Mental Representation of Navigation through Sound-Based Virtual Environments Jaime Sánchez Department of Computer Science, University of Chile, Santiago, Chile Gloria Noriega Department of Computer Science, University of Chile, Santiago, Chile Carolina Farías Department of Computer Science, University of Chile, Santiago, Chile Please address all correspondence to: Jaime Sánchez University of Chile Department of Computer Science Blanco Encalada 2120, Zip Code 2777, Santiago, Chile Phone Number: 56-2-9780502 Fax Number: 56-2-6731297 E-mail address: [email protected] Paper presented at the Annual Meeting of the American Educational Research Association New York City, March 24-28, 2008 1 Mental Representation of Navigation through Sound-Based Virtual Environments Jaime Sánchez Department of Computer Science, University of Chile, Santiago, Chile Gloria Noriega Department of Computer Science, University of Chile, Santiago, Chile Carolina Farías Department of Computer Science, University of Chile, Santiago, Chile Various studies have analyzed the capacities that blind people possess for spatial representation, utilizing movement, verbal descriptions and tactile maps. We have investigated the mental image that blind users manage to model the navigated space using virtual environments supported by specialized sounds, obtaining revealing results. This paper consists of a comparative study between the representation of restricted navigation virtual spaces and free navigation virtual spaces. To these ends, users have interacted with AudioDoomII and AudioLink, both soundbased virtual worlds. For each of the environments the participants were asked to form multiple concrete representations and then evaluated and compared. The results demonstrate that a virtual world with more highly restricted navigation is represented with a higher degree of exactitude than a world with a freer navigation. The latter is more similar to the real world. Keywords: Blind users, spatial sound, cognitive maps, spatial representation, virtual navigation, open and restricted virtual environments. Introduction Spatial knowledge and cognition are important for navigation and mobilization in blind people. Carreiras & Codina (1994) confirm that blind people are capable of construing spatial images from verbal descriptions, although their level of success is less and requires more time than a sighted person. Another study (Ungar, Blades & Spencer, 1996) concludes that, as it may be true that visual experience facilitates the construction of spatial representations, it does not guarantee that the totality of the information from a given environment will be integrated and effective. A mental representation is a process used to represent the external world internally, as it is perceived by the sensory systems (Greca & Moreira, 2000). An associated concept can be found in the mental image which, according to Bishop (1989), is obtained from the visual processing of an individual combined with his or her interpretation of the figurative information perceived. The images are, for Johnson-Laird (1983), as much a product of perception as of the imagination, and correspond to concrete visions of a mental model created by the individual. He also proposes that people reason through mental models which turn out to be an internal representation of information that analogously corresponds to that which is being represented (Johnson-Laird, 1996). 2 In understanding that a great part of our mental models are constructed from vision, and that they are fed by other sensorial avenues, blind people need to maximize their use of the other channels of sensory information in order to construct effective images of the environment. In this way, it would be most logical to think that the mental models developed by blind people are less exact in relation to those elaborated by sighted people. In this subject, Lahav (2005) proposes that the biggest difficulty for blind people lies in the fact that the lack of vision and subsequent impossibility to collect information by means of the visual sense impedes their generation of effective mental maps of a determined space and the ability to utilize them competently. She suggests that the mental mapping of spaces and of the possible routes to navigate those spaces is essential in order to develop orientation and mobility skills. To compensate for the lack of vision by using the other sensory channels to collect information from the surroundings would contribute to the anticipation of mental maps and unknown environments and would improve the spatial performance of blind people. There has been a diversity of investigations to explore how blind children can come to know space and navigate in a virtual environment by using sound. Mereu & Kazman (1996) proved that 3D audio interfaces used by a blind person helps him or her to locate a given point within a three-dimensional space. Lahav & Mioduser (2002, 2004) studied the capacity of blind people to develop mobility orientation and spatial knowledge skills through the use of a multisensory virtual environment, finding that the visually impaired users are capable of mentally representing virtually traveled spaces, this being the first step towards achieving better movement. Simonnet, Guinard & Tisseau (2006) developed a haptic interface which allows blind users to create and simulate embarkation itineraries through the use of their own voices. This study approached the diverse strategies utilized by blind sailors to construct their own spatial representations when using maps, based on recent theories that point out that those sailors who lack vision, in spite of being able to construct