This thesis has as its primary objective the providing of a new tool which allows people visually impaired to learn math functions by the extensive use of sounds and touch. In particular, this thesis aims to feel the gap with the lack of e-learning tools for people with visual disabilities. In subjects like mathematics, where graphs are extensively used, it can be challenging for individuals with visual disabilities to grasp concepts such as lines or curves. The absence of dedicated e-learning tools exacerbates this difficulty, making the study of these subjects significantly more challenging for them. The work of this thesis consists of having developed by using the framework Unity an application for Android devices and iPad which allows to draw in a classic way lines and parables in a Cartesian plane. This work was then extended by associating to each point of a equation a specific sound which enables visually impaired people to recognize in which quarter of the Cartesian plane they were actually, by exploring the interface using the touchscreen of the device. The Cartesian plane was then also enriched by specific points of interest to allow the users to can rebuild the equation represented in the Cartesian plane in their mind. Tests were conducted with students to assess the effectiveness of this work, and notes were also taken on how this application can be made more accessible in the near future. The primary goal remains to make education, in this case in the mathematical context, accessible to everyone.
This thesis has as its primary objective the providing of a new tool which allows people visually impaired to learn math functions by the extensive use of sounds and touch. In particular, this thesis aims to feel the gap with the lack of e-learning tools for people with visual disabilities. In subjects like mathematics, where graphs are extensively used, it can be challenging for individuals with visual disabilities to grasp concepts such as lines or curves. The absence of dedicated e-learning tools exacerbates this difficulty, making the study of these subjects significantly more challenging for them. The work of this thesis consists of having developed by using the framework Unity an application for Android devices and iPad which allows to draw in a classic way lines and parables in a Cartesian plane. This work was then extended by associating to each point of a equation a specific sound which enables visually impaired people to recognize in which quarter of the Cartesian plane they were actually, by exploring the interface using the touchscreen of the device. The Cartesian plane was then also enriched by specific points of interest to allow the users to can rebuild the equation represented in the Cartesian plane in their mind. Tests were conducted with students to assess the effectiveness of this work, and notes were also taken on how this application can be made more accessible in the near future. The primary goal remains to make education, in this case in the mathematical context, accessible to everyone.
Accessible Mathematics: Representation of Functions through Sound and Touch
GATTO, SALVATORE
2022/2023
Abstract
This thesis has as its primary objective the providing of a new tool which allows people visually impaired to learn math functions by the extensive use of sounds and touch. In particular, this thesis aims to feel the gap with the lack of e-learning tools for people with visual disabilities. In subjects like mathematics, where graphs are extensively used, it can be challenging for individuals with visual disabilities to grasp concepts such as lines or curves. The absence of dedicated e-learning tools exacerbates this difficulty, making the study of these subjects significantly more challenging for them. The work of this thesis consists of having developed by using the framework Unity an application for Android devices and iPad which allows to draw in a classic way lines and parables in a Cartesian plane. This work was then extended by associating to each point of a equation a specific sound which enables visually impaired people to recognize in which quarter of the Cartesian plane they were actually, by exploring the interface using the touchscreen of the device. The Cartesian plane was then also enriched by specific points of interest to allow the users to can rebuild the equation represented in the Cartesian plane in their mind. Tests were conducted with students to assess the effectiveness of this work, and notes were also taken on how this application can be made more accessible in the near future. The primary goal remains to make education, in this case in the mathematical context, accessible to everyone.File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/61407