Extended Realities for Sensorially Diverse Children.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
IEEE Computer Graphics and Applications Pub Date : 2024-07-01 Epub Date: 2024-08-20 DOI:10.1109/MCG.2024.3419699
Gerardo Restrepo, Edmond C Prakash, Sarah E Dashti, Andres Castillo, Jhon Gomez, Luis Oviedo, Juan Floyd, Juan Aycardi, Joan Trejos, Jean Gonzalez, Martin V Sierra, Andres A Navarro-Newball
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引用次数: 0

Abstract

Learning space for children with different sensory needs, nowadays, can be interactive, multisensory experiences, designed collaboratively by 1) specialists in special-needs learning, 2) extended realities (XR) technologists, and 3) sensorial diverse children, to provide the motivation, challenge, and development of key skills. While traditional audio and visual sensors in XR are challenging for XR applications to meet the needs of visually and hearing impaired sensorial-diverse children, our research goes a step ahead by integrating sensory technologies including haptic, tactile, kinaesthetic, and olfactory feedback that was well received by the children. Our research also demonstrates the protocols for 1) development of a suite of XR-applications; 2) methods for experiments and evaluation; and 3) tangible improvements in XR learning experience. Our research considered and is in compliance with the ethical and social implications and has the necessary approval for accessibility, user safety, and privacy.

为感官多元化儿童设计的扩展现实。
-如今,为有不同感官需求的儿童设计的学习空间可以是交互式多感官体验,由(i)特殊需求学习专家、(ii)扩展现实(XR)技术专家和(iii)感官多元儿童共同设计,以提供动力、挑战和发展关键技能。虽然 XR 中的传统音频和视觉传感器对于 XR 应用程序满足有视觉和听觉障碍的感官多样化儿童的需求具有挑战性,但我们的研究通过整合触觉、触觉、动觉和嗅觉反馈等感官技术向前迈进了一步,受到了儿童的欢迎。我们的研究还展示了以下方面的协议:(i) 开发一套 XR 应用程序;(ii) 实验和评估方法;(iii) 切实改善 XR 学习体验。我们的研究考虑并符合伦理和社会影响,并获得了无障碍、用户安全和隐私方面的必要批准。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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