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Virtual Interaction for Visually Impaired and Sighted People

Virtual Reality is an emerging area and its core technologies advance rapidly. It is used mostly for training tools in many domains such as medicine, military, space, education and entertainment. The current paper is a state-of-the-art paper with the main goal of bringing people that are not visuall...

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Main Authors: IVASCU, Silviu, Moldoveanu, Alin, Moldoveanu, Florica, Morar, Anca, Bălan, Oana
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Moldoveanu, Alin
Moldoveanu, Florica
Morar, Anca
Bălan, Oana
description Virtual Reality is an emerging area and its core technologies advance rapidly. It is used mostly for training tools in many domains such as medicine, military, space, education and entertainment. The current paper is a state-of-the-art paper with the main goal of bringing people that are not visually impaired closer, from a social point of view, to the visually impaired community. The virtual environments are to be used as a point of interaction between these two categories of people. The strategy consists of developing highly interactive and immersive virtual environments, where multiple users need to work together in order to achieve that goal. The virtual environments are based on gamification principles and, in order to be consumer ready, the project needs to use consumer ready electronics and technology that is already used in the gaming industry or cost effective solutions. Virtual Reality is an emerging area and its core technologies advance rapidly. It is used mostly for training tools in many domains such as medicine, military, space, education and entertainment. The current paper is a state-of-the-art paper with the main goal of bringing people that are not visually impaired closer, from a social point of view, to the visually impaired community. The virtual environments are to be used as a point of interaction between these two categories of people. The strategy consists of developing highly interactive and immersive virtual environments, where multiple users need to work together in order to achieve that goal. The virtual environments are based on gamification principles and, in order to be consumer ready, the project needs to use consumer ready electronics and technology that is already used in the gaming industry or cost effective solutions.
doi_str_mv 10.12753/2066-026x-19-028
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identifier ISSN: 2066-026X
ispartof The International Scientific Conference eLearning and Software for Education, 2019, Vol.15 (1), p.209-214
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2066-8821
language eng
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subjects Algorithms
Blindness
Communities
Community Relations
Computer Simulation
Design
Domains
Education
Educational Technology
Electronics
Engineering Education
Entertainment
Games
Gamification
Higher Education
Interpersonal Relationship
Medicine
Military
Partial Vision
Physical Disabilities
Social interaction
Social Sciences
Software
Sound
Speech
State of the art
Training
Training Objectives
Video Games
Virtual Classrooms
Virtual environments
Virtual reality
Visual Aids
Visual impairment
Visual Impairments
title Virtual Interaction for Visually Impaired and Sighted People
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