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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamified Model to Support Shopping in Closed Spaces Aimed at Blind People: A Systematic Literature Review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Valentina Solano Mogoll´on</string-name>
          <email>smvalentina@unicauca.edu.co</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Carlos S´anchez Meneses</string-name>
          <email>scarlos@unicauca.edu.co</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>C´esar A. Collazos</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sandra Cano</string-name>
          <email>Sandra.cano@pucv.cl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>IDIS Group, University of Cauca</institution>
          ,
          <addr-line>St. 5 No 4-70</addr-line>
          ,
          <country country="CO">Colombia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>LIDIS Group, Pontifical Catholic University of Valparaiso</institution>
          ,
          <country country="CL">Chile</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In Colombia, building and implementing accessible spaces to include the needs of people with disabilities has always been a challenge for governmental entities. In particular, the visually impaired (VI) community presents difficulties in multiple sectors of society. During the world summit of local and regional leaders[1] addressing these challenges was included in the Agenda for Sustainable Development 2030. Adapting malls and supermarkets infrastructures to include people with disabilities is specially difficult, making tasks such as navigating and shopping for VI people, without external aids, almost impossible. Using a gamified model could help to create a system that allows VI people to shop autonomously while enjoying the process (user experience). A systematic literature review was conducted to find what has been done to allow blind people to shop independently in closed spaces. A total of 876 studies were found in 7 databases. The results of this study show that is possible to use technological developments to assist people during the different steps of the shopping process in closed spaces.</p>
      </abstract>
      <kwd-group>
        <kwd>Shopping Closed Spaces</kwd>
        <kwd>Blind People</kwd>
        <kwd>Systematic Review</kwd>
        <kwd>Gamification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The disabled people currently represent 15% [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] of the world population in which
1.3 billion people have some type of visual impairment. In Colombia, it is
estimated that the population with some kind of disability is approximately 6.4%
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] of the residents. Included in this percentage is the VI community, which
represents the 43.5% [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] of this population, this will be considered as the relevant
market for this study. To interact with the environment, people rely on their
senses (touch, sight, hearing, smell, and taste). This applies to the Shopping
Process as well, so when people enter a supermarket is possible for them to
get the products they need. However, for a visually impaired person, entering a
supermarket is a challenging experience because they cannot interpret the
cognitive signs, which usually are visual. This issue could be solved by changing
the infrastructure of the supermarkets and transforming them into accessible
places for VI people or by introducing innovative solutions that allow VI
people to navigate and find products within the current framework [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Colombia
is one of the countries that do not have accessible supermarkets for blind
people. Therefore, the shopping process for the visually impaired is unpleasant due
to the lack privacy and autonomy. This study aims to research what emerging
technology-based tools have been implemented to support the shopping process
in closed spaces for blind people around the world.
      </p>
      <p>This paper has 5 sections. Section 2 presents an overview of the shopping process
in closed spaces for blind people. Section 3 describes the methodology used for
the systematic review. Section 4 details the results obtained after the review.
Finally, section 5 concludes the study and defines the future work.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <sec id="sec-2-1">
        <title>The shopping process for blind people</title>
        <p>
          Adam Crosier and Alison Handford in their article ”Customer Journey Mapping
as an Advocacy Tool for Disabled People” [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] created a Customer Journey Map
that described a case study involving between five to eight people diagnosed with
different conditions of vision loss. For each person, a follow-up was carried out
from their home to different points in the city such as supermarkets and
warehouses. Based on these actions, the authors defined the phases of the Customer
Journey Map and the emotions that the subjects were feeling throughout the
process. For this study, the Customer Journey Map when the disabled person
entered the supermarket was the main focus of interest, as shown in the Fig.
1. Taking this findings into account, the Customer Journey Map confirms the
critical points and situations where blind people have difficulties shopping in a
store.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Gamification for the blind people</title>
        <p>
          Gamification is a method to apply different elements of game playing to other
activities with the purpose of engaging a product or service to a specific user.
