Inclusive STEAM Education: A Framework for Teaching Cod-2 ing and Robotics to Students with Visually Impairment Using 3 Advanced Computer Vision
Journal:
arXiv
Published Date:
Mar 6, 2025
Abstract
STEAM education integrates Science, Technology, Engineering, Arts, and
Mathematics to foster creativity and problem-solving. However, students with
visual impairments (VI) encounter significant challenges in programming and
robotics, particularly in tracking robot movements and developing spatial
awareness. This paper presents a framework that leverages pre-constructed
robots and algorithms, such as maze-solving techniques, within an accessible
learning environment. The proposed system employs Contrastive Language-Image
Pre-training (CLIP) to process global camera-captured maze layouts, converting
visual data into textual descriptions that generate spatial audio prompts in an
Audio Virtual Reality (AVR) system. Students issue verbal commands, which are
refined through CLIP, while robot-mounted stereo cameras provide real-time data
processed via Simultaneous Localization and Mapping (SLAM) for continuous
feedback. By integrating these technologies, the framework empowers VI students
to develop coding skills and engage in complex problem-solving tasks. Beyond
maze-solving applications, this approach demonstrates the broader potential of
computer vision in special education, contributing to improved accessibility
and learning experiences in STEAM disciplines.