Authors:
Vanesa Herrera
1
;
Ana Reyes-Guzmán
2
;
David Vallejo
1
;
José Jesús Castro-Schez
1
;
Dorothy Monekosso
3
;
González-Morcillo Carlos
1
and
Javier Albusac
1
Affiliations:
1
School of Computer Science, University of Castilla-La Mancha, Ciudad Real, Spain
;
2
Hospital Nacional de Parapléjicos de Toledo, Toledo, Spain
;
3
Department of Computer Science, University of Durham, Durham, County Durham, GB, U.K.
Keyword(s):
Upper Limb Rehabilitation, Virtual Reality, Dynamic Environment Adaptation, Free-Hand Calibration, Immersive Gamification.
Abstract:
The creation of accessible spaces is essential for patients with motor injuries to conduct therapy safely and effectively. Disruptive technologies such as Virtual Reality (VR) are increasingly being used as a complement to traditional therapy, with excellent results. VR allows, among other things, the realistic recreation of physical spaces, so much so that it is relatively easy to run the risk of transferring physical barriers into the virtual space. This article proposes an innovative method of calibration in virtual environments that assesses the motor limitations of patients with cervical spinal cord injuries, doing so individually for each upper limb. The result is the dynamic adaptation of virtual environments to make them accessible and safe for rehabilitative therapy practices. This method has been integrated into the Rehab-Immersive platform, which hosts a series of serious games aimed at rehabilitating upper limbs, using immersive gamification techniques.