Nowadays, this is a technique widely used to create accessible technology. In
the article ” Interactive Gamification Learning Media Application For Blind
Children Using Android Smartphone in Indonesia ” [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], it is noticed that through
gamification strategies, processes that sometimes are repetitive and tedious can
be turned into something attractive improving user experience. In the article,
the authors stated that:”Gamification creates entirely new engagement models,
targeting new communities of people and motivating them to achieve goals they
may not even know they have [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].”. The results of the article showed that through
gamification, children who were visually impaired were able to learn in a more
enjoyable manner. Proving that gamification is often used on people with visual
disabilities, making this a succesful strategy to improve the way VI people learn
to use new technology.
3
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Research Method</title>
      <p>
        A systematic review of the literature was carried out following the guidelines
proposed by Kitchenham and Charters [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. This process helped to find and
organize the information that exists on a particular topic, below is the review.
The objective of the Systematic Review is to find the technologies proposed by
the academy to aid blind people in the physical shopping process. Since most
of the supermarkets in Colombia are closed spaces, another goal is to determine
whether navigation in these spaces is done through inclusive technologies; and if
gamification has been implemented as an alternative to improve the user
experience in emerging accessible blind technologies.To answer these unknowns, the
following research questions have been posed:
1. What are the technological developments that blind people can use to make
purchases physically?
2. What technologies have been used to perform navigation in closed spaces for
blind people?
3. Are there technological tools to allow blind people to play video games?
The following databases were used to carry out the review, each search considered
documents that have been published in the last 5 years (2015-2020) and the
different filters that the databases allowed.
      </p>
      <p>Searches conducted in English:
– IEEE Xplore (http://ieeexplore.ieee.org)
– ACM Digital library (http://dl.acm.org)
– Ebsco (https://www.ebsco.com/)
– SCOPUS (https://www.scopus.com/home.uri)</p>
      <sec id="sec-3-1">
        <title>Searches conducted in Spanish: 3</title>
        <p>– Redalyc (http://redalyc.org)
Phrases such as: ”indoor navigation blind”,”blind assistive shopping” , among
others, were used to perform the search. However, the documents found were not
specific enough. For example, in IEEE Xplore 1000 documents were obtained on
the subject, which is why the databases’ advanced search tools were used, as
shown below:
– IEEE Xplore: The search was performed in Metadata and Full Text, adding
the following keywords and logical operators, where a 149 documents were
found.
((((“assistive technology”) OR (“indoor navigation shopping”)) AND
(“blind”)))
– ACM Digital library: The search was performed with the command shown
below only taking into consideration the title, the abstract and the keywords.
Where a 289 documents were found.
[[All: ”assistive technology”] OR [All: ”indoor navigation shopping”]]
AND [All: blind] AND [Publication Date: (01/01/2015 TO</p>
        <p>12/31/2020)]
– SCOPUS: The search was performed by title, keywords and summary where
64 documents were found with the following search command:</p>
        <p>(TITLE-ABS-KEY (”assistive technology” AND ”blind”)OR
TITLE-ABS-KEY (”indoor navigation shopping” AND”blind” ))
– EBSCO: Initially, no documents were found taking into account only the
title, abstract and keywords, for this reason we decided to perform the search
on the entire document. As a result, 342 documents were obtained.</p>
        <p>(assistive technology OR indoor navigation shopping) AND blind
– Redalyc: 37 relevant documents were found in this database. Redalyc does
not allow advanced searches with logical operators, so the Google tool is
used with the following command:
(“tecnolog´ıa de asistencia” OR ”navegacio´n en espacios</p>
        <p>cerrados”)AND ciegos site:redalyc.org filetype:pdf</p>
        <sec id="sec-3-1-1">
          <title>3.1 Inclusion and exclusion criteria</title>
          <p>After the search was made, the following criteria was defined to reduce the
number of documents to include in the bibliography.</p>
          <p>– EC1: Documents not related to technologies for the possible development of
the research work.
– EC2: Documents outside the 2015-2020 time range.
The selected documents were screened against the guidelines established below:
– IC1: Documents with models for mobilization in closed spaces for blind
people.
– IC2: Documents that present technological support so that blind people can
participate in the video game environment.
