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Towards web-based
visual training
Yolanda Matas Martín
Universidad Nacional de Educación a Distancia (UNED)
Carlos M. Santos Plaza
Organización Nacional de Ciegos de España (ONCE)
Félix Hernández del Olmo
Universidad Nacional de Educación a Distancia (UNED)
Elena Gaudioso Vázquez
Universidad Nacional de Educación a Distancia (UNED)
INTRODUCTION
• Visual development is a process that begins
even before birth.
• Visual stimulation/training has as main
objective to optimize the use of vision.
• Instruction in visual efficiency can have a deep
impact on a visually impaired student's overall
functioning and quality of life, not only in the
school environment, but at home, community,
and workplace settings as well (Erin & Topor,
2010).
INTRODUCTION
• To a degree, vision is a function that can be learned and its
quality can be improved with training (Barraga, 1980).
• A child with normal vision will usually develop their visual
perception in a spontaneous way.
• However, a significant number of children will not do that
automatically.
INTRODUCTION
This is not only the case of students with low vision,
but of many normal vision children who have
perceptive difficulties because of several reasons.
The evidence that extending visual experiences
increases the neuronal growth in the visual cortex
(Shonkoff and Phillips, 2000) strongly suggests that
the best way forward is to provide opportunities for
visual development when possible, supplying
experiences that require visual behaviors gradually
more complex (Ferrell, 2010).
INTRODUCTION
In the mid-nineties, several studies are conducted on
the effectiveness of the computer as a medium for
visual training.
As a result, the first computer games for this purpose
arise: Lilli & Gogo (Jaritz et al., 1994) and a set of
games developed in the Resource Tomteboda
Centre of Sweden: The truck, Worm max, Look
Here, etc. (Hammarlund, 1994).
These programs only cover, with few exercises, some
basic visual functions (fixing, tracking, monitoring,
mapping and exploration, etc.).
INTRODUCTION
At the turn of the century, two
interesting applications are
released:
EVO, Computer-assisted visual
training, (Rodriguez, Lillo, Vicente
y Santos, 2001) is the first in
providing feedback about the
degree of success or failure of
students in performing a given
task. Nevertheless, this feedback
is not available in real time and it is
just stored locally on the computer
where training is carried out.
INTRODUCTION
SENSwitcher © Northern Grid for
Learning 2001
www.northerngrid.org
It is not designed specifically
for visually impaired
children, although it can be
used to work the most basic
levels with visually impaired
infants without other
deficiencies or with multiple
disability children with visual
impairment.
INTRODUCTION
Today, authoring tools make easier
for professionals to create such exercises.
After analyzing these applications and other
similar resources, we have found a number of
important limitations, the most notable is the
total or partial absence of feedback mechanisms
that facilitate the assessment and monitoring of
students and/or the lack of ability to adapt to
different types and degrees of visual
impairment.
INTRODUCTION
The advances in the area of ICT are not reflected in
the existing software in the field.
We have just found some recent research on applying
new technologies to treat specific areas:
The game platform for treatment of amblyopia (To et al.,
2011).
The work detailed in (Poggel et al., 2010) to improve the
visual field size as well as the subjective visual performance.
But not to stimulate visual perceptive development in
general.
INTRODUCTION
As a contribution to solve the identified problems, we
have designed and developed the web platform
EVIN (Visual Stimulation on the Internet).
INTRODUCTION
It is an environment that not only makes visual training
possible, but the production of other tasks related to
any teaching-learning process such as individual
and general assessment of students, the collection
of statistical information and management of
resources and users.
In addition, the information gathered by the platform
will be the basis for the development of an adaptive
system that suggests users the most appropriate
activities for each case.
The EVIN project.
The main objective of the EVIN project is
the development of a web platform which exploits
the potential of ICT along with the experience
gained by low vision professionals and emerging
advances in the Visual Stimulation field in order
to stimulate the visual perceptive development in
those people who have difficulties either receiving
or processing visual stimuli from their
environment.
The EVIN project
This stimulation is performed through games by
exercising the user in different visual tasks.
