Abstract

AbstractComputer-exercise game is well served for visually impaired students to engage their physical and mental health exercises. However, these type of games are increasingly unchallenged for long-term usage due to apathy patterns and restricted contents. In this paper, we describe how such drawbacks can be avoided by offering the game development platform. The platform provides a service-based architecture, which empowers teachers to build or to customize numerous game designs for entertainment and learning purpose without jeopardy. Based on our evaluation study, we found evidence that teachers of visually impaired students are satisfied with the game development approach in terms of system reliability and software usability. In addition, the teachers also have very good perception in the aspects of trust, responsiveness, applicability, usefulness and enthusiasm toward the game development approach.

Highlights

  • Motivating human-computer interaction through computer-exercise games [1] known as active games, which is considered as an effective way to improve both physical and mental health of visually impaired students

  • We present the service-based architecture for non-sighted game development

  • The blue wide upward diagonal chart demonstrates the data about durability; the orange blue confetti chart demonstrates the data related to the size whereas the dark blue horizontal chart illustrates the data for stability

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Summary

INTRODUCTION

Motivating human-computer interaction through computer-exercise games [1] known as active games, which is considered as an effective way to improve both physical and mental health of visually impaired students. The main goal is to provide a game authoring platform that can facilitate full-sighted teachers to compose software and hardware units needed for building audio-based games at ease. This development platform will play a key role of supplying adequate game resources for pursuing a regular schedule of physical exercises to visually impaired students in the school environment. To ensure a flawlessly long-termed maintenance, users must be capable of building their own games, or managing them at some certain level, instead of relying merely on any game programmers In this regard, the end-user programming approach [2] looks promising, but it must be equipped with some powerful development platform for non-programmers. The near real-time response of user inputs can be achieved, besides the flexible management of variously input switches

PROPOSED GAME DEVELOPMENT PLATFORM
SUPPORTED ACTIVE GAMES
PRELIMINARY EVALUATION
Software usability
User Perception
CONCLUSION

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