cognitive maps of their environment, tend to construct egocentric and sequential images of space. A number of studies (Sánchez & Elías, 2006, 2007; Sánchez, Lumbreras & Cernuzzi, 2001; Sánchez & Zúñiga, 2006) have demonstrated that the use of sound-based educational software accompanied by cognitive tasks can help children with visual disabilities to develop diverse thinking skills impacting positively in their learning. As regards the mental modeling of space, the pioneering investigatory work done with the AudioDoom software in 1999 (Lumbreras & Sánchez, 1999) validated the fact that navigation in virtual environments by means of sound and without visual cues can produce an intellectual development that allows a blind learner to easily map a determined physical space (Sánchez et al., 2001). However, following the promising results obtained with AudioDoom in as much as being concretely modeled from a virtual environment, we wonder if it is not only possible for blind learners to achieve representation of the environments traveled with a maximum level of 3 accuracy, but if they could also achieve spatial knowledge and efficient navigation by using sound-based interfaces with distinct styles of navigation. Research Problem and Hypothesis Even if the mental models are constructs of an individual nature that cannot be directly explored, they can be symbolized and represented through a physical model. Through these representations we mean to study how blind users, using audio-based, free and restricted navigational interfaces, are able to model space. With this purpose in mind, it interested us to inquire into what exactly are the mental representations of a navigationally free and restricted virtual environment, constructed by blind or visually impaired users through audible cues. This allowed us to define three assumptions: 1. Mental representations from a restricted navigational environment are more exact than those from a free environment. 2. Mental representations from a restricted environment require less virtual travel than mental representation from a free environment. 3. Mental representations of restricted spaces are more extensive in as much as the quantity of the map that is able to be represented, than is that of the free environments. AudioDoomII Description AudioDoomII (Sánchez & Zúñiga, 2006) is an audio-based virtual environment that emulates the traditional game “Doom”, and that offers the visually impaired user useful auditory cues to orient him or herself spatially within the game’s different mazes. It is an expanded and upgraded version of AudioDoom (Lumbreras & Sánchez, 1999) including more maps and mazes and logging actual use tools. Mode of Interaction In order to navigate the software, those computer keyboard keys that are most familiar for blind users have been selected for use (see Figure 1). In this way, they use the keys f and J which have a relief mark in all keyboards, and which serve blind users as a point of reference. Model of the Environment The metaphor followed by AudioDoomII is associated with the original Doom game, where the player and protagonist must run through a maze which simulates the corridors of a space ship, confronting distinct acoustic elements which represent monsters and other creatures, with the objective of finding the way out and being able to save the world from these threats. The game is composed of different levels, in which each corresponds to a distinct maze and that 4 imply higher levels of complexity. FIGURE 1. Keys utilized for interaction with AudioDoomII (darkened keys) For the specific use of this study, a special and more complex maze was developed (see Figure 2), in order to challenge the auditory and spatial memory abilities present in the young group of participants. FIGURE 2. Image of AudioDoomII maze utilized as a virtual environment of restricted navigation Feedback for the User Travel in the above mentioned maze is accessible to the blind user through audible cues. The configuration of the sound used in the software was stereo sound. In this way each element in the maze (monsters, mutants, doors) and each action taken by the player (walking, picking up bullets, shooting, opening doors), possesses a characteristic sound that also provides references about the player’s spatial location which could be left, right or center, in which the sound is heard from both sides. Graphic interface The graphic interface provided by AudioDoomII can be seen in Figure 3 (for the 5 facilitator, educator or parent), in which each sound action and interaction with the elements of the game produce a written visual feedback to the left of the screen. FIGURE 3. AudioDoomII interface showing the written visual feedback of the actions performed by the user Audiolink Description The AudioLink software (Sánchez & Elías, 2007) corresponds to a role playing game (RPG) in which the player controls a main character through which he or she interacts with the virtual world and its elements. The user can navigate distinct scenarios, interact with other virtual characters, take up and use objects as well as various other actions, with the purpose of fulfilling a series of objectives that end up tying together the different storylines presented in the game. It is also possible to attempt optional searches which lead to additional benefits. To increase the playability of AudioLink, all the missions have associated rewards for the protagonist, such as distinct items or objects that allow him or her to access new searches and rewards. Each of these missions is also associated with different science learning concepts. The successful completion or incompletion of the different missions produce different sub-storylines and outcomes in the game, in that the game includes sequential, parallel, optional and alternative storylines. Mode of interaction The virtual interaction is performed by means of the keyboard, where those keys that are most familiar and frequently used by the end users were selected for use (see Figure 4). 