VR accessibility gets a boost with game-changing motion tool
A new system called MotionBlocks redefines how VR interprets movement, making virtual worlds more welcoming for players with mobility challenges.

Researchers developed MotionBlocks, a system improving VR accessibility by transforming small gestures into larger game motions. (CREDIT: Shutterstock)
Virtual reality promises immersive play and social connection, yet for people with limited mobility, this promise often falls short. Many VR experiences demand large, sweeping movements—swinging arms above the head, lunging across a room, or stepping quickly to dodge an attack. For players who use wheelchairs or live with conditions that restrict motion, these demands create barriers that prevent them from joining friends in shared digital spaces.
A research team at the University of Waterloo has developed a method to break down those barriers. The group, led by specialists in computer science, designed a system called MotionBlocks that redefines how VR interprets physical actions.
Instead of forcing players to mimic exaggerated moves, the system translates smaller, more manageable gestures into the dramatic motions games expect. The result is a tool that lets people tailor VR to their own abilities without giving up the sense of immersion that makes the technology so appealing.
Johann Wentzel, the lead researcher and recent PhD graduate, summed up the motivation clearly. “VR games are a lot of fun, and they’re important social spaces, especially for younger generations,” he said. “However, VR technology relies on a lot of large movements, which creates a barrier for people who can’t complete them. As soon as you have an application that isn’t accessible to everyone, you’re functionally excluding people with disabilities from these social spaces.”
Why Movement in VR Can Be a Barrier
Unlike standard video games, VR does not depend on simple button presses or thumbstick flicks. Instead, headsets and handheld controllers track movement in three dimensions. A swing in Beat Saber, for instance, demands broad arm sweeps to slice through incoming blocks. Space Pirate Trainer requires quick dodges, side steps, and high-reaching shots.
For someone with limited range of motion, these demands can be exhausting or impossible. The mismatch between expected motion and physical ability translates into frustration and exclusion. Even when adaptive devices are available, they often fail to capture the fluidity VR developers design into their worlds. Traditional accessibility settings like remapping buttons do not address the depth of motion tracking. That gap is what the Waterloo team set out to solve.
How MotionBlocks Reimagines Movement
The researchers designed MotionBlocks around the idea of modular geometric remapping. In simple terms, the system uses basic shapes to stand in for the kinds of movement people can comfortably perform. Circles, lines, and arcs become building blocks that capture the limits of an individual’s range.
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Once those shapes are defined, the system expands them into larger, more complex motions required by VR applications. A small circular movement of a wrist can become the sweeping arc of a sword. A subtle lean forward can transform into a full step across a virtual floor. The core idea is to collapse limited physical input into a manageable vector, then expand it again into game-prescribed motion.
Dr. Daniel Vogel, a professor in the David R. Cheriton School of Computer Science, compared the approach to a familiar gaming feature. “It’s a bit like how traditional video games allow you to remap your controls, but our method is much more customizable and works in 3D space,” he explained. “You pick a simple shape and tune it so it captures the kind of movements you can make, like a small circular range of motion on a desk. Then, you configure the kind of 3D movement needed in the VR application, like big hemispherical arm swings for Beat Saber. MotionBlocks figures out how to translate your movements to the ones prescribed by the game.”
Testing MotionBlocks with Real Players
The research unfolded in three stages. First, ten participants with mobility limitations were invited to play existing VR games. They shared frustrations and identified where existing systems fell short. Common themes included fatigue from repetitive actions, discomfort from motions they could not complete, and a sense of exclusion from group play.
With those insights, the team built MotionBlocks and invited participants to try the system. In testing, even small adjustments to input remapping changed the entire experience. Players who once struggled to hit targets or keep up with fast-paced games found themselves competing on equal terms.
Finally, eight participants provided feedback after extended use. Reports highlighted less physical strain, reduced frustration, and a greater sense of ownership over their play. Many said it felt as though VR was finally built with them in mind.
The data supported these reactions. Measurements of workload showed reduced physical effort and lower cognitive strain when MotionBlocks was active. Temporal workload, which measures how pressured a task feels, also dropped. Together, these findings point to a system that does more than just allow play—it improves comfort and enjoyment.
The Larger Promise of Accessible VR
While the tool itself is not scheduled for release, the researchers see it as a blueprint for industry change. Wentzel emphasized that goal. “I’d like to see a motion accessibility feature like this integrated into every VR system on the market,” he said. “Everyone deserves to be able to access VR in a way that works for their needs.”
The statement touches on a broader trend. As VR expands beyond gaming into education, workplace training, and social connection, accessibility becomes critical. A platform that excludes people based on physical ability risks deepening divides in digital culture. Including adaptive systems not only opens doors for those with mobility challenges but also enriches the community as a whole.
Industry adoption could also spur new standards. Much as screen readers and captioning became expected in software and media, motion remapping could become a baseline feature in VR hardware. That shift would mean players no longer depend on external research teams for solutions. Instead, accessibility would be built into every headset from the start.
Where the Research Goes Next
The current work remains experimental, but the foundation is strong. Future versions could expand beyond upper body gestures to include eye tracking, voice cues, or even brain-computer interfaces. Each addition would broaden the range of people who can participate fully in immersive worlds.
The use of simple geometric primitives also allows flexibility. Developers could create profiles for different conditions, from muscular dystrophy to arthritis, ensuring that each user can find a comfortable mapping. Sharing those profiles across communities would help players start games with accessibility built in, rather than configuring every session from scratch.
The study also highlights the importance of listening directly to affected communities. The most effective ideas came not from theory but from hearing players describe what blocked them and what they wished for. Embedding that approach into VR design culture could accelerate accessibility innovation across the field.
A Future Where Everyone Plays Together
Virtual reality thrives on shared experience. Whether dueling in rhythm games, exploring virtual classrooms, or meeting friends in a simulated plaza, the technology is meant to bring people together. For too many, though, it has created walls instead of bridges.
MotionBlocks represents a step toward tearing down those walls. By letting small motions stand in for large ones, the system proves that accessibility and immersion can coexist.
The challenge now lies with developers and hardware makers to take that lesson seriously. If they do, the next generation of VR may be one where no player is left behind, regardless of physical ability.
Research findings are available online in the John Wentzel website.
Note: The article above provided above by The Brighter Side of News.
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Joshua Shavit
Science & Technology Writer
Joshua Shavit is a Los Angeles-based science and technology writer with a passion for exploring the breakthroughs shaping the future. As a co-founder of The Brighter Side of News, he focuses on positive and transformative advancements in AI, technology, physics, engineering, robotics and space science. Joshua is currently working towards a Bachelor of Science in Business and Industrial Engineering at the University of California, Berkeley. He combines his academic background with a talent for storytelling, making complex scientific discoveries engaging and accessible. His work highlights the innovators behind the ideas, bringing readers closer to the people driving progress.