PERSONALISED RECOVERY THROUGH A MULTI-USER ENVIRONMENT: VIRTUAL REALITY FOR REHABILITATION

Acronym

PRIME-VR2

Description of the granted funding

Virtual Reality (VR) environments have huge potential for those with compromised physical capability in providing a sense of freedom and motivation, but there are significant barriers in access and effective use in this context. To address these user and technological challenges, this project aims to develop an accessible, collaborative VR rehabilitation environment that uses a serious gaming virtual space to provide stimulus, socialisation and friendly competition for users on the path to rehabilitation. By focussing on upper mobility and the reclamation of fine motor skills, the issues of fidelity of movement, ergonomic accessibility, adaptive testing and feedback, and socicalision become paramount in creating a viable user experience. Access to the VR environment will be via customised, adaptive controllers that are tailored for individual users to provide a unique and enhanced level of accessibility and constructed using advanced additive manufacturing techniques. The delivery of the software and hardware elements of this research will require the development of an integrated digital platform that will extend state-of-the-art digital technology in: the configuration of a collaborative VR serious gaming environment for rehabilitation purposes; the rapid acquisition of detailed anatomical and biomechanical user data in relation to the upper body with a focus on the hands and wrists; new principles of mechanical switch actuation and form generation in additive material structures; advanced human-centred design techniques to determine requirements and assess performance; and extended principles of design for manufacture and automation for additive structures and housing design. Three demonstrator controllers will illustrate how arm, hand and finger movements can be remapped for dynamic travel according to specific user conditions and allow for validation of a sustainable competitive ecosystem of European technology in the domain of interactive rehabilitation.
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Starting year

2019

End year

2022

Granted funding

393 622.5 €
Participant
UNIVERSITY COLLEGE LONDON (UK)
381 250 €
Participant
INLECOM COMMERCIAL PATHWAYS COMPANYLIMITED BY GUARANTEE (IE)
175 910.91 €
Participant
CAPITOLA DIGITAL BV (NL)
242 500 €
Participant
KERUBIEL KERESKEDELMI ES SZOLGALTATO KFT (HU)
280 000 €
Participant
KINISIFORO LTD (CY)
128 078.75 €
Participant
GLOBAL DISABILITY INNOVATION HUB CIC (UK)
152 683.34 €
Participant
CROWDHELIX LIMITED (IE)
247 750 €
Participant
FLYING SQUIRREL GAMES MALTA LIMITED (MT)
274 375 €
Participant
LOUD1DESIGN LIMITED (UK)
258 730 €
Participant
SAINT JAMES (CAPUA) HOSPITA LTD (MT)
82 250 €
Participant
UNIVERSITA DI PISA (IT)
528 566.66 €
Coordinator
UNIVERSITA TA MALTA (MT)
397 891.25 €
Participant
UNIVERSITY OF STRATHCLYDE (UK)
383 406.25 €
Participant

Amount granted

3 998 354 €

Funder

European Union

Funding instrument

Research and Innovation action

Framework programme

Horizon 2020 Framework Programme

Call

Programme part
INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT) (5239)
Topic
Interactive Technologies (ICT-25-2018-2020)
Call ID
H2020-ICT-2018-3

Other information

Funding decision number

856998

Identified topics

virtual reality, augmented reality