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2022
DOI: 10.1109/access.2022.3151094
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Joy-Pros: A Gaming Prosthesis to Enable Para-Esports for Persons With Upper Limb Deficiencies

Abstract: We present an investigation on game controller technology to enable para-esports. First, we present a review of the related literature on the information capacity of the human motor systems in pointing tasks and the evaluation of gaming controllers as pointing devices. Then we propose design criteria for controllers to enables para-esports in terms of target users, controller throughput, cognitive load, and comfort. Finally, we introduce the proposed controller with its rationale and functionality. We argue th… Show more

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Cited by 5 publications
(5 citation statements)
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References 21 publications
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“…The complexity of this mapping process can be referred to as control dimensionality (CD) Mustaquim and Nyström (2014). One of our previous studies explored the control dimensionality of different controller types and used that as a basis for designing a new controller for persons with upper limb deficiencies Hassan et al (2022). Though effective, this process would require creating a special controller for each unique disability or rehabilitation program.…”
Section: Related Workmentioning
confidence: 99%
“…The complexity of this mapping process can be referred to as control dimensionality (CD) Mustaquim and Nyström (2014). One of our previous studies explored the control dimensionality of different controller types and used that as a basis for designing a new controller for persons with upper limb deficiencies Hassan et al (2022). Though effective, this process would require creating a special controller for each unique disability or rehabilitation program.…”
Section: Related Workmentioning
confidence: 99%
“…In the medical and welfare fields, various approaches are focusing on the theme of Esports and disabilities [ 11 ]. To utilize as para Esports, a new gaming controller has been developed for persons with upper limb deficiencies [ 12 ]. A notable point, Esports has the potential to enable patients with physical or mental disabilities to play games competitively alongside youths without these disabilities.…”
Section: Introductionmentioning
confidence: 99%
“…These include handsfree based devices that utilize eye-gaze [52][53][54], voice control [53,54], or biosignal-based interaction [55,56]. Other studies include touch-based interaction for accessible gaming [57], as well as utilizing accessible switches [58], and one study that did utilize a wearable interaction [59]. However, this device was specifically designed for users missing upper limbs for use in esports.…”
Section: Video Game Accessibilitymentioning
confidence: 99%
“…It is additionally valuable to explore how to add a high level of physical movement as interaction to games that users already have or want to play. This was explored by Ahmetovic et al [6] in a rehabilitative/exergame context, as well as Hassan et al [59] for esports applications. However, Ahmetovic et al [6] focused on rehabilitative and exergame applications of physical movement for game interaction, which our study…”
Section: Strategies For Accessible Gaming Wearablesmentioning
confidence: 99%
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