MotionBlocks Opens Doors in Virtual Worlds

A tool called MotionBlocks makes VR more accessible to all by allowing users to map the controls to their own unique physical abilities.

Nick Bild
2 months agoVirtual Reality
Using MotionBlocks, VR controls can be remapped to match physical abilities (📷: J. Wentzel et al.)

Virtual reality (VR) offers so much promise. Once perfected, it could offer us something very much like a real-life Holodeck. Who wouldn’t rather interface with their computer in that way than through the standard monitors and keyboards of today? Of course we are still a long way from that level of technology, so researchers and developers are presently focused on improving the core functionalities of VR headsets.

But maybe it is time that we started thinking ahead. When the day comes that many of us are spending a significant amount of time physically interacting with a virtual world, how will those with physical disabilities get in on the action? If a person cannot move their arms or turn their head in the real world, they will not have control over virtual environments either. Fortunately, engineers at the University of Waterloo and Microsoft Research are working to address this exact problem.

The team has developed a system that they call MotionBlocks that is designed to lower the barriers to entry in VR. Rather than accepting a one-size-fits-all approach, MotionBlocks enables users to remap controls to fit their own unique physical capabilities. It is something like how the buttons on a traditional video game controller can be remapped, only MotionBlocks operates in three-dimensional space.

The development of MotionBlocks began by collecting data. In this phase, ten people with varying mobility limitations were invited to test several VR games and provide detailed feedback on the challenges they faced. Based on these insights, the research team created MotionBlocks using a system of geometric motion primitives. These are simple, 3D shapes that represent user input and map it to the required game actions. For example, a small circular hand movement at a desktop level might correspond to a wide swinging arm motion in the game.

In the final testing phase, eight of the original ten participants used MotionBlocks in real gameplay scenarios. The feedback was overwhelmingly positive. Participants reported reduced physical strain, less fatigue, and a sense that they were finally being included in a digital experience often built without them in mind.

While there are currently no plans to commercialize MotionBlocks, the research team hopes it will serve as a model for industry-wide adoption. Lead researcher Johann Wentzel emphasized that “everyone deserves to be able to access VR in a way that works for their needs.”

As VR continues to expand into gaming, education, work, and social interaction, tools like MotionBlocks may prove to be essential — not only for accessibility, but also for ensuring that the future of VR is inclusive for all.

Nick Bild
R&D, creativity, and building the next big thing you never knew you wanted are my specialties.
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