Each game can be adapted to the different
characteristics of students by setting a number of
stimulus features or parameters that introduce
different levels of difficulty in the visual task in which
they will exercise.
Some examples of such parameters are: size of
stimuli, number and presentation time thereof,
possibility of rotation, speed of presentation, etc.
The EVIN project
While running, the system requires the participation
of educators and other responsible professionals for
guiding students in their learning process.
The application also provides mechanisms to
monitor individual and overall results achieved by
students during the conduct of the games.
It is also possible to manage the information about
users and resources through the system interface.
The EVIN project
While running, the system requires the participation
of educators and other responsible professionals for
guiding students in their learning process.
The application also provides mechanisms to
monitor individual and overall results achieved by
students during the conduct of the games.
It is also possible to manage the information about
users and resources through the system interface.
Main features
The EVIN platform has a number of features that are
innovative compared to most of the existing applications
to date in the field:
Flexibility of visual training exercises/games.
Student and resources assessment.
Independence and reuse of resources.
Support for resources and users management.
Incorporation of ICT in the educational process
regarding visual learning.
Quality software.
Games
Currently, the platform
includes five games.
Exploration is a
discrimination and
match task.
It serves to train students
in basic visual functions
(fixation, visual sweeps,
discrimination, etc.).
There are 105 possible
configurations.
,
Games
Facial expressions is a
matching task in which a
smiley shows one of the
four basic emotions -joy,
sadness,
anger/annoyance and
surprise.
This activity exercises the
following tasks: visual
attention, fixation; visual
sweeps, recognition,
discrimination and
matching of facial
gestures.
Games
In the Spatial perception exercise, the student must place a set
of three-dimensional drawings in the same location and position
as in the model shown in the upper left corner.
This activity exercises the following tasks: visual attention,
recognition, discrimination, visual memory, shape constancy,
perspective and spatial relations.
Games
The game Puzzle exercises
more elaborate visual
functions in which cognitive
components are primarily
involved: spatial perception,
relationship part/whole,
visual memory, etc.
The puzzles of the platform
can be 2x2, 3x3 or 4x4,
also having the option to
rotate the pieces and to
show or not a template as a
guide for the conduct of the
exercise.
Games
The Prominent features game is a matching task in
which a set of critical features or lines extracted from
an image are shown in the upper left corner.
Games
The lines may be located in the same position as in the picture or
they can be configured so that they are reversed or rotated
symmetrically in order to make the exercise more difficult.
The generation of the critical features was performed using a tool
specifically developed for this purpose. Thus, no programming
skills are required to add new images to the game.
Games
There exists a drop-down menu inside of each game which
contains some useful options such as exiting the game,
consulting the help or changing to a new screen.
Furthermore, games have sound and visual reinforcement
which can be taken off before starting an individual game, thus
giving it greater flexibility.
Games
There exists a drop-down menu inside of each game
which contains some useful options such as exiting the
game, consulting the help or changing to a new screen.
Furthermore, games have sound and visual
reinforcement which can be taken off before starting an
individual game, thus giving it greater flexibility.
Conclusions and future
work
We have introduced the web platform EVIN as a tool to serve
visual stimulation professionals.
It offers resources for:
conducting visual training tailored to individual characteristics of each
student
individual and general assessment mechanisms and support to
management of information about games and users included in the
system
it enables the collection of a large amount of information from a
centralized process
allows students to work in various locations: at school, in special
schools, at home, etc.
Conclusions and future
work
To summarize, the initiative of this project
could provide a tool of great potential in
the field of visual stimulation.
However, the current platform requires
both improving certain features and
extending it with more exercises in order
to achieve its goals.
Conclusions and future
work
We are currently working on the following
improvements:
Increasing the number of games. The number
of games should range between 16 and 20, so
that they can practice a sufficient number of
visual tasks while the job of selecting the most
appropriate game for each case should not be
complex.
Conclusions and future
work
Application of adaptation techniques from the
Artificial intelligence research area to allow
EVIN to adapt to the user for specific problems
both to decide the best sequence of games to
play and to adjust the stimulus characteristics
of each one.
