2023 Fiscal Year Final Research Report
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
|
Keywords | Human Interface / Assistive Robotics / Motor Control / Cyber Interfaces |
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).
|
Free Research Field |
Human Interface and Wearable Robotics
|
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.
|