Para-esports: defining player motor and cognitive performance metrics and creating competitive-gaming interfaces for amputees
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 | 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.
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Outline of Annual Research Achievements |
We investigated a modular esports platform for persons with a variety of physical disabilities. This platform is based on previous findings of this project from M. Hassan et al., IEEE Access 2022, and L. Ccorimanya et al., IEEE/SICE 2023. It was tested in a clinical environment by 10 medical professionals and can help with physical rehabilitation. We investigated augmenting the cognitive aspects of online esports through the sharing of biosignals, to improve the social presence and co-presence between players. The results showed that sharing biosignals was effective. We investigated the cognitive skills required for high performance in esports. We conducted a within the group using a battery of cognitive tests in a group of 30 participants, “beginner” and “experienced”. The results indicate differences in response time, short-term memory, and selective attention in favor of the experienced players.
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Research Progress Status |
令和5年度が最終年度であるため、記入しない。
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Strategy for Future Research Activity |
令和5年度が最終年度であるため、記入しない。
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Report
(3 results)
Research Products
(5 results)