Adaptation of the display to mobile devices.
We are working on the games so that they can
run on a majority of mobile devices.
Thank you very much
Muchas gracias...

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Towards web based-visual training

  • 1. Towards web-based visual training Yolanda Matas Martín Universidad Nacional de Educación a Distancia (UNED) Carlos M. Santos Plaza Organización Nacional de Ciegos de España (ONCE) Félix Hernández del Olmo Universidad Nacional de Educación a Distancia (UNED) Elena Gaudioso Vázquez Universidad Nacional de Educación a Distancia (UNED)
  • 2. INTRODUCTION • Visual development is a process that begins even before birth. • Visual stimulation/training has as main objective to optimize the use of vision. • Instruction in visual efficiency can have a deep impact on a visually impaired student's overall functioning and quality of life, not only in the school environment, but at home, community, and workplace settings as well (Erin & Topor, 2010).
  • 3. INTRODUCTION • To a degree, vision is a function that can be learned and its quality can be improved with training (Barraga, 1980). • A child with normal vision will usually develop their visual perception in a spontaneous way. • However, a significant number of children will not do that automatically.
  • 4. INTRODUCTION This is not only the case of students with low vision, but of many normal vision children who have perceptive difficulties because of several reasons. The evidence that extending visual experiences increases the neuronal growth in the visual cortex (Shonkoff and Phillips, 2000) strongly suggests that the best way forward is to provide opportunities for visual development when possible, supplying experiences that require visual behaviors gradually more complex (Ferrell, 2010).
  • 5. INTRODUCTION In the mid-nineties, several studies are conducted on the effectiveness of the computer as a medium for visual training. As a result, the first computer games for this purpose arise: Lilli & Gogo (Jaritz et al., 1994) and a set of games developed in the Resource Tomteboda Centre of Sweden: The truck, Worm max, Look Here, etc. (Hammarlund, 1994). These programs only cover, with few exercises, some basic visual functions (fixing, tracking, monitoring, mapping and exploration, etc.).
  • 6. INTRODUCTION At the turn of the century, two interesting applications are released: EVO, Computer-assisted visual training, (Rodriguez, Lillo, Vicente y Santos, 2001) is the first in providing feedback about the degree of success or failure of students in performing a given task. Nevertheless, this feedback is not available in real time and it is just stored locally on the computer where training is carried out.
  • 7. INTRODUCTION SENSwitcher © Northern Grid for Learning 2001 www.northerngrid.org It is not designed specifically for visually impaired children, although it can be used to work the most basic levels with visually impaired infants without other deficiencies or with multiple disability children with visual impairment.
  • 8. INTRODUCTION Today, authoring tools make easier for professionals to create such exercises. After analyzing these applications and other similar resources, we have found a number of important limitations, the most notable is the total or partial absence of feedback mechanisms that facilitate the assessment and monitoring of students and/or the lack of ability to adapt to different types and degrees of visual impairment.
  • 9. INTRODUCTION The advances in the area of ICT are not reflected in the existing software in the field. We have just found some recent research on applying new technologies to treat specific areas: The game platform for treatment of amblyopia (To et al., 2011). The work detailed in (Poggel et al., 2010) to improve the visual field size as well as the subjective visual performance. But not to stimulate visual perceptive development in general.
  • 10. INTRODUCTION As a contribution to solve the identified problems, we have designed and developed the web platform EVIN (Visual Stimulation on the Internet).
  • 11. INTRODUCTION It is an environment that not only makes visual training possible, but the production of other tasks related to any teaching-learning process such as individual and general assessment of students, the collection of statistical information and management of resources and users. In addition, the information gathered by the platform will be the basis for the development of an adaptive system that suggests users the most appropriate activities for each case.
  • 12. The EVIN project. The main objective of the EVIN project is the development of a web platform which exploits the potential of ICT along with the experience gained by low vision professionals and emerging advances in the Visual Stimulation field in order to stimulate the visual perceptive development in those people who have difficulties either receiving or processing visual stimuli from their environment.
