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πŸ₯½ Research

Extended Reality & Assistive HCI

XRCerebral palsyUpper-limb kinematicsBarrier-free design

Overview

Extended reality (XR) can open up new ways to exercise and play, but only if the environment is actually usable by people with movement differences. This thread studies how adults with cerebral palsy interact with XR and exergame environments, combining movement science with human-computer interaction to make these experiences genuinely barrier-free.

Figures

XR/exergame environment
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XR/exergame environment
Upper-limb kinematics capture during a grasping task
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Upper-limb kinematics capture during a grasping task
Participant session in XR headset
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Participant session in XR headset
Interaction strategy analysis results
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Interaction strategy analysis results

Methodology

  • Quantification of needs for barrier-free XR environment usage, including wheelchair ergometer personalization for individuals with cerebral palsy and spinal cord injuries.
  • Upper-body kinematics and EMG capture during XR/exergame grasping tasks, paired with machine learning to characterize interaction strategies.
  • Mixed-methods design combining kinematic data with observational and qualitative methods, including in-depth interviews with participants.

Selected Outputs