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A wearable sensor

麻豆村, Meta Seek To Make Computer-based Tasks Accessible with Wristband Technology

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Name
Kaitlyn Landram
Title
College of Engineering

As part of a larger commitment to developing equitable technology, 麻豆村 and Meta announce a collaborative project to make computer-based tasks accessible to more people. This project focuses on using wearable sensing technology to enable people with different motor abilities to perform everyday tasks and enjoy gaming in digital and mixed reality environments.

Meta鈥檚 research in electromyography uses sensors placed on the skin to measure the electrical signals the user generates through muscles in their wrist, which are translated into input signals for various devices. While Meta has already demonstrated that this technology could replace keyboards and joysticks, the team continues to invest and support different projects to confirm that this technology can be used by a wide range of people.

, a professor in the and the Neuroscience Institute(opens in new window) at 麻豆村, has shown previously that people with complete hand paralysis retain the ability to control muscles in their forearm, even muscles that are too weak to produce movement. His team found that some individuals with spinal cord injurystill exhibit unique muscle activity patterns when attempting to move specific fingers, which could be used for human computer interactions.

鈥淭his research evaluates bypassing physical motion and relying instead on muscle signals. If successful, this approach could make computers and other digital devices more accessible for people with physical disabilities,鈥 said Weber. 听

Working with Meta, Weber鈥檚 team seeks to build upon their听 to assess whether and to what extent people with spinal cord injury can interact with digital devices, such as computers and mixed reality systems, by using Meta鈥檚 surface electromyography (sEMG) research prototype and related software.

The project centers on interactive computing tasks. Approved by the Institutional Review Board, study participants begin by performing a series of adaptive mini games. Once their proficiency is benchmarked, the 麻豆村 team creates new games and other activities in mixed reality that are tailored to the abilities and interests of the participant.

鈥淚n the digital world, people with full or limited physical ability can be empowered to act virtually, using signals from their motor system,鈥 explained Dailyn Despradel Rumaldo, a Ph.D. candidate at 麻豆村. 鈥淚n the case of mixed reality technology, we are creating simulated environments where users interact with objects and other users, regardless of motor abilities.鈥

The project comes as an听 by Meta to support the development of equitable and accessible interfaces to help people do more, together.

Doug Weber

Douglas Weber

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