– IC3: Documents that support the physical purchasing process of a blind
person.</p>
          <p>
            Due to the large number of documents found, the guidelines established by
S.Keshav in his article ”How to read a paper”[
            <xref ref-type="bibr" rid="ref9">9</xref>
            ] were applied. These determines
a way to efficiently read an article through 3 steps: first The abstract, titles
and conclusions are read, Second The document is read more thoroughly taking
into account the figures, graphs, and possible references, Third The document is
read in its entirety. Based on this strategy, the documents of each database are
delimited as illustrated in the Table 1.
          </p>
          <p>This systematic review was updated on July 30, 2020. A total of 876
documents were obtained to which the defined inclusion and exclusion criteria were
applied, obtaining a total of 12 articles. Additionally, a search on grey literature
was performed on national thesis repositories. However, there were no other
documents that met the desired criteria. The chosen articles were sorted by title,
authors, year of publication, place of publication, DOI, document ID, database,
and keywords. To perform the data extraction an alphanumeric ID was assigned
to each document starting with the letter D and followed by a number from
[D1],[D2],[D3],...,to [D12].</p>
        </sec>
      </sec>
      <sec id="sec-3-2">
        <title>The articles were reviewed and organized on groups as follows:</title>
        <p>
          NAVIGATION ON CLOSED SPACES These articles presented different
solutions to allow blind people to move in closed spaces, either by using a
smartphone or an accessible hardware designed for this specific purpose.
– Technologies based on smartphones: Most of the articles found posed
solutions developed as mobile applications (6). As shown on a survey applied
to 466 people with visual disabilities in the article ”Exploring the use of
smartphones and tablets among people with visual impairments: Are
mainstream devices replacing the use of traditional visual aids?”[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], Smartphones
have become the main accessibility tool for blind people. This leads to
highlighting the importance of developing design parameters for inclusive mobile
applications; to aid blind people on common daily tasks such as shopping.
The authors concluded that accessible technologies for visually impaired
people are migrating to smartphone-based ones, this claim is supported by the
results obtained in the survey:
• 87.4% of the respondents agreed that conventional devices such as
smartphones are displacing traditional solutions.
• 69.6% of the respondents held that personal use of a smartphone is more
important than a specialized device for daily activities.
• Among the respondents who were smartphone users most of them 89.8%
had been using their smartphone for over 3 years, 7.5% with 1–2 years
of experience, and 2.7% with less than one year from experience.
I. Doush et al. in their article [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] developed an integrated system that helps
blind people to localize objects within a range of 10 cm. The study is based
on 2 pilot cases that helped them define a series of recommendations to
improve navigation systems for the blind. Furthermore, they developed an
application taking advantage of the WIFI, Bluetooth, and RFID modules of
the smartphone device and designed an accessible interface for blind people.
Many other authors studied in this review focused more on navigating blind
people to the entrance of establishments, omitting the process that takes
place within the store. In [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ] S. Alghamdi and A. Meliones et al.
respectively develop applications to know the relative position of the user in
closed spaces, using technologies implemented in the store or supermarket
such as WLAN, beacons, and Tactile Route Indicators integrated through an
application in the user’s smartphone. Some of the developments were limited
to the characteristics of the space where the user intended to use the
mobile application. In [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] people can move autonomously using an application
along with an open software platform like Smart-Space Real-Time Location
System (RTLS) Ubisense, but the places where the system is implemented
cannot change regularly, the authors recommend its use for places such as
hospitals or supermarkets. In [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] a probabilistic algorithm is defined so that
blind people can move with an application in multi-story places.
[
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] analyzes the requirements to develop navigation systems for blind people
taking into account the challenges that emerge on existing ones, the different
design parameters created to overcome the challenges are explained in detail.
They define a complete software structure divided into smaller modules that
handle different phases of the navigation process.
        </p>
        <p>
          In recent years, researchers have managed to integrate many available
technologies into the development of mobile applications. The table 2 summarizes
the technologies used on inclusive mobile applications for blind people, found
on the articles of this section. As shown, the technologies used for the
development of inclusive applications are mostly integrated into the hardware of
current smartphones. The findings show that WIFI is the most used
technology on emerging inclusive mobile applications for the VI. This represents
the tendency of developers to take advantage of the network infrastructure
that already exists to guide blind people in closed spaces.
