# Inclusive STEAM Education: A Framework for Teaching Cod-2 ing and Robotics to Students with Visually Impairment Using 3 Advanced Computer Vision

arXiv: https://arxiv.org/abs/2503.16482 · HTML: https://mlsanity.com/paper/2503.16482/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 11 of its 54 references that are in the map.
- First posted on arXiv 6 Mar 2025.

## Builds on (most cited first, 11 of 11)

- [Learning Transferable Visual Models From Natural Language Supervision](https://mlsanity.com/paper/2103.00020/) (2021)
- [Faster R-CNN: Towards Real-Time Object Detection with Region Proposal Networks](https://mlsanity.com/paper/1506.01497/) (2015)
- [You Only Look Once: Unified, Real-Time Object Detection](https://mlsanity.com/paper/1506.02640/) (2015)
- [FLAVA: A Foundational Language And Vision Alignment Model](https://mlsanity.com/paper/2112.04482/) (2021)
- [Past, Present, and Future of Simultaneous Localization And Mapping: Towards the Robust-Perception Age](https://mlsanity.com/paper/1606.05830/) (2016)
- [Supervision Exists Everywhere: A Data Efficient Contrastive Language-Image Pre-training Paradigm](https://mlsanity.com/paper/2110.05208/) (2021)
- [RAFT-Stereo: Multilevel Recurrent Field Transforms for Stereo Matching](https://mlsanity.com/paper/2109.07547/) (2021)
- [PatchmatchNet: Learned Multi-View Patchmatch Stereo](https://mlsanity.com/paper/2012.01411/) (2020)
- [HITNet: Hierarchical Iterative Tile Refinement Network for Real-time Stereo Matching](https://mlsanity.com/paper/2007.12140/) (2020)
- [Selective-Stereo: Adaptive Frequency Information Selection for Stereo Matching](https://mlsanity.com/paper/2403.00486/) (2024)
- [Phaseformer: Phase-based Attention Mechanism for Underwater Image Restoration and Beyond](https://mlsanity.com/paper/2412.01456/) (2024)

## Abstract (arXiv)

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.
