ļ¬gure 6). This is a very interesting result because in general children with visual disabilities of our sample were motivated to interact and walk through AudioChile. A second relevant aspect was the software utilization. The statements considered were: (9) I felt in control of the software, (11) The software is easy to use, and (13) AudioChile adapts to my pace. Users with residual vision did not have diļ¬ƒculties when using the software (scores 8 ā€“ 10). Blind users had more diļ¬ƒculties in interacting with AudioChile (scores 5 ā€“ 7). Controlling the software and the ease of use was more complex to blind children. Most children with visual disabilities mentioned that AudioChile adapts to their pace (scores 7 ā€“ 10) (see ļ¬gure 7). To evaluate the sounds used in the software we considered the following statements: (15) I like the sounds of the software, (16) The sound is clearly identiļ¬ed, and (17) The sounds of AudioChile convey information. As depicted in ļ¬gure 8, children with residual vision highly accepted the sounds (score 10). Blind children also accepted the sound of AudioChile (scores 9 ā€“ 10). This was a very sensitive aspect of this study because the software relies heavily on diverse sounds and voices. 5.5.2 Pre- and post-testing. We also analyzed the usersā€™ ļ¬nal acceptance of the software before and after we redesigned and improved the software based on the results and requirements detected with the prototype interface evalua- tion questionnaire and the problem-solving understand- ability questionnaire. The contrasting results are displayed in ļ¬gures 9 and 10. We can observe that motivation increased after redesigning the software, especially in software acceptability aspects such as likeability and pleasantness of the software as well as the activity of the user. The acceptation of sounds increased after software redesign. 3D sound interactive environments
  • 8. Figure 7. The use of AudioChile. Figure 6. Motivation when interacting with AudioChile. Figure 8. Perception of sounds of AudioChile. J. SaĢnchez and M. SaĢenz
  • 9. These results conļ¬rm our beliefs and experience con- cerning the importance of testing and retesting the software during implementation in order to design and redesign as much as possible when designing software for children with visual disabilities. 6. Impact on problem solving We also pilot tested the cognitive impact of AudioChile. We were interested in knowing what type of problem- solving strategies can be developed by using this virtual environment, the paths followed and how sound helps these children to develop cognitive strategies to solve everyday problems outside the virtual software. 6.1 Design This sample consisted of 5 Chilean children with visual disabilities, 3 girls and 2 boys aged 8 to 12 that attend the school ā€˜Santa LucıĢaā€™ for blind children in Santiago, Chile. Four of them have total blindness and one has low vision. Testing consisted of three stages followed over three months. First, we pre-tested children by applying the WISC-R test. Second, children interacted with AudioChile and solved cognitive tasks. Third, we post-tested children by applying the WISC-R test. The WISC-R test contains subtests in two scales: manual and verbal. We used the verbal scale of comprehension for Figure 9. Motivation when interacting. Figure 10. Perception of sounds of AudioChile. 3D sound interactive environments
  • 10. blind children. This helped to determine the childā€™s ability to use practical judgments in social situations of everyday life in terms of his common sense in real situations and self- questioning during these situations. This is linked to the ability to solve problems because the child has to detect when and how to use his judgment and self-questioning in order to ļ¬nd a solution. In the second stage, children worked to solve three cognitive tasks. Task 1 was to identify and comprehend the use of skills to solve problems posed by the virtual environment. Task 2 consisted of designing and planning a strategy to attain the goal of the game. Task 3 asked children to recognize the spaces navigated in the virtual environment through concrete mock-ups. Children also had to apply concretely the same strategy used virtually to meet the ļ¬nal goal. All of these cognitive tasks were thought to analyze the strategies used to solve problems when children with visual disabilities interacted with AudioChile (see ļ¬gure 11). 6.2 Results Figure 12 displays pre-test and post-test results in problem- solving skills of children with visual disabilities before and after interacting with AudioChile and solving cognitive tasks. Three children improved their testing scores and two children maintained their pre- and post-test scores in problem-solving skills. From the qualitative results of task 1 we observed that most of the children verbalized the problems posed, deļ¬ned and applied a strategy to solve them. During task 2 we observed that children applied problem-solving skills and could anticipate problems after interacting with AudioChile. By considering the results obtained they redesigned their strategies. They planned and applied diļ¬€erent problem-solving strategies to solve the mission of the game. In task 3 children explained the strategy used to solve problems embedded in the virtual environ- ment and transferred strategies for solving problems in other contexts beyond the software. They could also contrast the results obtained when applying diļ¬€erent strategies, self-evaluate their work, and redesign the used strategies. 7. Conclusion We have presented the design, implementation, and usability testing of AudioChile, a 3D sound virtual environment to assist the learning of problem solving in children with visual disabilities. Children liked, accepted, used, and were very motivated with the software. After designing and redesigning 3D sound interfaces they mapped and navigated throughout the virtual environment. Figure 11. Blind children interacting with cognitive tasks. Figure 12. Problem-solving skills gains. J. SaĢnchez and M. SaĢenz
  • 11. Usability testing was crucial for meeting the end-user requirements and understandability of the software. Children with visual disability played a key role in the design and redesign of AudioChile by making suggestions, comments, and answering questionnaires to elicit informa- tion about how a 3D sound environment can meet their needs and way of thinking. Before the usability testing was planned we thought the main idea was that the learner could discover events in the game without including as many cues. However, after the ļ¬rst testing we had to add more instructions because learners needed many clues and instructions to orient themselves in the software to make it similar to their real environment. When designing graphic interfaces for children with residual vision we found a clear issue of mental modeling. For a sighted person it is natural to see icons and associate them to certain actions. However, children with residual vision have diļ¬ƒculties recognizing certain icons and did not associate them with the designed actions. After the ļ¬rst usability testing we changed icons to a 3D format to obtain more ļ¬delity in their representation. We also used stereo sounds that were the opposite in their related actions. For instance, sounds for opening were the opposite of closing sounds. The use of AudioChile has allowed children to diļ¬€er- entiate and identify surrounding sounds that helped them to orient spatially. It has also assisted them in improving the laterality and spatial concepts of up and down in relation to the north and south coordinates within a map. Sounds helped to catch the attention and motivation of children. The contrasting colors of the interfaces were also important for users with residual vision. The visibility of graphic elements in the interface is also relevant. While sighted users prefer the visibility of possible actions and rapid access, for a user with visual disabilities the main interaction device was the keyboard and the use of circular menus. This prompted us to design menus with more emphasis on functionality rather than appearance, by using representative icons of a larger size for easier interaction for users with residual vision. This also saved screen space to adjust the representation of the interface by these users. Our pilot testing of the cognitive impact of AudioChile combined with cognitive tasks showed that children can plan, design, apply, and redesign strategies to solve problems. They identiļ¬ed the purpose of the game and got involved in diļ¬€erent strategies to solve a problem. The software provides ļ¬‚exible environments with multiple ways to attain a goal. Diļ¬€erent virtual environments with diverse problems to be solved allowed multiple experiences for children to identify, solve problems, and evaluate their course of action. AudioChile is ready to be used by children with visual disabilities. Software design and redesign has been possible with the participation of children with visual disabilities from a Chilean school for blind children. We envision a long-term application of this software to evaluate more fully the impact on the development of problem-solving skills and thus helping these children to solve real-life problems through sound. 8. Future work We are now working on the cognitive testing of Audio- Chile. We are interested in knowing what type of problem- solving strategies can be developed by using this virtual environment as well as the paths followed, and how sound can help these children to develop cognitive strategies to solve everyday problems outside the virtual environment. 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