Project/Area Number |
21H03475
|
Research Category |
Grant-in-Aid for Scientific Research (B)
|
Allocation Type | Single-year Grants |
Section | 一般 |
Review Section |
Basic Section 61020:Human interface and interaction-related
|
Research Institution | University of Tsukuba |
Principal Investigator |
Hassan Modar 筑波大学, システム情報系, 助教 (20830201)
|
Co-Investigator(Kenkyū-buntansha) |
清水 如代 筑波大学, 医学医療系, 准教授 (40620993)
松田 壮一郎 筑波大学, 人間系, 助教 (90762675)
|
Project Period (FY) |
2021-04-01 – 2024-03-31
|
Project Status |
Completed (Fiscal Year 2023)
|
Budget Amount *help |
¥17,550,000 (Direct Cost: ¥13,500,000、Indirect Cost: ¥4,050,000)
Fiscal Year 2023: ¥3,900,000 (Direct Cost: ¥3,000,000、Indirect Cost: ¥900,000)
Fiscal Year 2022: ¥4,290,000 (Direct Cost: ¥3,300,000、Indirect Cost: ¥990,000)
Fiscal Year 2021: ¥9,360,000 (Direct Cost: ¥7,200,000、Indirect Cost: ¥2,160,000)
|
Keywords | Human Interface / Assistive Robotics / Motor Control / Cyber Interfaces / Cognitive performance / Control Interface / Social Presence / Human Augmentation / Gamification / esports / motor performance / cognitive performance / para-athletes / human interface / spatial awareness / visuo-spatial attention / cyber-physical interface / Para-esports / prosthetics / human augmentation / para-sports / interface design / disability / human performance |
Outline of Research at the Start |
This project investigates para-esports for persons with physical disabilities. To enable para-esports we will investigate the physical and cognitive performances needed to compete in esports, and develop prosthetic controllers for persons with limb loss to realize a more inclusive society.
|
Outline of Final Research Achievements |
We have investigated the motor performance metrics needed to achieve high performance in para-esports and controlling cyber spaces. The research showed that a high bandwidth (bits/second) interface for persons with amputation is possible using the spatial orientation of the forearm (remaining limb) as a pointing device. The forearm yielded bandwidth higher than a joystick in healthy persons and amputees, and the headway for motor learning (Hassan et al. IEEE Access 2022). The project results also showed that using bioelectrical signals is a good candidate for a high-tempo (actions/second) interface (Ccorimanya et al. SII 2023). Cognitive aspects of online communication in esports were also investigated, showing that biosignals can effectively augment the perceived social presence of a partner (Hassan et al. IEEE Access, 2024, in-press). A platform to transfer the findings of this project to physical rehabilitation has been investigated as well (Kennard et al. Front. Robot. AI, 2024).
|
Academic Significance and Societal Importance of the Research Achievements |
We demonstrated the potential for persons with upper limb amputation to participate in esports, inclusion in online and cyber spaces, and to qualify for jobs that require intensive use of computers. Cognitive aspects are also expected to contribute to inclusion and performance in cyber spaces.
|