In.Line: A Navigation Game for Visually Impaired People

  • Laura GiarréEmail author
  • Ilenia Tinnirello
  • Letizia Jaccheri
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10507)


In.line is a novel game based on a navigation system, called ARIANNA (pAth Recognition for Indoor Assisted NavigatioN with Augmented perception, [1]), primarily designed for visually impaired people permitting to navigate and find some points of interests in an indoor and outdoor environment by following a path painted or stuck on the floor. The aim of the game is twofold: (1) let the users learn and familiarize with the system, (2) improve blind people spatial skills to let them learn and acquire an allocentric spatial representation. The impact stands in the possibility of enhancing the social inclusion of a large part of the society that is increasing with the aging of the population by augmenting their autonomous mobility. The paper presents the concept design and preliminary evaluation of a game specifically designed for blind people. The evaluation has been performed via qualitative and quantitative tests.


Navigation Assistive technology Game Visually impaired people 


  1. 1.
    Italian Patent N. BG2014A000054, Sistema di navigazione per non vedenti, presented 2015, patented (2017)Google Scholar
  2. 2.
    Elli, G., Benetti, S., Collignon, O.: Is there a future for sensory substitution outside academic laboratories. Multisens. Res. 27, 271–291 (2014)CrossRefGoogle Scholar
  3. 3.
    Yuan, B., Folmer, E., Harris, F.C.: Game accessibility: a survey. Univ. Access Inf. Soc. 10(1), 81–100 (2011)CrossRefGoogle Scholar
  4. 4.
    Croce, D., Gallo, P., Garlisi, D., Giarré, L., Mangione, S., Tinnirello, I.: ARIANNA: a smartphone-based navigation system with human in the loop. In: 22nd Mediterranean Conference of Control and Automation (MED), pp. 8–13 (2014)Google Scholar
  5. 5.
    Croce, D., Giarré, L., Rosa, F.G.L., Montana, E., Tinnirello, I.: Enhancing tracking performance in a smartphone-based navigation system for visually impaired people. In: 2016 24th Mediterranean Conference on Control and Automation (MED), Athens, pp. 1355–1360 (2016). doi: 10.1109/MED.2016.7535871
  6. 6.
    Mackay, R.F.: Playing to learn Stanford Report, 1 March 2013.
  7. 7.
    Cattaneo, Z., Vecchi, T.: Blind Vision: The Neuroscience of Visual Impairment. MIT Press, Cambridge (2011)CrossRefGoogle Scholar
  8. 8.
    Halko, M.A., Connors, E.C., Snchez, J., Merabet, L.: Real world navigation independence in the early blind correlates with differential brain activity associated with virtual navigation. Hum. Brain Mapp. 2013 PMID: 24027192 (2013)Google Scholar
  9. 9.
    Connors, E., Yazzolino, L., Snchez, J., Merabet, L.: Development of an audio-based virtual gaming environment to assist with navigation skills in the blind. J. Vis. Exp. 2013 PMID: 23568182 (2013)Google Scholar
  10. 10.
    Connors, E., Chrastil, E., Snchez, J., Merabet, L.: Virtual environments for the transfer of navigation skills in the blind: a comparison of directed instruction vs. video game based learning approaches. Front. Hum. Neurosci. 8, 223 (2014). doi: 10.3389/fnhum.2014.00223 CrossRefGoogle Scholar
  11. 11.
  12. 12.
  13. 13.
  14. 14.
  15. 15.
    Deliverable Technical Report of the EU project FIC-3, SUB-GRANT AGREEMENT N CALL 2–28Google Scholar

Copyright information

© IFIP International Federation for Information Processing 2017

Authors and Affiliations

  • Laura Giarré
    • 1
    Email author
  • Ilenia Tinnirello
    • 2
  • Letizia Jaccheri
    • 3
  1. 1.DIEFUniversità di Modena e Reggio EmiliaModenaItaly
  2. 2.DEIMUniversità di PalermoPalermoItaly
  3. 3.Department of Computer ScienceNTNUTrondheimNorway

Personalised recommendations