MYOLINK esports: Exploring EMG-based Control Interface Through Muscle Activation and Inhibition to Enable Common Gameplay Mechanics among Players with and without Physical Disabilities

要旨

Esports have highlighted both their potential for social inclusion and the accessibility challenges faced by individuals with physical disabilities. This study introduces a novel paradigm for inclusive esports by shifting game control from traditional kinematic inputs to kinetic inputs. An EMG-based control interface enables gameplay through force regulation (e.g., muscle activation and inhibition). The aim is to explore how this interface enables common gameplay mechanics among players with and without physical disabilities. User Study 1 involved 20 able-bodied participants performing competitive esports tasks to examine how EMG-based control accuracy is influenced by movement range, such as wrist and elbow motion. User Study 2 extended the investigation to eight participants with physical disabilities to compare control accuracy between disabled and able-bodied users. The findings suggest that the interface enables common gameplay mechanics for individuals who can separately control activation and inhibition of each muscle corresponding to each EMG sensor via calibration adjustment but disability-related involuntary muscle activity and unintended co-contraction remains a major challenge for the interface.

著者
Masato Shindo
NTT, Inc., Yokosuka, Kanagawa, Japan
Shiina Takano
NTT Human Informatics Laboratories, NTT Corporation, Yokosuka, Japan
Shuto Sako
Nihon University, Tokyo, Japan
Akihiro Miyata
Nihon University, Tokyo, Japan
Ryosuke Aoki
NTT, Inc., Yokosuka-shi Kanagawa, Japan
動画

会議: CHI 2026

ACM CHI Conference on Human Factors in Computing Systems

セッション: Sound, Music, and Dance Accessibility

P1 - Room 120
7 件の発表
2026-04-15 20:15:00
2026-04-15 21:45:00