Learning Indoor Navigation Skills: A Mobile Game for People with Intellectual Disabilities.

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Title: Learning Indoor Navigation Skills: A Mobile Game for People with Intellectual Disabilities.
Authors: Volosnikova, Inga1 volo.inga@gmail.com, Shabalina, Olga1 o.a.shabalina@gmail.com, Davtian, Aleksandr2 agvs@gmail.ru, Moffat, David C d.c.moffat@gcu.ac.uk
Source: Proceedings of the European Conference on Games Based Learning. 2021, p727-736. 10p.
Subject Terms: *COVID-19 pandemic, *Educational games, People with intellectual disabilities, Shopping centers, Mobile games
Abstract: People with intellectual disabilities often experience problems whenever they want to visit large indoor spaces such as shopping centers, hospitals, and cultural centers, as they might be not able to quickly navigate them and find the right place. Interactive message boards, signage systems, helpdesks, and other navigation aids may be useless to them, as they may not be able to read and understand navigation maps, or even communicate with strangers. This article presents a mobile game that trains indoor navigation skills of people with intellectual disabilities. The gameplay is based on user control of the movement of a game character along a route built in the space with several indoor objects. The goal of the game is to complete the route from the entrance to exit with minimal deviations. The indoor space and the objects within the space are represented as 2D or pseudo-3D (isometric) models. The route is rebuilt every time at the beginning of the game, depending on a set of objects which the character wishes to pass by, and is divided into segments between two neighbouring objects. To keep the user's attention while he moves the character, the current section of the route is highlighted and the end of the section is indicated by a bright marker. After the game character reaches the end point of each section, the user is shown a smiling or sad emoticon depending on the success in passing the section. After reaching the end point of the route, the user is shown a list of emoticons matched to each route section. The developed game was integrated with the mobile game for training shopping skills of people with intellectual disabilities previously developed by the authors. For the game, several models of real stores have been developed,, with interior shopping racks. At the beginning of the game, the user creates a shopping list. The list is used to build a route on the store map, which the user must go through to buy all the goods from the list. [ABSTRACT FROM AUTHOR]
Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Education Research Complete
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DbLabel: Education Research Complete
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PubType: Conference
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  Data: Learning Indoor Navigation Skills: A Mobile Game for People with Intellectual Disabilities.
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  Data: <searchLink fieldCode="AR" term="%22Volosnikova%2C+Inga%22">Volosnikova, Inga</searchLink><relatesTo>1</relatesTo><i> volo.inga@gmail.com</i><br /><searchLink fieldCode="AR" term="%22Shabalina%2C+Olga%22">Shabalina, Olga</searchLink><relatesTo>1</relatesTo><i> o.a.shabalina@gmail.com</i><br /><searchLink fieldCode="AR" term="%22Davtian%2C+Aleksandr%22">Davtian, Aleksandr</searchLink><relatesTo>2</relatesTo><i> agvs@gmail.ru</i><br /><searchLink fieldCode="AR" term="%22Moffat%2C+David+C%22">Moffat, David C</searchLink><i> d.c.moffat@gcu.ac.uk</i>
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  Data: <searchLink fieldCode="JN" term="%22Proceedings+of+the+European+Conference+on+Games+Based+Learning%22">Proceedings of the European Conference on Games Based Learning</searchLink>. 2021, p727-736. 10p.
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  Data: *<searchLink fieldCode="DE" term="%22COVID-19+pandemic%22">COVID-19 pandemic</searchLink><br />*<searchLink fieldCode="DE" term="%22Educational+games%22">Educational games</searchLink><br /><searchLink fieldCode="DE" term="%22People+with+intellectual+disabilities%22">People with intellectual disabilities</searchLink><br /><searchLink fieldCode="DE" term="%22Shopping+centers%22">Shopping centers</searchLink><br /><searchLink fieldCode="DE" term="%22Mobile+games%22">Mobile games</searchLink>
– Name: Abstract
  Label: Abstract
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  Data: People with intellectual disabilities often experience problems whenever they want to visit large indoor spaces such as shopping centers, hospitals, and cultural centers, as they might be not able to quickly navigate them and find the right place. Interactive message boards, signage systems, helpdesks, and other navigation aids may be useless to them, as they may not be able to read and understand navigation maps, or even communicate with strangers. This article presents a mobile game that trains indoor navigation skills of people with intellectual disabilities. The gameplay is based on user control of the movement of a game character along a route built in the space with several indoor objects. The goal of the game is to complete the route from the entrance to exit with minimal deviations. The indoor space and the objects within the space are represented as 2D or pseudo-3D (isometric) models. The route is rebuilt every time at the beginning of the game, depending on a set of objects which the character wishes to pass by, and is divided into segments between two neighbouring objects. To keep the user's attention while he moves the character, the current section of the route is highlighted and the end of the section is indicated by a bright marker. After the game character reaches the end point of each section, the user is shown a smiling or sad emoticon depending on the success in passing the section. After reaching the end point of the route, the user is shown a list of emoticons matched to each route section. The developed game was integrated with the mobile game for training shopping skills of people with intellectual disabilities previously developed by the authors. For the game, several models of real stores have been developed,, with interior shopping racks. At the beginning of the game, the user creates a shopping list. The list is used to build a route on the store map, which the user must go through to buy all the goods from the list. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of Proceedings of the European Conference on Games Based Learning is the property of Academic Conferences & Publishing International Ltd. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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        Value: 10.34190/GBL.21.078
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        Text: English
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        PageCount: 10
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        Type: general
      – SubjectFull: Educational games
        Type: general
      – SubjectFull: People with intellectual disabilities
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      – SubjectFull: Shopping centers
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      – SubjectFull: Mobile games
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      – TitleFull: Learning Indoor Navigation Skills: A Mobile Game for People with Intellectual Disabilities.
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            NameFull: Volosnikova, Inga
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            NameFull: Shabalina, Olga
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            NameFull: Davtian, Aleksandr
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            – D: 01
              M: 01
              Text: 2021
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