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2022 年度 実績報告書

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

研究課題

研究課題/領域番号 21H03475
研究機関筑波大学

研究代表者

Hassan Modar  筑波大学, システム情報系, 助教 (20830201)

研究分担者 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)
研究期間 (年度) 2021-04-01 – 2024-03-31
キーワードControl Interface / Social Presence / Human Augmentation
研究実績の概要

We investigated the performance of different modalities in the control of a virtual environments using a racing simulator. We compared discrete and continuous input modes; and four control interfaces: forearm posture and muscle activation, and joystick operated by the forearm or wrist joint. The results showed better tempo (actions per second) of the forearm muscle activation than forearm posture, and better throughput of the forearm posture than the forearm muscle activation (IEEE/SICE SII).
We investigated the augmentation of social presence in online esports. This investigation showed that using bio-signals of the partner is effective in augmenting the sense of social presence (IJHCS, under review).

現在までの達成度 (区分)
現在までの達成度 (区分)

3: やや遅れている

理由

Investigation into the motor performance showed clear trends that can be used as guidelines for the design of interfaces with high performance.
Investigating the social aspect of esports will be needed for a comprehensive understanding of esports as an activity that takes place in cyberspace. The investigation produced important findings into how to augment social presence with bio-signals.
However, verification experiments with end users were delayed due to difficulties in healthcare institutions under corona restrictions.
In addition, investigation of cognitive performance in esports is delayed from its schedule due to difficulties in recruiting an adequate number of participants for in-person experiments, to satisfy the statistical power requirements of the planned experiments.

今後の研究の推進方策

Investigation into the motor performance is needed for the digital input component of the interface is needed. Specifically, into acquiring high-tempo multi-channel control signals from the forearm.
Investigation into different modalities of presenting bio-signals will be needed to determine their effect on augmenting social presence in online interactions.
Cognitive performance in esports should be investigated. A battery of cognitive and perceptual tasks is needed, and a large number of participants is needed to satisfy statistical power requirements. To address this issue the investigators are considering changing the experimental paradigm in order avoid the requirements of number of participants.

  • 研究成果

    (2件)

すべて 2023 2022

すべて 雑誌論文 (1件) (うち査読あり 1件) 産業財産権 (1件)

  • [雑誌論文] Comparison of Accessibility Game Control Interfaces Performance to Enable Para-Esports for Persons with Upper-Limb Deficiencies2023

    • 著者名/発表者名
      Ccorimanya Luis、Hassan Modar、Suzuki Kenji
    • 雑誌名

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

      巻: - ページ: 1-7

    • DOI

      10.1109/SII55687.2023.10039333

    • 査読あり
  • [産業財産権] 仮想空間制御装置およびプログラム2022

    • 発明者名
      廣川 暢一、松井 崇、ハサン モダル、他
    • 権利者名
      廣川 暢一、松井 崇、ハサン モダル、他
    • 産業財産権種類
      特許
    • 産業財産権番号
      2022-173185

URL: 

公開日: 2023-12-25  

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