MapSense: Multi-Sensory Interactive Maps for Children Living with Visual
Impairments
Learning Feedback
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Brule, Emeline
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Bailly, Gilles
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Brock, Anke
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Valentin, Frederic
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Denis, Grégoire
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Jouffrais, Christophe
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.445-457
© Copyright 2016 ACM
Summary: We report on the design process leading to the creation of MapSense, a
multi-sensory interactive map for visually impaired children. We conducted a
formative study in a specialized institute to understand children's educational
needs, their context of care and their preferences regarding interactive
technologies. The findings (1) outline the needs for tools and methods to help
children to acquire spatial skills and (2) provide four design guidelines for
educational assistive technologies. Based on these findings and an iterative
process, we designed and deployed MapSense in the institute during two days. It
enables collaborations between children with a broad range of impairments,
proposes reflective and ludic scenarios and allows caretakers to customize it
as they wish. A field experiment reveals that both children and caretakers
considered the system successful and empowering.
Human faces detection and localization with simulated prosthetic vision
Accessibility
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Denis, Grégoire
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Jouffrais, Christophe
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Vergnieux, Victor
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Macé, Marc
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.61-66
© Copyright 2013 ACM
Summary: Clinical trials reveal that current visual neuroprosthesis are not yet
usable. The main reason is the small number of implanted electrodes, leading to
a very poor visual resolution. The resolution is especially not sufficient to
detect specific objects (faces, signs, etc.) in the surroundings. We used
simulated prosthetic vision (SPV) to show that pre-processing of the camera
image could restore these functions, even with low-resolution implants.
Specifically, we showed that it is possible to quickly detect and localize
human faces located nearby. We suggest that high-level processing of the video
stream may be included in current visual neuroprosthesis. This would restore
many visuomotor behaviors such as grasping, heading, steering, etc.
Composition opportuniste et ascendante à base d'agents
coopératifs
Ingénierie des systèmes ubiquitaires et mobiles = Engineering
Ubiquitous and Mobile Systems
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Denis, Grégoire
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Arcangeli, Jean-Paul
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Noël, Victor
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Triboulot, Charles
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Trouilhet, Sylvie
Proceedings of the 2012 French-speaking Conference on Mobility and Ubiquity
Computing
2012-06-04
p.26
Motivation-driven educational game design: applying best practices to music
education
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Denis, Guillaume
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Jouvelot, Pierre
Proceedings of the 2005 International Conference on Advances in Computer
Entertainment Technology
2005-06-15
p.462-465
© Copyright 2005 ACM
Summary: Building upon research on motivation theory, we provide insights on how
video games can be framed as expert tools that naturally reconcile learning and
fun, a worthy goal since students are forced to where players volunteer, namely
learning. Our main contribution is to suggest best practices rooted in
psychology and motivation theory that we believe should be used when designing
educational games.
As a case study, we illustrate this approach by looking at the design of our
ongoing Cha-Luva Swing Festival project, a video game dedicated to music
education. Its overall pedagogical goal is to spur the players' curiosity and
creativity by enabling them to easily play music using gamepads as musical
instruments. This example perfectly illustrates our results, since motivational
lapses due to instrumental limitations often lead to resignation and surrender.