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Para-esports: defining player motor and cognitive performance metrics and creating competitive-gaming interfaces for amputees

Research Project

Project/Area Number 21H03475
Research Category

Grant-in-Aid for Scientific Research (B)

Allocation TypeSingle-year Grants
Section一般
Review Section Basic Section 61020:Human interface and interaction-related
Research InstitutionUniversity 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)
KeywordsHuman 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.

Report

(4 results)
  • 2023 Annual Research Report   Final Research Report ( PDF )
  • 2022 Annual Research Report
  • 2021 Annual Research Report
  • Research Products

    (5 results)

All 2024 2023 2022

All Journal Article (4 results) (of which Int'l Joint Research: 2 results,  Peer Reviewed: 4 results,  Open Access: 3 results) Patent(Industrial Property Rights) (1 results)

  • [Journal Article] Max Well-Being: A Modular Platform for the Gamification of Rehabilitation2024

    • Author(s)
      Maxwell Kennard, Modar Hassan, Yukiyo Shimizu and Kenji Suzuki
    • Journal Title

      Frontiers in Robotics and AI, section Biomedical Robotics

      Volume: -

    • Related Report
      2023 Annual Research Report
    • Peer Reviewed / Open Access
  • [Journal Article] Augmenting the Sense of Social Presence in Online Video Games Through the Sharing of Biosignals2024

    • Author(s)
      M. Hassan, M. Kennard, S. Yoshitake, K. Ishac, S. Takahashi, S.K. Kim, T. Matsui, M. Hirokawa and K. Suzuki
    • Journal Title

      IEEE Access

      Volume: -

    • Related Report
      2023 Annual Research Report
    • Peer Reviewed / Open Access / Int'l Joint Research
  • [Journal Article] Comparison of Accessibility Game Control Interfaces Performance to Enable Para-Esports for Persons with Upper-Limb Deficiencies2023

    • Author(s)
      Ccorimanya Luis、Hassan Modar、Suzuki Kenji
    • Journal Title

      2023 IEEE/SICE International Symposium on System Integration (SII)

      Volume: - Pages: 1-7

    • DOI

      10.1109/sii55687.2023.10039333

    • Related Report
      2023 Annual Research Report 2022 Annual Research Report
    • Peer Reviewed
  • [Journal Article] Joy-Pros: A Gaming Prosthesis to Enable Para-Esports for Persons With Upper Limb Deficiencies2022

    • Author(s)
      Hassan Modar、Shimizu Yukiyo、Hada Yasushi、Suzuki Kenji
    • Journal Title

      IEEE Access

      Volume: 10 Pages: 18933-18943

    • DOI

      10.1109/access.2022.3151094

    • Related Report
      2021 Annual Research Report
    • Peer Reviewed / Open Access / Int'l Joint Research
  • [Patent(Industrial Property Rights)] 仮想空間制御装置およびプログラム2022

    • Inventor(s)
      廣川 暢一、松井 崇、ハサン モダル、他
    • Industrial Property Rights Holder
      廣川 暢一、松井 崇、ハサン モダル、他
    • Industrial Property Rights Type
      特許
    • Filing Date
      2022
    • Related Report
      2022 Annual Research Report

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Published: 2021-04-28   Modified: 2025-01-30  

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