6 FIGURE 4. Keys used for interaction with AudioLink (darkened keys) Model of the Environment The navigation through the different environments and spaces replicates a successful model used for commercial videogames designed for blind users which follow a third-person metaphor with a camera view fixed from an above and behind position. This model of navigation has been adjusted to the needs of blind children, having added auditory cues of quadraphonic sound which allows them to form a mental construction of the space. The representation of the surroundings is described in a XML file in which all the attributes that characterize the different scenes can be found. In the xml structure (see Figure 5) there are a series of elements that define the storylines, which can also be modified, extended or eliminated through its structure. FIGURE 5.Representation of the virtual world’s structure Feedback for the User The sounds are key elements in the development of AudioLink. Following the first evaluations the need to employ spatial sound was apparent, and was done using a configuration of quadraphonic sound which supports the construction of mental spaces by the users. In this way, 2D sound tracks were used for information that does not require spatial references (dialogues, scene descriptions, help and warnings), and spatial sound was used for all the elements that are necessary to locate spatially within the game (footsteps, doors, characters and objects). Graphic Interface 7 In this software a large-scale virtual environment is created, incorporating more than 150 different scenarios (see Figure 6). These are grouped together in 6 characteristic zones: forest of light, black island, lost desert, central city, white mountains, and Thor’s volcano. Each of these places has a particular graphic and is differentiable from the other spaces. FIGURE 6. Image of AudioLink’s central city, a free navigation virtual environment Evaluation Methodology The research performed was of an exploratory-descriptive nature, with special emphasis on the observation of the phenomenon in question and on the analysis and interpretation of the information processed and the comparison of data. It is a preliminary study in which the results obtained and collected will constitute the foundation in a continuing and deepening research of the object of study in future stages. The main search that we initiated with this research was focused on the comparison between the mental representations that the blind participants formed a restricted virtual environment versus a free navigation virtual environment. More specifically it was proposed that the participants would be capable of mapping, with concrete material, the maze simulated in the restricted virtual environment. And, in the end, with the results of both projects there would be a comparison of the representations formed by participants with the recordings stored in the software in order to process and analyze the data contained in each software. Participants 8 The sample group selected for this study consisted of 9 young people of both genders, aged 18 to 31. All the subjects had been diagnosed with blindness or low vision, all legally blind (see Table 1). TABLE 1 Sample description Case 1 2 3 4 5 6 7 8 9 Gender M F M M F F M F F Age 22 28 29 20 22 27 31 27 18 Diagnostic Oftalmologic Retinitis Pigmentosa Diabetic Retinitis Retinitis Pigmentosa Atrophy of the Optic Nerve Neurofibromatosis, Neucoma Diabetic Retinopathy Chronic Uveitis Retinopathy Myopia, Retinitis Pigmentosa Level Of Vision Low vision Totally Blind Low vision Low vision Low vision Totally Blind Totally Blind Totally Blind Low vision Procedure The work was carried out during a period of three months, with one work session of 1.5 hours each week. Each of these sessions corresponded to a phase of cognitive testing (see Figure 7) which was configured on the basis of two learning activities in agreement with each software program. FIGURE 7. Participants during the distinct phases of the cognitive testing In the first session both virtual environments (AudiodoomII and AudioLink) were presented to the participants so that they could familiarize themselves with the operations and interact with each one. In the following sessions, and to maintain the interest and motivation of the participants, we proceeded to the alternated execution of the learning activities. The procedure utilized in the process of the interaction between the user and the software consisted of the running of a maximum of three continuous gaming, and posterior representation 9 of the space traveled. The duration of each run depended on the performance of each participant. The didactic sequence in the development and progression of both the learning activities was: 1. Concrete representation through the use of a board and Lego pieces. The learner arranges the pieces in a surface constructing the labyrinth or path followed during gaming. 