Joy-Pros: A Gaming Prosthesis to Enable Para-Esports for Persons With Upper Limb Deficiencies

Joy-Pros: A Gaming Prosthesis to Enable Para-Esports for Persons With Upper Limb Deficiencies
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DOI:
10.1109/access.2022.3151094
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发表时间:
2022-01-01
期刊:
影响因子:
3.9
通讯作者:
Suzuki, Kenji
Suzuki, Kenji
中科院分区:
计算机科学3区
文献类型:
--
作者:
Hassan, Modar;Shimizu, Yukiyo;Suzuki, Kenji

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我们对游戏控制器技术进行了一项调查,以支持残电子竞技。首先,我们回顾了有关人类运动系统在指向任务中的信息容量以及游戏控制器作为指向设备的评估的相关文献。然后,我们提出控制器的设计标准,以在目标用户、控制器吞吐量、认知负荷和舒适度方面实现辅助电子竞技。最后,我们介绍了所提出的控制器及其基本原理和功能。我们认为,所提出的控制器适合为上肢有缺陷的人提供辅助电子竞技,因为它可以像传统控制器一样对视频游戏进行双手控制,并且可以实现吞吐量和控制维度。进行的实验解决了所开发的控制器在吞吐量和延迟方面的性能。定性评估涉及用户在使用假肢控制器时感知的可用性、疲劳度和满意度。我们的结论是,与残疾人运动类似,残疾人电子竞技必须在考虑比赛类型和运动员身体残疾类型的班级中进行组织,并且每个班级都需要适合其内容和参与者的控制器。
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 enable para-esports in terms of target user, controller throughput, cognitive load, and comfort. Finally, we introduce the proposed controller with its rationale and functionality. We argue that the proposed controller is suitable to enable para-esports for persons with upper limb deficiencies because it enables bimanual control of video games like conventional controllers, and because of the achievable throughput and control dimensionality. The conducted experiments address the performance of the developed controller in terms of throughput and latency. A qualitative evaluation addresses the perceived usability, fatigue, and satisfaction of the users when using the prosthetic controller. We conclude that similar to para-sports, para-esports will have to be organized in classes that consider the game type and the type of physical disability of the athletes, and each class will require a controller suitable for its content and participants.