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Information Technologies for Visually Impaired People<br />

The pen tablet allows users to work with any s<strong>of</strong>tware –<br />

Internet games, PowerPoint presentations, educational<br />

games – provided that these applications meet two requirements:<br />

they must be guided applications (i.e. they must be<br />

equipped with sound to guide the learner), and the screens<br />

used in the activity must not change too <strong>of</strong>ten. An example<br />

<strong>of</strong> these activities can be seen in [4].<br />

To find out about making and adapting the overlays, see<br />

the guide in [5].<br />

Tablet PC enables learners with low vision to work with<br />

an application using an optical pen instead <strong>of</strong> mouse. Windows<br />

Journal provides an easy way for pupils to start learning<br />

reading and writing skills by transforming the information<br />

directly to a word processing program.<br />

Touch screen.<br />

This peripheral is an indispensable ally for learners with<br />

very low vision as it provides computer access to learners<br />

who cannot yet control a mouse. The hand is a direct prolongation<br />

<strong>of</strong> what they see with their eyes and they don’t<br />

need to perform the necessary hand-eye coordination via<br />

any intermediary device.<br />

Digital projector and interactive whiteboard.<br />

The digital projector is a basic tool in a visual stimulation<br />

room. It allows us to project the image <strong>of</strong> a computer<br />

screen wherever and as large as we want. This tool, used in<br />

an appropriate working environment with dim lighting and<br />

sound etc. and with appropriate visual stimulation s<strong>of</strong>tware,<br />

allows pr<strong>of</strong>essionals working with learners with low vision<br />

to evaluate the visual acuity <strong>of</strong> their charges and conduct<br />

visual training exercises.<br />

Examples include the EVO program (Estimulación<br />

Visual por Ordenador or Computer Generated Visual Stimulation)<br />

[6] and EFIVIS.<br />

QWERTY keyboard.<br />

From 7-8 years old, learning the QWERTY keyboard is<br />

fundamental to accessing computers and their applications.<br />

This learning process is structured in stages. First the basic<br />

keys are introduced (cursor arrows, enter, spacebar) by<br />

means <strong>of</strong> interactive games such as stories (Sleeping Beauty,<br />

Little Red Riding Hood, etc.) [7]. Next the numeric keyboard<br />

is introduced, using talking calculator s<strong>of</strong>tware or<br />

specific games, for example. Finally, the whole keyboard is<br />

Screen reader Screen magnifier<br />

Jaws Zoomtext – Magic<br />

OFFICE AUTOMATION – INTERNET – EMAIL<br />

Computer<br />

Tablet PC (low vision)<br />

Laptop<br />

Braille display<br />

Figure 2: Tools Selected for the Second Stage<br />

learned using traditional typing instruction methods (for<br />

example, learners with low vision can use Teclado 2.0 s<strong>of</strong>tware<br />

which lets you alter letter fonts and background colours,<br />

and blind learners can use word processing and a screen<br />

reader, or ONCE’s DIO interactive typing program). Strategy<br />

and skill games that are controlled by the keyboard may<br />

also be used [7].<br />

3 Working Methodology and Basic Resources in<br />

the Second Stage<br />

In the second stage, once learners with visual impairment<br />

have learned how to use the QWERTY keyboard, they<br />

can go on to use most <strong>of</strong> the applications included in the<br />

curriculum. Some specialized applications are now introduced<br />

(the JAWS screen reader and screen magnifiers), and<br />

the use <strong>of</strong> standard (computer, laptop) and special (braille<br />

display) devices.<br />

Below we show how we introduce peripherals and s<strong>of</strong>tware<br />

based on our experience at the Resource Centre and at<br />

regular schools.<br />

3.1Tools<br />

The tools selected (see Figure 2) are basically the following:<br />

Laptop.<br />

Once the learner has learned how to use the QWERTY<br />

keyboard, we introduce the use <strong>of</strong> the laptop in the classroom<br />

as a tool that provides access to information and the<br />

day-to-day work in an effective and independent manner.<br />

For blind learners we use laptops with the JAWS screen<br />

reader, and for learners with low vision we use laptops with<br />

screen magnifiers.<br />

JAWS screen reader.<br />

This program captures information from the computer<br />

and delivers it to the user as voice and/or braille output.<br />

Zoomtext or Magic screen magnifiers.<br />

These magnify the characters and enable the colours to<br />

be configured according to the needs <strong>of</strong> low vision users.<br />

Braille display.<br />

This is a device that is connected to a computer and converts<br />

the information on the screen, line by line, into braille<br />

for blind users.<br />

At [8] interested readers can obtain further information<br />

and download demos <strong>of</strong> the abovementioned programs.<br />

3.2 Working Methodology<br />

Since learners with low vision generally have no difficulty<br />

following the set curriculum in spite <strong>of</strong> having to use<br />

a screen magnifier, our working methodology will concentrate<br />

on blind learners.<br />

It is important to bear in mind that, while the tools we<br />

use are fairly standard, the way we teach them is necessarily<br />

special, since the graphical environment provided by the<br />

Windows operating system, and practically all applications,<br />

enable most normally sighted people to use them in an almost<br />

intuitive manner whereas the visually impaired, and<br />

especially the totally blind, find them difficult to use.<br />

64 UPGRADE Vol. VIII, No. 2, April 2007 © Novática

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