Cited by 110Spatial Cognition and NavigationTactile and Sensory InteractionsVirtual Reality Applications and Impacts

The DOI matches its Crossref record; 27 of the 29 references it cites were found in a registry or an index.

Teaching the Blind to Find Their Way by Playing Video Games

Open access

Abstract

Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

Overview

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1371/journal.pone.0044958

Cites

27 of 27 references verified0 citation errors · 0 not checkable

Statistics

Figures

Figure 1 Virtual rendering of a physical environment represented in the AbES software. A) architectural floor plan of an existing two story building with 23 rooms, 2 stairwells and 3 exits. For simplicity, only the first floor is shown. B) In gamer mode, the player (yellow icon) navigates through the virtual environment using auditory cues to locate hidden jewels (blue squares) and avoid being caught by chasing monsters (red icons). C) In directed navigation mode, the user learns the spatial layout of the building and the relative location of the rooms using predetermined paths (shown in yellow) and with the assistance of a facilitator.
Figure 1 Virtual rendering of a physical environment represented in the AbES software. A) architectural floor plan of an existing two story building with 23 rooms, 2 stairwells and 3 exits. For simplicity, only the first floor is shown. B) In gamer mode, the player (yellow icon) navigates through the virtual environment using auditory cues to locate hidden jewels (blue squares) and avoid being caught by chasing monsters (red icons). C) In directed navigation mode, the user learns the spatial layout of the building and the relative location of the rooms using predetermined paths (shown in yellow) and with the assistance of a facilitator.CC BY · PubMed Central
Figure 2 Comparing performance on navigation tasks between gamers and directed navigator learning strategy. A) High success on correct paths taken (%) was observed in both groups for room-to-room navigation. B) Average time taken to navigate to target (sec) was also similar in both groups. C) Results of drop off task reveals an advantage for gamers. Paths chosen were scored such that the shortest route possible to exit the building from a given starting point received a maximum of 3 points, 2 for next closest exit, 1 for the longest, 0 for unsuccessful). Gamers showed an advantage over directed navigators in that they were more likely to choose the shortest path on the drop off task (indicated by higher average point score). Error bars indicate S.E.M., n.s. = not significant. * = p<0.05.
Figure 2 Comparing performance on navigation tasks between gamers and directed navigator learning strategy. A) High success on correct paths taken (%) was observed in both groups for room-to-room navigation. B) Average time taken to navigate to target (sec) was also similar in both groups. C) Results of drop off task reveals an advantage for gamers. Paths chosen were scored such that the shortest route possible to exit the building from a given starting point received a maximum of 3 points, 2 for next closest exit, 1 for the longest, 0 for unsuccessful). Gamers showed an advantage over directed navigators in that they were more likely to choose the shortest path on the drop off task (indicated by higher average point score). Error bars indicate S.E.M., n.s. = not significant. * = p<0.05.CC BY · PubMed Central

Verification

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Citations

Cites

Show all 29 references

Research works printed but not linked: 1

  1. [24]Merabet L, Sánchez J (2009) Audio-based Navigation Using Virtual Environments: Combining Technology and Neuroscience. AER Journal: Research and Practice in Visual Impairment and Blindness 2: 128– 137.

Cited by

Sorted by citations

Metadata

Authors
Merabet, L. B., Connors, E. C., Halko, M. A., & Sánchez, J.
Affiliations
  • Massachusetts Eye and Ear Infirmary (US)
  • Beth Israel Deaconess Medical Center (US)
  • University of Chile (CL)
Corresponding author
Merabet, Lotfi B.
Venue
PLoS ONE
Published
2012-09-19
Volume
7
Issue
9
Pages
e44958
ISSN
1932-6203 (ISSN-L)
OpenAlex
W1970629866
Cited by
109
References
29
Citations by year
2026: 3 · 2024: 3 · 2023: 3 · 2022: 7 · 2021: 7 · 2020: 37 · 2019: 7 · 2018: 10 · 2017: 2 · 2016: 9 · 2015: 6 · 2014: 10 · 2013: 4 · 2012: 1
FWCI
12.09
Type
journal article
Language
en
Open access
Locations
  • PLoS ONE (publishedVersion, cc-by)
  • PubMed Central (publishedVersion, cc-by)
  • PubMed (publishedVersion)
  • Digital Access to Scholarship at Harvard (DASH) (Harvard University) (submittedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion)
  • Universidad de Chile (submittedVersion, cc-by-nc-nd)
Funders
  • National Institutes of Health
  • National Eye Institute (R01EY019924)
Topics
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Spatial Cognition and Navigation
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Tactile and Sensory Interactions
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
Keywords
blind users, video games, navigation skills, spatial learning, virtual reality, indoor navigation, spatial configuration, transfer of learning, goal-directed exploration, route learning
MeSH terms
Adult, Blindness, Female, Humans, Learning, Male, Spatial Behavior, User-Computer Interface, Video Games, Young Adult

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review