Matías Ricaurte Espinoza - Academia.edu (original) (raw)
Papers by Matías Ricaurte Espinoza
Proceedings of the 9th ACM Conference on Creativity & Cognition, 2013
In this work we present the results of the cognitive impact evaluation regarding the use of Audio... more In this work we present the results of the cognitive impact evaluation regarding the use of Audiopolis, an audio and/or haptic-based videogame. The software has been designed, developed and evaluated for the purpose of developing orientation and mobility (O&M) skills in blind users. The videogame was evaluated through cognitive tasks performed by a sample of 12 learners. The results demonstrated that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged blind learners.
Proceedings of the 19th international conference on Intelligent User Interfaces, 2014
Interactive digital technologies are currently being developed as a novel tool for education and ... more Interactive digital technologies are currently being developed as a novel tool for education and skill development. Audiopolis is an audio and haptic based videogame designed for developing orientation and mobility (O&M) skills in people who are blind. We have evaluated the cognitive impact of videogame play on O&M skills by assessing performance on a series of behavioral tasks carried out in both indoor and outdoor virtual spaces. Our results demonstrate that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged learners who are blind. The impact of audio and haptic information on learning is also discussed.
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication, 2013
In order to support access for people who are blind to modes of transportation in the city, it is... more In order to support access for people who are blind to modes of transportation in the city, it is necessary to design technological tools that allow them to carry out activities safely, autonomously, and functionally. In this context, three mobile orientation and mobility support systems were designed for people who are blind to aid in their effective navigation using various modes of transportation in the city of Santiago, Chile. This work presents the most significant implications of the use of these systems.
IFIP Advances in Information and Communication Technology, 2010
This article explores the use of mobile phones for educational purposes through the design, devel... more This article explores the use of mobile phones for educational purposes through the design, development and evaluation of Role Playing Games (RPG). To accomplish this, we differentiated between the functionality and design of the videogame, developing a videogame engine and videogames prototypes. Thus the engine was responsible for controlling the videogame's functionalities regarding the prototypes designed. Once designed and developed, a usability evaluation of the videogames with end-users was administered. Results show that the videogames implemented were usable, easy and pleasant to use, and that they fully motivated learners as mobile learning tools.
Proceedings of the 9th ACM Conference on Creativity & Cognition, 2013
In this work we present the results of the cognitive impact evaluation regarding the use of Audio... more In this work we present the results of the cognitive impact evaluation regarding the use of Audiopolis, an audio and/or haptic-based videogame. The software has been designed, developed and evaluated for the purpose of developing orientation and mobility (O&M) skills in blind users. The videogame was evaluated through cognitive tasks performed by a sample of 12 learners. The results demonstrated that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged blind learners.
Proceedings of the 19th international conference on Intelligent User Interfaces, 2014
Interactive digital technologies are currently being developed as a novel tool for education and ... more Interactive digital technologies are currently being developed as a novel tool for education and skill development. Audiopolis is an audio and haptic based videogame designed for developing orientation and mobility (O&M) skills in people who are blind. We have evaluated the cognitive impact of videogame play on O&M skills by assessing performance on a series of behavioral tasks carried out in both indoor and outdoor virtual spaces. Our results demonstrate that the use of Audiopolis had a positive impact on the development and use of O&M skills in school-aged learners who are blind. The impact of audio and haptic information on learning is also discussed.
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication, 2013
In order to support access for people who are blind to modes of transportation in the city, it is... more In order to support access for people who are blind to modes of transportation in the city, it is necessary to design technological tools that allow them to carry out activities safely, autonomously, and functionally. In this context, three mobile orientation and mobility support systems were designed for people who are blind to aid in their effective navigation using various modes of transportation in the city of Santiago, Chile. This work presents the most significant implications of the use of these systems.
IFIP Advances in Information and Communication Technology, 2010
This article explores the use of mobile phones for educational purposes through the design, devel... more This article explores the use of mobile phones for educational purposes through the design, development and evaluation of Role Playing Games (RPG). To accomplish this, we differentiated between the functionality and design of the videogame, developing a videogame engine and videogames prototypes. Thus the engine was responsible for controlling the videogame's functionalities regarding the prototypes designed. Once designed and developed, a usability evaluation of the videogames with end-users was administered. Results show that the videogames implemented were usable, easy and pleasant to use, and that they fully motivated learners as mobile learning tools.