1. Accessibility of Immersive Serious Games for Persons with Cognitive Disabilities
- Author
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Pierre-Antoine Cinquin, Hélène Sauzéon, Pascal Guitton, Université de Bordeaux (UB), Popular interaction with 3d content (Potioc), Laboratoire Bordelais de Recherche en Informatique (LaBRI), Université de Bordeaux (UB)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Centre National de la Recherche Scientifique (CNRS)-Université de Bordeaux (UB)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Centre National de la Recherche Scientifique (CNRS)-Inria Bordeaux - Sud-Ouest, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria), Laboratoire Handicap Activité Cognition et Système Nerveux (HACS), Université de Bordeaux (UB)-Centre National de la Recherche Scientifique (CNRS)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Université de Bordeaux (UB)-Centre National de la Recherche Scientifique (CNRS)-École Nationale Supérieure d'Électronique, Informatique et Radiocommunications de Bordeaux (ENSEIRB)-Inria Bordeaux - Sud-Ouest, and Guitton, Pascal
- Subjects
Research program ,business.industry ,Computer science ,Internet privacy ,[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR] ,Cognition ,[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] ,Mixed reality ,Wonder ,Cognitive disabilities ,Immersion (virtual reality) ,Augmented reality ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,[INFO.INFO-HC] Computer Science [cs]/Human-Computer Interaction [cs.HC] ,User interface ,business ,ComputingMilieux_MISCELLANEOUS - Abstract
E-learning systems are still not very accessible for persons with disabilities, particularly those with cognitive impairments. It's well known that the training deficit is one of the cause of lower employment rates. In the past, we have addressed this issue by working on the accessibility of MOOCs. We have developed Aiana, a MOOC player with accessibility features based on the fragmentation of information streams and enabling user interface self-configuration. We are starting a new research program focused on the accessibility of immersive Serious Games for persons with cognitive impairments by first transposing some of Aiana's design principles. We believe that immersive Serious Games can provide effective assistance to learning for PWDs and we want to demonstrate this rigorously through large field studies. More generally, we wonder about the questions raised by the accessibility of Mixed Reality tools in immersive e-learning systems.
- Published
- 2019
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