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Identifying Comfort Areas in 3D Space for Persons with Upper Extremity Mobility Impairments Using Virtual Reality

Published: 24 October 2019 Publication History

Abstract

We present a method to extract workspace comfort areas for ergonomic placement of assistive technologies for persons with upper extremity mobility impairments Currently, areas of comfort are determined using multiple physical prototypes over several iterations which is expensive and time consuming. Our method utilizes a virtual reality exergame to obtain user-specific end effector motion data which is then combined with kernel density estimation to identify areas of frequent motion. Levels of comfort were confirmed by calculating shoulder joint forces necessary to reach these frequented areas and validated through a user study. Identifying areas of comfort in the workspace allows for optimal positioning and training of input devices for numerous applications.

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  • (2024)Assisting Hearing and Physically Impaired Students in Navigating Immersive Virtual Reality for Library OrientationTechnologies10.3390/technologies1301000213:1(2)Online publication date: 24-Dec-2024
  • (2024)Enhancing Walk-Light Detector Usage for the Visually Impaired: A Comparison of VR Exploration and Verbal InstructionsProceedings of the 21st International Web for All Conference10.1145/3677846.3677849(139-149)Online publication date: 13-May-2024
  • (2024)Barriers to Photosensitive Accessibility in Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642635(1-13)Online publication date: 11-May-2024
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Published In

cover image ACM Conferences
ASSETS '19: Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility
October 2019
730 pages
ISBN:9781450366762
DOI:10.1145/3308561
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 24 October 2019

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Author Tags

  1. comfort areas
  2. ergonomics
  3. joint forces
  4. mixed reality
  5. mobility impairments
  6. virtual reality

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  • Short-paper

Funding Sources

  • the Indiana Spinal Cord Injury and Brain Injury Research Fund through the Indiana State Department of Health

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ASSETS '19
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ASSETS '19 Paper Acceptance Rate 41 of 158 submissions, 26%;
Overall Acceptance Rate 436 of 1,556 submissions, 28%

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Cited By

View all
  • (2024)Assisting Hearing and Physically Impaired Students in Navigating Immersive Virtual Reality for Library OrientationTechnologies10.3390/technologies1301000213:1(2)Online publication date: 24-Dec-2024
  • (2024)Enhancing Walk-Light Detector Usage for the Visually Impaired: A Comparison of VR Exploration and Verbal InstructionsProceedings of the 21st International Web for All Conference10.1145/3677846.3677849(139-149)Online publication date: 13-May-2024
  • (2024)Barriers to Photosensitive Accessibility in Virtual RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642635(1-13)Online publication date: 11-May-2024
  • (2024)Born to Run, Programmed to Play: Mapping the Extended Reality Exergames LandscapeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642124(1-28)Online publication date: 11-May-2024
  • (2023)Embodied Exploration: Facilitating Remote Accessibility Assessment for Wheelchair Users with Virtual RealityProceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3597638.3608410(1-17)Online publication date: 22-Oct-2023
  • (2023)Inclusive Immersion: a review of efforts to improve accessibility in virtual reality, augmented reality and the metaverseVirtual Reality10.1007/s10055-023-00850-827:4(2989-3020)Online publication date: 1-Dec-2023
  • (2022)SoundVizVR: Sound Indicators for Accessible Sounds in Virtual Reality for Deaf or Hard-of-Hearing UsersProceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3517428.3544817(1-13)Online publication date: 23-Oct-2022
  • (2022)Accessibility-Related Publication Distribution in HCI Based on a Meta-AnalysisExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519701(1-28)Online publication date: 27-Apr-2022
  • (2021)Towards Sound Accessibility in Virtual RealityProceedings of the 2021 International Conference on Multimodal Interaction10.1145/3462244.3479946(80-91)Online publication date: 18-Oct-2021
  • (2021)A Taxonomy of Sounds in Virtual RealityProceedings of the 2021 ACM Designing Interactive Systems Conference10.1145/3461778.3462106(160-170)Online publication date: 28-Jun-2021
  • Show More Cited By

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