2. Graphic representation using a whiteboard and markers. Each user draws on the blackboard the labyrinth or path followed until reaching the destination spot. 3. Representation by corporal movement, simulating the route taken in the game. By the means of the learners own corporal movements each learner shaped his or her mental registering and the extension of each corridor reached in every virtual space. In the case of AudioDoomII, whose maze complex was composed of three corridors, to complete a more efficient interaction, each user was requested to choose and represent only one of the routes traveled. Afterwards, and once this objective had been accomplished, it was possible for the users to choose another of the maze corridors and follow the same procedure to its completion. Complementarily, records were taken from the simulation of the body movements made by the users while they traveled in the game. In this way it was possible to trace and represent in the most accurate way the mental record of the extension of each corridor, each with its own corresponding movements. In the learning activity for AudioLink, the participants were requested to map out at least one of the possible routes from the start of the game, that is, from the house of the main character, to the end point, which is the house of the secondary character. In this way, the participants had to make an exhaustive exploration of the virtual surroundings in order to complete the task. Instruments of Evaluation For the analysis and evaluation of the interactions and virtual navigation carried out by each user in every one of the software programs, the event recording tools and data processing methods described below were used. AudioGram AudioGram is a tool that helps in the analysis of quantitative data obtained during the interaction between a user and the virtual world. This tool is capable of taking the players’ login file and displaying an analysis of any particular game’s information on the screen. In the analysis a time-line containing different events representing the player’s actions in the game is shown. The actions are, for example, the opening of doors, shots fired, reloading bullets, the elimination of monsters and steps taken among others. It is also possible to move along the time-line in both directions in order to observe some particular sequence of actions in more detail. This option is associated with two additional elements: a textual description of the actions, the same as that which is presented during the game and a miniature map that shows the exact position of the player on the map at the selected time (see Figure 8). 10 Using this display as provided by AudioGram, it was possible to observe and keep evidence of the number of virtual routes that each user traveled for each of the halls in the maze. AudioGram also provides the possibility to observe some variables in the long-term, such as the total game time, the quantity of actions, different errors and encounters among others. This data is depicted by the software in order to show the gaming variations of a single subject. In the horizontal axis of the graphic, the number representing each particular game appears, and the program gives the option to select a specific game in order to open a detailed analysis in another window (see Figure 8). FIGURE 8. Audiogram displaying the analysis of one and various games In figure 8 on the left, the analysis and the information on a single game session offered by Audiogram and stored in the software can be seen. On the right, a graphic corresponding to a series of interactions performed by the same user in distinct game sessions is presented. LinkGram LinkGram is a support tool for the use of AudioLink educational software, designed to process and analyze the data of a single game session that has been recorded in the software. 11 FIGURE 9. Linkgram interface When the user loads this program, a first window is launched with information relating to the scenarios traveled by the player, the times that the player stays in each scenario, the name of the scenario, the total game time, an inventory of the objects collected by the user and an option to revise a more detailed account of any particular scenario. For this last one, a second window is generated which is illustrated on the right in figure 9, where a map of the game appears in the upper right hand of the screen, as well as a list of the actions performed and the general statistics with respect to the movements made in the scenario under review, such as the number of encounters, the number of objects obtained, both used and unused, conversations with other characters, and a request for descriptions of the most important alternatives for the analysis. Guideline for evaluation of the exactitude of the representations To evaluate the mental model that each learner could shape in his or her concrete representations, a measurement instrument was designed by the authors. Two special education teachers that are specialists in children with visual disabilities administered the initial and final evaluation as well as the cognitive testing. Initially the evaluation instrument was designed based on a series of 22 indicators related to degree of exactitude of the mock-ups made by users. However, from this initial instrument we detached a second and final measurement instrument that classifies and includes the initial 22 indicators into the following 5 essential indicators: 1. Adequate Location: the correct position within the concrete representation, provided to the starting and final spots of the route. 2. Shows landmarks: the inclusion in the map of elements such as objects, people, and sounds that the learner confers high relevance and uses as aids to map the path followed. 3. Proportional use of the halls and paths: similar or balanced dimensions in the length and width used by the learner to replicate the routes. 4. The routes taken are of a correct orientation and direction: each path or corridor is designed in congruence with the virtual space navigated. 