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Main Authors: Hamash, Mahmoud, Khan, Md Raqib, Tiernan, Peter
Format: Preprint
Published: 2025
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Online Access:https://arxiv.org/abs/2503.16482
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author Hamash, Mahmoud
Khan, Md Raqib
Tiernan, Peter
author_facet Hamash, Mahmoud
Khan, Md Raqib
Tiernan, Peter
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2503_16482
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Inclusive STEAM Education: A Framework for Teaching Cod-2 ing and Robotics to Students with Visually Impairment Using 3 Advanced Computer Vision
Hamash, Mahmoud
Khan, Md Raqib
Tiernan, Peter
Human-Computer Interaction
Computer Vision and Pattern Recognition
Robotics
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.
title Inclusive STEAM Education: A Framework for Teaching Cod-2 ing and Robotics to Students with Visually Impairment Using 3 Advanced Computer Vision
topic Human-Computer Interaction
Computer Vision and Pattern Recognition
Robotics
url https://arxiv.org/abs/2503.16482