Abstract
It is known that the development of auditory skills in children with hearing loss, who use assistive listening devices, requires training and practice. The aims of this research were a) to describe an auditory training software developed in order to help children with cochlear implants and/or hearing aids improve their auditory skills and monitor their performance, and b) to demonstrate the usability of the auditory training tool. The software is mobile-based and uses VR (Virtual Reality) and Immersive technology. In order to use it, the user must wear a VR headset. This technology was adopted because these devices are considered to be innovative, and are especially popular among children. The software was tested on fourteen hearing-impaired children. Eleven of these children use a cochlear implant and three use hearing aids. The results of this research show that the children with hearing loss were able to play the game successfully. This positive outcome supports the use of VR and Immersive technology as Auditory Training Tools.
Highlights
Both serious games and virtual reality are used in health care
The artificial world mimics the real world and the user feels that he/she is part of it [4]. This feeling is created for the user with the use of Immersive technology can enhance and speed up the recovery process [6]
We have presented the structure of a new auditory rehabilitation tool along with results of the usability of software based on a study involving 14 children with hearing loss
Summary
Both serious games and virtual reality are used in health care. In VR technology, the users wear special devices such as Head-Mounted Displays (HMD) or Head-Coupled Displays (HCD) or use devices like Google Cardboard. The artificial world mimics the real world and the user feels that he/she is part of it [4]. This feeling is created for the user with the use of Immersive technology can enhance and speed up the recovery process [6]. VR technology can offer solutions in many different fields. These include the education and training of people in general, and of people with special needs, as well as the rehabilitation of patients, simulations, therapeutic treatment, entertainment, video games, interactive storytelling, military, and medicine[8]
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More From: International Journal of Online and Biomedical Engineering (iJOE)
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