12 5. The model is complete and precise: referred to the extension or totality of the represented map and the degree of similitude or fidelity with the topography of the virtual space navigated. Each representation made up by the users was examined according to these criteria, which allowed determining an index of achievements for each of the reproductions. The scoring for each design fluctuated between 0 points, for a minimal grade of elaboration, and 5 points for the maximum grade of exactitude according to the previously mentioned criteria. Through this data a general performance average was obtained for each participant in the representations elaborated for both virtual environments separately. Results The results obtained are promising. In total, the sample group was able to elaborate 45 representations in the restricted navigation environment (AudiodoomII), and 31 representations of the free navigation environment (AudioLink) From the data displayed it is possible to determine that for a restricted environment like AudiodoomII, on average, 15 interactions with the software are required per participant in order to form 5 representations. For an open navigation like AudioLink, on average, 9 interactions with the software are required per participant in order to form 3 representations. In both cases, a relation of 1 to 3 is obtained in the number of runs to the number of reproductions. TABLE 2 Average number of virtual runs and representations performed by each participant Sample Average Virtual Runs AudioDoomII AudioLink Number of Representations AudioDoomII AudioLink 15.1 8.8 5.2 3.4 According to the representations elaborated by the sample group, the following is a presentation of the average level of exactitude achieved by each participant in the reproduction of both virtual environments. It is worth pointing out that each participant formed a different number of reproductions. Judging from the averages obtained in the evaluations of both software it is possible to indicate that, as for representations, AudioLink has slightly higher exactitude scores than AudiodoomII, scoring 6 decimals of difference even when, according to the information displayed above (see Table 2), the number of representations formed in AudioLink are inferior (3) to those formed in AudiodoomII (5). 13 FIGURE 10. Average of exactitude achieved in the representations of both virtual environments In as much as the exactitude scores of the two environments, 6 of the participants obtained the best scores in their representations for AudioLink and 3 participants scored as high in AudiodoomII (see Figure 10). Analysis of the Results according to the Evaluation Guideline The following is a presentation of the results obtained for each indicator included in the guideline for the evaluation of exactitude utilized to determine the degree of accuracy of the free navigation representations (AudioLink) and those of restricted navigation (AudioDoomII). Indicator 1: Appropriate location of the starting and finishing points. For AudioLink, 27 of the 31 representations elaborated by the sample group (87%) obtained favorable scores with respect to a better location of the starting and finishing points in a given run. In AudioDoomII, 24 of the 45 representations of the maze (53%) obtained optimal results (see Figure 11). Indicator 2: Shows signs or points of reference within the map. In AudioLink, 25 of the 31 representations (80%) incorporated landmarks. In AudioDoomII, 26 of the 45 representations (57%) incorporated supporting references within the map (see Figure 11). Indicator 3: Proportional use of the corridors or paths is observed. For AudioLink, 1 of the 31 designs (3.2%) shows proportionality. This lone case, however, is one which obtained the maximum score for this indicator. In AudioDoomII, 16 of the 45 designs (35.5%) show higher proportionality in their maps (see Figure 11). Indicator 4: The routes represent the correct orientation and direction. For AudioLink, 18 of the 31 representations were favorably evaluated, which corresponds to 58% of the sample group. In AudioDoomII, 24 of the 45 representations were favorably evaluated, corresponding to 77% (see Figure 11). The previous indicators 3 and 4 show AudioLink with lower indexes than AudiodoomII 14 for its representations. In these cases, the conditions of free navigation software like AudioLink allow the participants to move in any direction, as long as they get around the obstacles that are presented in their path. This property of the game is that which makes a difference with AudiodoomII, where each participant has only one alternative or way to accomplish a predetermined route, facilitating the structuring of that virtual space. Indicator 5: The model is complete and precise. In order to determine the exactitude of the reproductions, we considered it necessary to explore in depth the criteria that are considered as the desirable qualities in this item. By “complete model” we refer to the extension or totality of the map that is represented and “precise model” refers to the degree of similarity and accuracy with the topography of the virtual space traveled. For AudioLink, 10 of the 31 representations (32%) are considered to be complete and precise. In AudioDoomII, 17 of the 45 representations (37%) are observed as complete and precise (see Figure 11). In this regard, the percentage is slightly higher in AudiodoomII. However, using the representation it is possible to observe that while the number of interactions increases in one software, or the other, the maps created also increases their levels of precision and extension. FIGURE 11. Comparison of the results in scores obtained for the representations of both software programs It can be established, then, that the degree of exactitude in the representations of AudiodoomII achieved a total result of 59%, while the general exactitude for AudioLink reached 45%. Conclusions Having presented the results of this study and in agreement with the performances of the sample users in the elaboration of concrete representations of the virtual environments traveled, it is possible to conclude that the mental representations of a closed environment are more exact that those of an open environment. 