  • 13. The EVIN project This stimulation is performed through games by exercising the user in different visual tasks. Each game can be adapted to the different characteristics of students by setting a number of stimulus features or parameters that introduce different levels of difficulty in the visual task in which they will exercise. Some examples of such parameters are: size of stimuli, number and presentation time thereof, possibility of rotation, speed of presentation, etc.
  • 14. The EVIN project While running, the system requires the participation of educators and other responsible professionals for guiding students in their learning process. The application also provides mechanisms to monitor individual and overall results achieved by students during the conduct of the games. It is also possible to manage the information about users and resources through the system interface.
  • 15. The EVIN project While running, the system requires the participation of educators and other responsible professionals for guiding students in their learning process. The application also provides mechanisms to monitor individual and overall results achieved by students during the conduct of the games. It is also possible to manage the information about users and resources through the system interface.
  • 16. Main features The EVIN platform has a number of features that are innovative compared to most of the existing applications to date in the field: Flexibility of visual training exercises/games. Student and resources assessment. Independence and reuse of resources. Support for resources and users management. Incorporation of ICT in the educational process regarding visual learning. Quality software.
  • 17. Games Currently, the platform includes five games. Exploration is a discrimination and match task. It serves to train students in basic visual functions (fixation, visual sweeps, discrimination, etc.). There are 105 possible configurations. ,
  • 18. Games Facial expressions is a matching task in which a smiley shows one of the four basic emotions -joy, sadness, anger/annoyance and surprise. This activity exercises the following tasks: visual attention, fixation; visual sweeps, recognition, discrimination and matching of facial gestures.
  • 19. Games In the Spatial perception exercise, the student must place a set of three-dimensional drawings in the same location and position as in the model shown in the upper left corner. This activity exercises the following tasks: visual attention, recognition, discrimination, visual memory, shape constancy, perspective and spatial relations.
  • 20. Games The game Puzzle exercises more elaborate visual functions in which cognitive components are primarily involved: spatial perception, relationship part/whole, visual memory, etc. The puzzles of the platform can be 2x2, 3x3 or 4x4, also having the option to rotate the pieces and to show or not a template as a guide for the conduct of the exercise.
  • 21. Games The Prominent features game is a matching task in which a set of critical features or lines extracted from an image are shown in the upper left corner.
  • 22. Games The lines may be located in the same position as in the picture or they can be configured so that they are reversed or rotated symmetrically in order to make the exercise more difficult. The generation of the critical features was performed using a tool specifically developed for this purpose. Thus, no programming skills are required to add new images to the game.
  • 23. Games There exists a drop-down menu inside of each game which contains some useful options such as exiting the game, consulting the help or changing to a new screen. Furthermore, games have sound and visual reinforcement which can be taken off before starting an individual game, thus giving it greater flexibility.
  • 24. Games There exists a drop-down menu inside of each game which contains some useful options such as exiting the game, consulting the help or changing to a new screen. Furthermore, games have sound and visual reinforcement which can be taken off before starting an individual game, thus giving it greater flexibility.
  • 25. Conclusions and future work We have introduced the web platform EVIN as a tool to serve visual stimulation professionals. It offers resources for: conducting visual training tailored to individual characteristics of each student individual and general assessment mechanisms and support to management of information about games and users included in the system it enables the collection of a large amount of information from a centralized process allows students to work in various locations: at school, in special schools, at home, etc.
  • 26. Conclusions and future work To summarize, the initiative of this project could provide a tool of great potential in the field of visual stimulation. However, the current platform requires both improving certain features and extending it with more exercises in order to achieve its goals.
  • 27. Conclusions and future work We are currently working on the following improvements: Increasing the number of games. The number of games should range between 16 and 20, so that they can practice a sufficient number of visual tasks while the job of selecting the most appropriate game for each case should not be complex.
  • 28. Conclusions and future work Application of adaptation techniques from the Artificial intelligence research area to allow EVIN to adapt to the user for specific problems both to decide the best sequence of games to play and to adjust the stimulus characteristics of each one. Adaptation of the display to mobile devices. We are working on the games so that they can run on a majority of mobile devices.
  • 29. Thank you very much Muchas gracias...