![]() ![]() During their adaptation, the focus has been on the creation and processing of information in audio form in order to produce right and timely interaction. These applications can thus be classified as audio games. In this paper, several realizations of computer educational applications that use speech technology for desired interaction with visually impaired pupils are presented. Among computer games aimed at the blind, the most common are those that rely on hearing, followed by those relying on touch, while, in the last couple of years, haptic devices have also been gaining popularity. For example, games such as action games and adventure games usually require active usage of the eyesight of the player, and as a result, games of this type are scarcely available for the visually impaired. Each of the two basic solutions has its own restrictions, and it is not possible to reach the desired level of playability in different computer games while they remain solely audio or solely tactile. Namely, computer games for the mentioned population can be roughly divided, regarding the primary sense that they engage, into audio and tactile computer games, as well as games designed as a combination of the two basic models. Īn appropriate level of playability of computer games for blind children has been achieved by alternative representation of a graphical user interface (GUI). With educational games, high effectiveness is the ultimate goal, because it represents the measure of a game's ability to enhance knowledge acquisition and ability development in every individual. ![]() With the disabled, playability mainly depends on to what extent the game is adapted to the user's ergonomic characteristics. Usability is directed towards functionality within the game system, while playability is directed towards the functionality of the system as a whole, and for that reason designers of games aimed at the disabled claim playability to be more important. As is the case with all computer games, it is necessary to achieve the required level of usability, playability, and effectiveness. If the ergonomic characteristics of the target population are taken into account during the development of computer games, as well as their specific pedagogical and psychological needs, then a game becomes an instrument for the education and therapy of people with disabilities. Computer games have proved to be a valuable tool for certain educational purposes, especially when bearing in mind their ubiquity in the lives of children and the young. ![]()
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