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Teaching the Blind to Find Their Way by Playing Video Games

Overview of attention for article published in PLOS ONE, September 2012
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (95th percentile)
  • High Attention Score compared to outputs of the same age and source (93rd percentile)

Mentioned by

twitter
32 X users
facebook
3 Facebook pages
googleplus
2 Google+ users
reddit
1 Redditor

Citations

dimensions_citation
70 Dimensions

Readers on

mendeley
143 Mendeley
citeulike
1 CiteULike
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Title
Teaching the Blind to Find Their Way by Playing Video Games
Published in
PLOS ONE, September 2012
DOI 10.1371/journal.pone.0044958
Pubmed ID
Authors

Lotfi B. Merabet, Erin C. Connors, Mark A. Halko, Jaime Sánchez

Abstract

Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

X Demographics

X Demographics

The data shown below were collected from the profiles of 32 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 143 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
France 5 3%
Germany 1 <1%
Switzerland 1 <1%
Australia 1 <1%
South Africa 1 <1%
Spain 1 <1%
Unknown 133 93%

Demographic breakdown

Readers by professional status Count As %
Researcher 22 15%
Student > Master 21 15%
Student > Bachelor 20 14%
Student > Ph. D. Student 18 13%
Student > Doctoral Student 9 6%
Other 23 16%
Unknown 30 21%
Readers by discipline Count As %
Computer Science 32 22%
Psychology 25 17%
Medicine and Dentistry 16 11%
Social Sciences 14 10%
Engineering 7 5%
Other 17 12%
Unknown 32 22%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 26. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 03 February 2014.
All research outputs
#1,446,079
of 24,903,209 outputs
Outputs from PLOS ONE
#18,231
of 215,803 outputs
Outputs of similar age
#8,492
of 177,504 outputs
Outputs of similar age from PLOS ONE
#277
of 4,266 outputs
Altmetric has tracked 24,903,209 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 94th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 215,803 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 15.7. This one has done particularly well, scoring higher than 91% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 177,504 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 95% of its contemporaries.
We're also able to compare this research output to 4,266 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 93% of its contemporaries.