– Technologies based on hardware different from smartphones: The
solutions proposed for hardware different to smartphones are mostly
wearable devices so that VI people can navigate through spaces with their limbs
free of any restrain. We found 3 fascinating prototypes that aim to help blind
people perform tasks related to the shopping process. In [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ] The authors
proposed a blind-sight navigator (BSN), which is a wearable device in the
form of a backpack and a helmet. The device is integrated with PICS as
microcontrollers to perform image recognition of the place where the user is
moving. Also, there is a device that transmits vibratory signals to the user
to alert them to possible obstacles in the way.
        </p>
        <p>
          The second prototype [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] is a vest that blind people would wear to walk.
The vest is integrated with a camera, an IMU, a laser sensor, and a headset
to give commands to the user. The implemented logic modules allow
navigation in closed spaces and the recognition of objects in space, is an integrated
solution for closed environments with complex structures.
        </p>
        <p>
          In the third prototype, [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] the main objective of the authors was to create
a low-cost and open-source prototype to help blind people solve the primary
task of navigation, orientation, and obstacle detection. The device consists
of a bracelet made in 3D printing that integrates an ultrasound sensor and
an IMU that are low-cost sensors and easy to acquire on the market.
USE CASES The following documents present case studies using two mobile
applications ”MagNav and Ucap”.[
          <xref ref-type="bibr" rid="ref20">20</xref>
          ] presents an application use case:
MagNav, an accessible navigation app. It is a system that guides users employing
auditory signals through a closed space, in this case, the test was performed in
a shopping center in the United States. However, MagNav does not have the
function for object identification. The other case found was also on a mobile
application named UCap [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ], a crowdsourcing application for the visually
impaired persons on an android smartphone. The application uses the camera to
allow customers to take pictures of the product they aim to identify, it should
be noted that the application is exclusively responsible for identifying products.
        </p>
        <p>
          GAMIFICATION There was 1 article that show some research done
regarding gamification strategies for blind people. However, not much information
surfaced about gamification processes applied to blind people. The article [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]
attempts to verify the accessibility of blind people to the gaming environment
in mobile applications. They discovered that most games that offer accessibility
do not allow interaction with other players, a feature that seeks to be improved
by initiatives such as ”Game2Senses”; which is an innovative project for blind
people to participate in a multiplayer game using only the touchscreen and
gyroscope of the device.
4
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>CONCLUSIONS AND FUTURE</title>
    </sec>
    <sec id="sec-5">
      <title>WORK</title>
      <p>The Systematic Literature Review found that 12 out of 876 papers met the
criteria of inclusion defined in this review. There is a lot of research done regarding
accessible technology for blind people. However, there was not much literature
on a integral system to allow blind people to shop autonomously covering all the
challenges that the process imposes. Most of the studies analyzed the navigation
of closed unfamiliar spaces , rather than object recognition; and none of the
studies found, proposed a gamified model for the shopping process.
Since smartphones are slowly replacing traditional accessibility tools; a great
majority of the articles used a mobile application as a tool for transforming
inadequate closed spaces to inclusive places for blind people. Regarding hardware
different to smartphones, the solutions are wearable devices that interact with
the environment the way eyes do for sighted people. There were 3 promising
prototypes found: a backpack with a helmet, a bracelet, and a vest. All of the
solutions offered basic navigation functionalities such as obstacle avoidance and
image recognition. In terms of existing mobile applications ”Mag-Nav” helps
blind people navigate unknown closed spaces and ”U-Cap” allows visually
impaired people (low vision) to identify an object by taking a picture of it. Mobile
games and applications mostly are not accessible for blind people however some
recommendations on the subject were presented.</p>
      <p>Future work: Without a doubt, having no solution to aid the visually impaired
shopping process has inconceivable effects both physically and emotionally on
the blind community. As a result, there should be more research aimed at an
integrated system that solves all the challenges that affect the visually impaired
community on the shopping process. Based on the results obtained in this review
and following the functional recommendations done in the analyzed documents,
the development of a Gamified Model to Support Shopping in Closed Spaces
Aimed at Blind People using emerging technological developments will be the
main objective of future research.</p>
    </sec>
  </body>
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