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Inclusive Adaptation of Existing Board Games for Gamers with and without Visual Impairments using a Spatial Augmented Reality Framework for Touch Detection and Audio Feedback

Authors :
Lauren Thévin
Christophe Jouffrais
Bernard Oriola
Anke Brock
Nicolas Rodier
Martin Hachet
Université Catholique de l'Ouest (UCO)
Institut für Informatik [München/Munich] (LMU)
Ludwig-Maximilians-Universität München (LMU)
Etude de L’Interaction Personne SystèmE (IRIT-ELIPSE)
Institut de recherche en informatique de Toulouse (IRIT)
Université Toulouse Capitole (UT Capitole)
Université de Toulouse (UT)-Université de Toulouse (UT)-Université Toulouse - Jean Jaurès (UT2J)
Université de Toulouse (UT)-Université Toulouse III - Paul Sabatier (UT3)
Université de Toulouse (UT)-Centre National de la Recherche Scientifique (CNRS)-Institut National Polytechnique (Toulouse) (Toulouse INP)
Université de Toulouse (UT)-Toulouse Mind & Brain Institut (TMBI)
Université Toulouse - Jean Jaurès (UT2J)
Université de Toulouse (UT)-Université de Toulouse (UT)-Université Toulouse III - Paul Sabatier (UT3)
Université de Toulouse (UT)-Université Toulouse Capitole (UT Capitole)
Université de Toulouse (UT)
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)
Image & Pervasive Access Lab (IPAL)
National University of Singapore (NUS)-Agency for science, technology and research [Singapore] (A*STAR)-Sorbonne Université (SU)-Centre National de la Recherche Scientifique (CNRS)-Institute for Infocomm Research - I²R [Singapore]
ENAC - Equipe Informatique Interactive (LII)
Ecole Nationale de l'Aviation Civile (ENAC)
Université Toulouse 1 Capitole (UT1)
Université Fédérale Toulouse Midi-Pyrénées-Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse - Jean Jaurès (UT2J)-Université Toulouse III - Paul Sabatier (UT3)
Université Fédérale Toulouse Midi-Pyrénées-Centre National de la Recherche Scientifique (CNRS)-Institut National Polytechnique (Toulouse) (Toulouse INP)
Université Fédérale Toulouse Midi-Pyrénées-Université Toulouse 1 Capitole (UT1)
Université Fédérale Toulouse Midi-Pyrénées
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
National University of Singapore (NUS)-MATHEMATIQUES, SCIENCES ET TECHNOLOGIES DE L'INFORMATION ET DE LA COMMUNICATION (UJF)-Agency for science, technology and research [Singapore] (A*STAR)-Sorbonne Université (SU)-Centre National de la Recherche Scientifique (CNRS)-Institute for Infocomm Research - I²R [Singapore]
Source :
Proceedings of the ACM on Human-Computer Interaction, Proceedings of the ACM on Human-Computer Interaction, 2021, 5 (ISS), ⟨10.1145/3488550⟩, Proceedings of the ACM on Human-Computer Interaction, Association for Computing Machinery (ACM), 2021, à paraître
Publication Year :
2021
Publisher :
HAL CCSD, 2021.

Abstract

International audience; Board games allow us to share collective entertainment experiences. They entertain because of the interactions between players, physical manipulation of tokens and decision making. Unfortunately, most board games exclude people with visual impairments as they were not initially designed for players with special needs. Through a user-centered design process with an accessible game library and visually impaired players, we observed challenges and solutions in making existing board games accessible through handcrafted solutions (tactile stickers, braille labels, etc.). In a second step, we used Spatial Augmented Reality (SAR), to make existing board games inclusive by adding interactivity (GameARt). In a case study with an existing board game considered as not accessible (Jamaica), we designed an interactive SAR version with touch detection (JamaicAR). We evaluated this prototype in a user study with 5 groups of 3 players each, including sighted, low vision and blind players. All players, independent of visual status, were able to play the Augmented Reality game. Moreover, the game was rated positively by all players regarding attractiveness, play engrossment, enjoyment and social connectivity. Our work shows that Spatial Augmented Reality has the potential to make board games accessible to people with visual impairments when handcrafted adaptations fall short.

Details

Language :
English
ISSN :
25730142
Database :
OpenAIRE
Journal :
Proceedings of the ACM on Human-Computer Interaction, Proceedings of the ACM on Human-Computer Interaction, 2021, 5 (ISS), ⟨10.1145/3488550⟩, Proceedings of the ACM on Human-Computer Interaction, Association for Computing Machinery (ACM), 2021, à paraître
Accession number :
edsair.doi.dedup.....3e1b005625d1d5195353de0d848f76c9
Full Text :
https://doi.org/10.1145/3488550⟩