15 Based on the results obtained it is possible to sustain the assumption: Mental representations from a restricted navigational environment are more exact than those from a free environment. The evaluation of exactitude expressly demonstrates that the representations formed on the basis of the restricted navigation environment (AudioDoomII) are more precise, reaching a total percentage of 59% and scoring 14 percentage points of difference with respect to the results obtained by the navigation software operating in an free environment (AudioLink), which averaged 45% exactitude. Even though AudioDoomII representations showed higher fidelity with the virtual environment, the representations designed for free navigation in AudioLink were not far away from the originals, rather, they surprisingly reached progressive levels of exactitude. The sound quality (audio cues) was a determining factor to form more exact mental representations in a free environment. AudioDoomII provides concrete audible cues in the way of footsteps when walking/advancing, which permits the user to be able to estimate the dimensions of the corridors traveled and, in this way, to more easily represent them afterwards. AudioLink, in spite of the fact that it too provides auditory cues that inform the use on the spatial progress of the character, does not use a system that is equally tangible, which explains the difficulty demonstrated by the group of participants to model this space with high levels of exactitude. The presence of a diversity of objects and concrete audio cues in the virtual environments allow to conjecture that learners with visual disabilities require points of reference to represent free environments with higher fidelity. The indicator in which AudioLink reaches the highest percentage of achievement is precisely that which refers to the depiction and use of landmarks within the map. In this way, and judging from the evidence offered by the evaluations of exactitude, we can establish that the blind participants require points of reference and very concrete auditory keys to be able to represent open environments with higher degrees of accuracy. As such, we can conclude that the mental representation of a restricted environment requires less virtual travel than the mental representation of a free environment. If, as it is, this hypothesis ends up being effective, there are also many considerations. In a free navigation environment there are differences associated with the act of exploring the space, given that it allows for multiple movements in any direction and is composed of numerous characters and elements with which it is possible to interact and obtain information, which makes navigation in this kind of space always slower in comparison to the other software. In a restricted navigation environment, although it is configured on the basis of a maze complex, the participants have to choose one of three routes, each one with a distinct dimension, in order to form a concrete representation. If the dimension was different in each maze, the 16 necessary time used to explore each one would also be quite different. In AudioDoomII, the participants of the sample group achieved an average of 15 virtual runs in the game, while in AudioLink the average number of runs is 8 (see Figure 11) for each member of the sample group. Therefore, it is possible to affirm that AudioDoomII favored more precise interactions between the user and the software in as much as quantity is concerned, but this is not so in as much as the time used in the navigation. On the contrary, the characteristics of AudioLink needed more extensive interactions in as much as the time, and less when referring to the quantity of interactions with the environment. With AudioDoomII the participants required approximately 6 virtual runs in order to form a more exact representation; with AudioLink they had to explore the space more than 6 times in order to achieve an equally effective representation. As such, in that they are less extensive, the interactions with AudioDoomII were briefer as far as time is concerned, which allowed each user a higher number of runs in one single session. On the other hand, the interactions with AudioLink were slower, and as such each participant needed to make more detailed explorations of the environment. As a consequence, less runs and less interaction time was necessary in the navigation of the restricted virtual environment (AudioDoomII). However, on the basis of this information it is important to point out that this was possible due to the characteristics of the maze traveled, as opposed to the characteristics of the free environment. These results also do not permit us to conclude that the mental representation of restricted spaces is more extensive as far as the quantity of the map that is able to be represented than that of the free environments. This assumption has ended up to be inexact, as through this research it was possible to prove that the blind users are capable of representing both restricted and free environments. Of the total amount of representations