Blind interactive simulation cricket user training
Overview
The project will construct a virtual practice and training environment for sports people within
HE programmes who are blind or have visual impairments using an existing 3D virtual sound application combined with Wii technology.
Working with undergraduates, teaching staff and practicing coaches from a Foundation Degree in Community Sport Coaching; we will implement a User centred Innovation development model to create a scalable learning space applicable across
HE in a range of contexts where kinaesthetic learning styles and ear / hand coordination may be appropriate. The ‘space’ can be integrated into regular learning environments and e-learning contexts.
Aims & Objectives
This project creates a bespoke digital interactive practice and coaching space for Blind Cricket.
- It offers players and coaches an unprecedented autonomy in their control of practice times, access to facilities for practice, and the design of coaching drills and applications.
- The potential for the development of individualised performance is complemented by access to the collective norms and standards for skill-development and match-play which are embedded in the environment along with opportunities to work with coaches and other players, thereby consolidating Blind Cricket as a community of practice.
- The creation of a digital environment with lean but flexible architecture and established Wii UI to a personal 3D audio environment, allows for technology transfer nationally, internationally and to other blind sports.
Overall Approach
Initially, we will integrate the two software environments - a relatively straightforward task – as both environments were developed in Adobe Director. We are essentially applying a new UI to the existing 3D audio space. This is the essential technology pre-work.
We will then apply a user centred design approach both for the cognitive and pedagogical development phases. Evaluation then becomes integral to the development process. We would not be building a full cricket game… we would be developing an understanding of cognitive issues and the range of parameters that will drive an effective interactive virtual audio space.
Our evaluation methods range from formal usability testing in usability labs, field observation and small focus groups of users. We will have one user group involved throughout the process. We would then trial on ‘cold’ groups subsequently.
Expected Project Outputs
- Integrated Wii driven 3D audio space
- Playable download
- Trials for Blind Cricket simulation
- Understanding of cognitive boundaries and usability issues
- Use cases for scaling to full applications and domains other than cricket
Expected Project Outcomes
- A specific Blind Cricket orientated exemplar of a scalable learning space applicable across HE in a range of contexts where kinaesthetic learning styles and ear / hand coordination may be appropriate.
- A ‘space’ that can be integrated into regular learning environments and e-learning contexts.
- A generic virtual space which can be applied in a range of curricular areas to include physics as well as sports coaching.
Project Staff
Project Manager:
Barbara Zambrini - Gamelab London
Project Team:
Martin Wright - Gamelab London, London Metropolitan University
Role: concept development; producer
David Blundell – London Metropolitan University
Role: field studies; user testing; dissemination
Richard England - Gamelab London, London Metropolitan University
Role: developer of 3D audio game environment
Simon Schofield – Nottingham Trent University
Role: integration of technologies co-ordinator
Steven Battersby – Nottingham Trent University
Role: developer on the use of Wii interface