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Waterloo Team Enhances VR Access for Disabled Users

VR Access for Disabled
University of Waterloo Researchers Develop Customisable VR Tool to Improve Accessibility for Disabled Users

A group of computer science researchers at the University of Waterloo has unveiled a new technological approach designed to improve virtual reality (VR) accessibility for individuals with physical mobility impairments. Their innovation, called MotionBlocks, aims to reduce the physical barriers typically encountered in many popular VR games and applications.

Many VR games on the market today, such as Beat Saber and Space Pirate Trainer, demand extensive upper-body movement and fast lateral actions. Tasks such as reaching overhead or stepping quickly to the side are integral to gameplay, making them challenging or completely unplayable for people who rely on wheelchairs or experience restricted mobility. The Waterloo team developed MotionBlocks specifically to address these limitations by offering users the ability to reconfigure in-game controls based on their unique physical capabilities.

The development process of MotionBlocks was divided into three primary stages. Initially, the researchers collaborated with ten individuals who had limited mobility. These participants were invited to engage with a range of VR games and share their difficulties, preferences, and recommendations. This firsthand feedback was instrumental in guiding the direction of the project.

Using this information, the team created MotionBlocks—a tool that alters how a VR system interprets the movements of its controllers. Unlike standard control remapping in traditional video games, this tool is designed for three-dimensional environments and offers a high degree of personalisation. The idea is to map smaller, more manageable movements to the more exaggerated motions typically required by VR software.

Users of MotionBlocks can select a specific geometric area, such as a small circle or a confined square, that aligns with the physical movements they are capable of performing. The system then remaps those inputs to correspond with the larger, more dynamic gestures recognised by the VR application. This allows someone who can only move within a small range to still interact meaningfully with games that would usually require full arm swings or other complex gestures.

Following the development phase, the team conducted user testing with eight of the original participants. The responses were largely positive, with users reporting increased enjoyment, reduced fatigue, and a sense of inclusion. Many participants expressed that this was one of the first VR tools that seemed specifically built with their needs in mind.

Currently, there are no commercial plans to release or distribute MotionBlocks. The research team envisions the project more as a demonstration of what is possible, hoping to influence broader changes within the VR industry. They advocate for motion accessibility features like MotionBlocks to become standard across all major VR platforms, ensuring that digital environments become truly inclusive for everyone.

The full findings from the study, titled MotionBlocks: Modular Geometric Motion Remapping for More Accessible Upper Body Movement in Virtual Reality, were presented at the 2025 CHI Conference on Human Factors in Computing Systems. The event took place in Japan between 26 April and 1 May 2025, showcasing the latest advancements in human-computer interaction from around the world.

By highlighting the importance of adaptable control systems in immersive technologies, the Waterloo team hopes their work will prompt further innovations aimed at creating equitable access to virtual spaces.

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