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Authordc.contributor.authorConnors, Erin C. 
Authordc.contributor.authorChrastil, Elizabeth R. es_CL
Authordc.contributor.authorSánchez Ilabaca, Jaime es_CL
Authordc.contributor.authorMerabet, Lotfi B. es_CL
Admission datedc.date.accessioned2015-01-08T17:23:14Z
Available datedc.date.available2015-01-08T17:23:14Z
Publication datedc.date.issued2014
Cita de ítemdc.identifier.citationFront Hum Neurosci. 2014; 8: 223.en_US
Identifierdc.identifier.otherdoi: 10.3389/fnhum.2014.00223
Identifierdc.identifier.urihttps://repositorio.uchile.cl/handle/2250/127011
General notedc.descriptionArtículo de publicación ISIen_US
Abstractdc.description.abstractFor profoundly blind individuals, navigating in an unfamiliar building can represent a significant challenge. We investigated the use of an audio-based, virtual environment called Audio-based Environment Simulator (AbES) that can be explored for the purposes of learning the layout of an unfamiliar, complex indoor environment. Furthermore, we compared two modes of interaction with AbES. In one group, blind participants implicitly learned the layout of a target environment while playing an exploratory, goal-directed video game. By comparison, a second group was explicitly taught the same layout following a standard route and instructions provided by a sighted facilitator. As a control, a third group interacted with AbES while playing an exploratory, goal-directed video game however, the explored environment did not correspond to the target layout. Following interaction with AbES, a series of route navigation tasks were carried out in the virtual and physical building represented in the training environment to assess the transfer of acquired spatial information. We found that participants from both modes of interaction were able to transfer the spatial knowledge gained as indexed by their successful route navigation performance. This transfer was not apparent in the control participants. Most notably, the game-based learning strategy was also associated with enhanced performance when participants were required to find alternate routes and short cuts within the target building suggesting that a ludic-based training approach may provide for a more flexible mental representation of the environment. Furthermore, outcome comparisons between early and late blind individuals suggested that greater prior visual experience did not have a significant effect on overall navigation performance following training. Finally, performance did not appear to be associated with other factors of interest such as age, gender, and verbal memory recall. We conclude that the highly interactive and immersive exploration of the virtual environment greatly engages a blind user to develop skills akin to positive near transfer of learning. Learning through a game play strategy appears to confer certain behavioral advantages with respect to how spatial information is acquired and ultimately manipulated for navigation.en_US
Patrocinadordc.description.sponsorshipThis work was supported by an NIH/NEI RO1 GRANT EY019924 (Lotfi B. Merabet) and also funded by the Chilean National Fund of Science and Technology, Fondecyt #1120330 and Project CIE-05 Program Center Education PBCT-Conicyt (Jaime Sánchez).en_US
Lenguagedc.language.isoenen_US
Type of licensedc.rightsAttribution-NonCommercial-NoDerivs 3.0 Chile*
Link to Licensedc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/cl/*
Keywordsdc.subjectearly blinden_US
Títulodc.titleVirtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approachesen_US
Document typedc.typeArtículo de revista


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Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 Chile