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Mind the Gap: How New VR Gesture Controls Risk Excluding Stroke Survivors

Virtual reality (VR) and augmented reality (AR) technologies hold incredible potential, not just for entertainment, but also for innovative rehabilitation methods. We’ve seen promising results where VR aids motor recovery by providing engaging, motivating environments for practice.

However, a new study from the University of Bath has issued a crucial warning: the next generation of hand gesture controls being developed for these systems risks excluding millions of people, including many in our stroke survivor community. This is a critical issue that stroke professionals and survivors need to be aware of.

The research highlights that the freehand controls becoming standard in new systems; gestures like pinching, swiping and pressing virtual buttons…are often inaccessible, painful or simply too fatiguing for individuals with even mild upper limb impairments. For a stroke survivor, who may deal with reduced manual dexterity, spasticity or weakness, these design choices can be a major barrier to using technology that could otherwise be a powerful tool for recovery and daily life engagement.

A key finding from the study points to the ubiquitous β€˜pinch to select’ gesture. This action relies heavily on the index finger, a joint often significantly affected by conditions like stroke. Current VR systems rarely offer alternative, more adaptable gestures, effectively locking out users who cannot perform this specific, rigid movement. Furthermore, the study noted that tech companies are increasingly favouring smaller, faster gestures in pursuit of efficiency… a trend that exacerbates accessibility issues for those with motor control challenges.

For healthcare professionals, this is a call to action. When considering VR for patient use, we must evaluate not just the therapeutic potential but also the physical accessibility of the interface. The current β€˜one-size-fits-all’ approach to hand gestures is inadequate. The Bath researchers are advocating for accessibility to be a fundamental part of the design process from the very beginning, not just an afterthought or a β€˜nice to have’ feature.

Potential solutions suggested by the study include simple but impactful changes: allowing users to fully remap gestures to movements that are comfortable for them, enabling the amplification of small, controlled movements and offering software-based stabilisation for users with tremors. Such adaptive features would ensure that the benefits of this exciting technology are available to all, regardless of their physical capabilities.


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