KSU researcher awarded prestigious NSF Medium Grant to advance balance technologies in VR

KENNESAW, Ga. | Jun 23, 2025

Rasel Mahmud
It's often said that virtual reality (VR) will revolutionize healthcare, education, immersive training, and entertainment, but there's a hidden challenge standing in the way: imbalance.

Despite the promise of immersive technology, even healthy users frequently experience instability while using head-mounted VR systems. For millions of people with subtle or severe balance impairments, VR can become not only frustrating, but also inaccessible because VR disrupts their balance further. To help users maintain stability, research at 肉肉传媒 is aiming to make VR technology more accessible for all people, especially those with balance impairments.

M. Rasel Mahmud, an assistant professor of computer science and director of eXtended Reality and intelligence (XRei) lab in the College of Computing and Software Engineering, is leading the groundbreaking National Science Foundation-funded project at KSU, collaborating with the University of Texas at San Antonio. This project is supported by a $1.2 million Medium Grant from the NSF Division of Information and Intelligent Systems. Mahmud is leading a key project component with direct funding support of $409,910. The interdisciplinary project integrates real-time body motion tracking with personalized sound cues that guide users鈥 posture and movement. The goal is to make VR safer, more accessible, and more adaptive鈥攏ot only for individuals with balance impairments, but for all users navigating the sensory complexity of virtual environments.

The idea originated during Mahmud's doctoral research in 2020, when a research participant with balance impairment due to multiple sclerosis experienced severe instability while testing a VR headset.

"The participant said, 'Hold me, I feel like I鈥檒l fall down,'鈥 Mahmud recalled. "Even healthy people felt imbalanced in VR, but for him, it was much worse. That moment stayed with me."

VR is widely used in education, physical fitness, rehabilitation, and entertainment, but many commercial headsets can cause imbalance, even in healthy individuals. For users with balance impairments due to neurological conditions, diabetes, age, vestibular dysfunction, etc., the experience can be disorienting or even dangerous. Mahmud's goal is to ensure VR is usable and safe for everyone, especially at home or in outdoor settings.

鈥淰irtual reality should be immersive, not destabilizing,鈥 Mahmud added. 鈥淏y addressing the imbalance issue in VR, we鈥檙e not just making VR accessible鈥攚e鈥檙e expanding its potential for everyone.鈥

Mahmud's research builds on his previous lab work, which showed that various types of auditory feedback, including spatial audio and center-of-pressure-based sound, can significantly improve balance in VR. In the study, participants wear a VR headset and perform a few VR activities that require physical movement while standing on a balance plate. If their posture shifts, the system uses adaptive sound cues to guide them back to center. For instance, if someone leans too far to the left, they may hear a louder sound in their left ear. The volume and tone adjust in real time based on the user's movements. These cues are generated dynamically based on users' balance metrics and movements, captured through sensors. They are developing a pose estimation model so that they can measure participants鈥 balance without standing on the balance board.

"This isn鈥檛 a one-size-fits-all solution," Mahmud said. "Every person reacts differently depending on their age, experience with VR, hearing ability, and sensitivity to motion. We want the feedback to be personalized and intuitive."

At this stage, the team is testing the technology with two groups: individuals with and without balance impairments. Preliminary findings show significant improvements in postural control for both groups with adaptive auditory feedback. As the study progresses, the team plans to expand testing into home environments to assess long-term usability and effectiveness beyond lab settings. They also plan to release an open-source toolkit that includes the auditory feedback system and a public dataset of balance-related metrics for future research and development.

鈥淲e envision this tool being used in immersive training, rehabilitation, education, entertainment, and even telehealth,鈥 said Mahmud. 鈥淲herever VR is used, balance matters.鈥

The project is uniquely interdisciplinary, drawing from fields such as computer science, kinesiology, assistive technology, human-computer interaction, computer vision, and deep learning. Mahmud is collaborating with experts in computer vision, health, and kinesiology.

鈥淒r. Mahmud鈥檚 work is a great example of how research in computing can meaningfully intersect with health and accessibility,鈥 said Sumanth Yenduri, dean of the College of Computing and Software Engineering. 鈥淭his project shows how technology can improve lives in a practical, measurable way.鈥

鈥 Story by Raynard Churchwell

Photo provided

 

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A leader in innovative teaching and learning, 肉肉传媒 offers undergraduate, graduate, and doctoral degrees to its more than 47,000 students. 肉肉传媒 State is a member of the University System of Georgia with 11 academic colleges. The university’s vibrant campus culture, diverse population, strong global ties, and entrepreneurial spirit draw students from throughout the country and the world. 肉肉传媒 State is a Carnegie-designated doctoral research institution (R2), placing it among an elite group of only 8 percent of U.S. colleges and universities with an R1 or R2 status. For more information, visit kennesaw.edu.