created for AudioDoomII (45 designs), 76% corresponded to a complete version of the maze. In the representations elaborated for AudioLink (31 designs), 90% of them achieved a reproduction of the total extension of the space. As such, 7 of the 9 participants of the sample group were capable of elaborating complete representations of a free environment. We want to emphasize participant 1, who was not only one of the participants who achieved the tasks in the most conscious and dedicated manner, but who was also the only participant who was able to precisely represent the three routes of the maze in AudioDoomII. Only one participant, and one that has total congenital blindness as opposed to those who have acquired blindness, did not achieve a positive result in any of the environments traveled. At the beginning of this report we asked ourselves, what exactly are the mental representations of a free or restricted virtual environment, that blind users or those with visual impairment are able to construct by using auditory tracks?. Judging from the results obtained it is possible to sustain that the spatial image that blind participants are able to represent after having 17 explored a sound-based virtual environment with characteristics of restricted navigation as with AudioDoomII, is more exact when compared to the representations formed for the world of free navigation in AudioLink. This reveals that the mental model achieved by the blind participants in a free navigation environment like AudioLink, results in less exact representations of the surroundings. Even when observed as being completed and with increasing degrees of accuracy in representing the virtual space, they cannot be modeled with all the details and are designed with a low level of proportionality when compared to the representations elaborated for AudioDoomII. It is possible to confirm that the auditory cues integrated into both software programs allow for and favor the construction of a mental model of space. This verifies that the more concrete and direct the auditory cues (footsteps in AudioDoomII), the higher the levels of exactitude when modeling the space. To the contrary, when these auditory cues are less concretely perceived, the representation will be less fitting to the virtual world and will lose degrees of exactitude. The participants of the sample group, the majority of them with low levels of vision, were able to elaborate representations that approach an average of 3 points of exactitude, out of a maximum of 5 points. However, it is possible to observe that the only participant that had total congenital blindness did not achieve positive results in any of the two environments traveled. That is to say that the explorations made in both virtual spaces were insufficient to achieve the development of an efficient spatial image of the virtual surroundings, be it a restricted or a free environment. Discussion In the light of the results presented we can reflect more deeply not only on the capability of users with visual disabilities to elaborate mental representations that replicate with high fidelity the virtual space navigated, but also on the diversity of digital tools that are designed and provided to these users. The fact that learners can explore and comprehend a virtual environment and make a concrete replication refers directly to the capacity to concretize the abstract through audio cues that conveys clearly the real and specific information about what is interacted with. This situation projected to the everyday life in the school is proposing the use of a quality audition based on quality sound emissions able to convey to the person with visual disabilities a mental image in accordance with the real world, that is, with concrete physical characteristics such as height, depth, width, and length. This opens a wide array of new opportunities for those who lack of functional vision, such as a scenario were they could walk with the aid of a technology that allow them to “see” the world through sound. The results obtained with young and adult participants interacting with restricted and free navigation environments highlight the question of whether these performances can be similar if we use virtual simulations of free and restricted real environments. For example, if it can be 18 possible that a group with similar characteristics would be able to identify a simulated real life environment using a software program, would it be possible that they could differentiate, compare or even prove distinct routes or paths taken in a virtual environment with others taken on a day-to-day basis in a real life context? After this experience, we can imagine a scenario such as a participant interacting with the virtual maze software (AudioDoomII), then being asked to run two or three circuits of real life corridors so that he or she could compare and recognize which of them is identical to that which he or she explored virtually. The exploration of new alternatives in the use of spatial sound, using 2D, 3D, and quadraphonic sound seems to be a key element. Another contribution would be to integrate and complement the auditory experience, for example, with the use of other technological tools such as haptic interfaces that optimize and bend back over the sensory and cognitive experience. Acknowledgements This report was funded by the Chilean National Fund of Science and Technology, Fondecyt, Project 1060797 REFERENCE LIST Bishop, A. (1989). Review of Research on Visualization in Mathematics Education. Focus on Learning Problems in Mathematics. 11 (1-2), 7-16. Carreiras, M., & Codina, B. (1994). 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