著者
Takahiro MIURA Ken-ichiro YABU
出版者
Psychologia Editorial Office
雑誌
PSYCHOLOGIA (ISSN:00332852)
巻号頁・発行日
pp.2022-B031, (Released:2023-12-04)
参考文献数
217
被引用文献数
2

Support systems have been developed to facilitate the active participation of the visually and hearing impaired, as these impairments limit information acquisition and activities. However, efforts to improve the quality and quantity of information presented to persons with disabilities are still in the developmental stage due to the unique perception and recognition styles in persons with visual and hearing impairments. By clarifying such perception and recognition mechanisms and the current status of assistive technologies, researchers can develop support schemes taking advantage of the abilities of people with visual and hearing impairments, and extend their information processing. Therefore, the purpose of this study is to organize the unique characteristics of perceptual ability and communication strategies reportedly acquired by persons with visual and hearing impairments and the information assurance methods based on sensory substitution. For the visually impaired, we describe a visual substitution system that focuses on sound and tactile information, in addition to their sensory substitution functions. We also introduce example applications through support methods in parasports and computer games. For the hearing impaired, we review communication methods and support strategies using information devices.
著者
Takahiro Miura Ken-ichiro Yabu Kenichi Tanaka Kazutaka Ueda Tohru Ifukube
出版者
映像情報メディア学会
雑誌
ITE Transactions on Media Technology and Applications (ISSN:21867364)
巻号頁・発行日
vol.5, no.1, pp.8-16, 2017 (Released:2017-01-01)
参考文献数
38
被引用文献数
2

Because of rapid population aging, it is necessary to design interfaces that can decrease cognitive workload. The design implications and evaluation criteria for creating such senior-friendly or disability-friendly interfaces need to be established. One element related to memory function that can be manipulated in an interface is visuospatial working memory. However, there are few reports regarding the relationship between visuospatial working memory volume and age. In this paper, we aim to clarify how visuospatial working memory volume changes across the lifespan. We implemented a gamified application named VisuoSpats, which is based on the visual pattern span test, to measure visuospatial memory. The introduced gamification elements included points, leaderboards, and feedbacks. Three hundred and sixty-nine individuals aged 2 to 92 years old participated in this study. The results indicate that the median number of cells memorized was 7.0 (interquartile range: 5.0-9.0) across all age groups. Moreover, the number of cells memorized tends to increase as age increases until the age range of 21-25 years, and then decreases gradually with increasing age. Based on the comments by teenagers or seniors, the effective gamification elements of VisuoSpats could be competition elements such as points and ranking, or diagnostic factors, respectively.