a School of Education , Tel Aviv University , Tel Aviv , Israel.
b Computing and Technology Team , Nottingham Trent University , Nottingham , UK.
Disabil Rehabil. 2018 May;40(9):1072-1084. doi: 10.1080/09638288.2017.1286391. Epub 2017 Feb 10.
This paper examines the ability of people who are blind to construct a mental map and perform orientation tasks in real space by using Nintendo Wii technologies to explore virtual environments. The participant explores new spaces through haptic and auditory feedback triggered by pointing or walking in the virtual environments and later constructs a mental map, which can be used to navigate in real space.
The study included 10 participants who were congenitally or adventitiously blind, divided into experimental and control groups. The research was implemented by using virtual environments exploration and orientation tasks in real spaces, using both qualitative and quantitative methods in its methodology.
The results show that the mode of exploration afforded to the experimental group is radically new in orientation and mobility training; as a result 60% of the experimental participants constructed mental maps that were based on map model, compared with only 30% of the control group participants.
Using technology that enabled them to explore and to collect spatial information in a way that does not exist in real space influenced the ability of the experimental group to construct a mental map based on the map model. Implications for rehabilitation The virtual cane system for the first time enables people who are blind to explore and collect spatial information via the look-around mode in addition to the walk-around mode. People who are blind prefer to use look-around mode to explore new spaces, as opposed to the walking mode. Although the look-around mode requires users to establish a complex collecting and processing procedure for the spatial data, people who are blind using this mode are able to construct a mental map as a map model. For people who are blind (as for the sighted) construction of a mental map based on map model offers more flexibility in choosing a walking path in a real space, accounting for changes that occur in the space.
本研究旨在通过任天堂 Wii 技术探索虚拟环境,考察盲人构建心理地图并在真实空间中进行定向任务的能力。参与者通过在虚拟环境中指向或行走触发触觉和听觉反馈来探索新空间,随后构建心理地图,以便在真实空间中导航。
研究纳入 10 名先天性或后天性失明参与者,分为实验组和对照组。研究采用虚拟环境探索和真实空间定向任务,在方法学上采用定性和定量相结合的方法。
结果表明,实验组的探索模式在定向和移动训练中是全新的;因此,实验组有 60%的参与者构建了基于地图模型的心理地图,而对照组只有 30%的参与者构建了基于地图模型的心理地图。
使用能够以真实空间中不存在的方式探索和收集空间信息的技术,影响了实验组基于地图模型构建心理地图的能力。
虚拟盲杖系统首次使盲人能够通过环视模式探索和收集空间信息,除了行走模式之外。盲人更喜欢使用环视模式来探索新空间,而不是行走模式。虽然环视模式要求用户建立一个复杂的空间数据收集和处理程序,但使用这种模式的盲人能够构建一个心理地图作为地图模型。对于盲人(就像对于明眼人一样),基于地图模型构建心理地图在选择真实空间中的行走路径方面提供了更大的灵活性,可以考虑空间中的变化。