Blending Realities: Accessible Mixed Reality for Tremor Rehabilitation
in Parkinson’s Disease
Xinjun Li
1, a
and Zhenhong Lei
2, b
1
Information Science, Cornell University, 1 E Loop Rd., New York, U.S.A.
2
Architecture Department, Rhode Island School of Design, 20 Washington Place, Providence, U.S.A.
Keywords:
Augmented Reality, Mixed Reality, Hand Rehabilitation, Parkinson’s Disease, Assistive Device, Haptic
Feedback.
Abstract:
This position paper presents a novel MR-based hand motion assistance device designed for individuals with
Parkinson’s disease (PD)-related tremor disorders. We argue that the integration of ergonomic hardware design
with adaptive MR software can significantly enhance the efficacy of tremor rehabilitation, improve patient en-
gagement, and lead to superior functional outcomes. Our approach combines a smartphone-based MR system
with an ergonomic physical support device, leveraging advanced spatial computing, computer vision algo-
rithms, and haptic feedback technologies. This innovative solution addresses both immediate stabilization
needs and long-term motor skill improvement, potentially revolutionizing home-based rehabilitation for mil-
lions of PD patients worldwide. By seamlessly blending virtual and real-world elements, our system creates
immersive, interactive, and personalized therapeutic experiences that overcome the limitations of traditional
rehabilitation methods. The paper discusses the design research methodology, comparative analysis with ex-
isting approaches, and the potential impact of this technology on PD rehabilitation.
1 INTRODUCTION
Parkinson’s disease (PD) is a progressive neurodegen-
erative disorder that affects millions worldwide, with
an estimated 930,000 people living with PD in the
United States alone by 2020, projected to rise to 1.2
million by 2030 (Marras et al., 2021). This alarming
increase underscores the urgent need for innovative
therapeutic approaches. The primary motor symp-
toms of PD, including tremors, rigidity, and bradyki-
nesia, significantly impact patients’ quality of life and
ability to perform activities of daily living (ADLs)
(Dorsey et al., 2020).
Traditional rehabilitation methods often fall short
in addressing the complex needs of PD patients, par-
ticularly in maintaining long-term engagement and
providing personalized care. In recent years, mixed
reality (MR) technologies have emerged as a promis-
ing solution for enhancing rehabilitation outcomes in
various medical fields. By seamlessly blending vir-
tual and real-world elements through advanced spa-
a
https://orcid.org/0009-0005-5171-3566
b
https://orcid.org/0009-0006-3734-7421
Authors contributed equally and shall both be consid-
ered first authors
tial computing and computer vision algorithms, MR
offers unique opportunities to create immersive, inter-
active, and adaptive therapeutic experiences (Cipresso
et al., 2022). This paper presents a novel MR-based
hand motion assistance device designed specifically
for individuals with Parkinson’s-related tremor dis-
orders. Our approach combines ergonomic physical
support with MR applications to provide a compre-
hensive rehabilitation solution that addresses both im-
mediate stabilization needs and long-term motor skill
improvement.
The proposed system leverages the ubiquity of
smartphones and advanced haptic feedback technolo-
gies to deliver accessible and cost-effective MR ther-
apy, potentially reaching millions of patients world-
wide. By integrating cutting-edge sensor technol-
ogy with intuitive user interfaces based on advanced
spatial mapping and object recognition techniques,
our device aims to revolutionize home-based rehabil-
itation for PD patients. This paper argues that the
combination of ergonomic hardware design and adap-
tive MR software can significantly improve the effi-
cacy of tremor rehabilitation, enhance patient engage-
ment through gamification techniques, and ultimately
lead to better functional outcomes for individuals with
Li, X. and Lei, Z.
Blending Realities: Accessible Mixed Reality for Tremor Rehabilitation in Parkinson’s Disease.
DOI: 10.5220/0013321800003912
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2025) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 371-375
ISBN: 978-989-758-728-3; ISSN: 2184-4321
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
371
Parkinson’s disease.
2 COMPARATIVE ANALYSIS
The landscape of PD rehabilitation has evolved sig-
nificantly in recent years, with various technologies
emerging to address the limitations of traditional ther-
apies. This section provides a comparative analysis of
existing approaches and highlights the unique advan-
tages of our proposed MR-based system.
Conventional rehabilitation methods for PD typi-
cally involve a combination of physical therapy, occu-
pational therapy, and medication management. While
these approaches have shown some efficacy, they of-
ten lack the ability to provide real-time feedback and
personalized adaptation to patient needs (Bloem et al.,
2021).
Recent advancements in wearable technologies
have led to the development of various tremor-
suppression devices. For instance, researchers have
introduced a wrist-worn device that uses mechani-
cal oscillations to counteract tremors (Pahwa et al.,
2022). While such devices provide immediate tremor
reduction, they do not address the underlying motor
control deficits or promote long-term skill acquisi-
tion. Our system combines physical stabilization with
interactive MR exercises, fostering both immediate
symptom relief and sustained motor learning through
neuroplasticity-inducing protocols.
Virtual reality (VR) has also been explored as a
tool for PD rehabilitation. Studies have demonstrated
that VR-based balance training could improve postu-
ral stability in PD patients (Wang et al., 2023). How-
ever, fully immersive VR systems often isolate users
from their real environment, limiting the transfer of
skills to daily activities. Our MR approach bridges
this gap by overlaying virtual elements onto the real
world using advanced spatial mapping and object
recognition techniques, allowing patients to practice
tasks in a context-relevant manner with seamless in-
tegration of digital and physical environments.
Smartphone-based applications for PD manage-
ment have gained popularity due to their accessibility
and ease of use. Researchers have developed a mobile
app for remote monitoring of PD symptoms (Arora
et al., 2021). While such apps provide valuable data
collection capabilities, they typically lack the physical
support component crucial for tremor management.
Likewise, attempts to integrate the two may still need
improvements in user interface and usability (Lei and
Li, 2024). In contrast, our MR-based system offers
continuous monitoring and adjustment of therapy in-
tensity based on individual performance and progress
to analyze movement patterns and optimize treatment
protocols.
The unique contribution of our proposed sys-
tem lies in its holistic approach to PD rehabilita-
tion. By seamlessly integrating physical support, real-
time sensing, and adaptive MR exercises, we create
a comprehensive solution that addresses multiple as-
pects of tremor management and motor skill improve-
ment. This multifaceted approach has the potential to
yield superior outcomes compared to existing single-
modality interventions, as evidenced by preliminary
studies showing significant improvements in both mo-
tor function and quality of life metrics.
3 DESIGN RESEARCH
METHODOLOGY
Our design research methodology follows a user-
centered, iterative approach to develop an effective
MR-based rehabilitation system for PD patients. The
process encompasses three main phases: user needs
assessment, prototype development, and iterative re-
finement. In the initial phase, we conducted a com-
prehensive literature review to identify key challenges
faced by PD patients in daily activities and existing
gaps in current rehabilitation approaches. This was
supplemented by in-depth interviews with neurolo-
gists, occupational therapists, and PD patients to gain
insights into specific user needs and preferences. The
findings from this phase informed the development
of our initial design requirements, emphasizing the
importance of ergonomic comfort, intuitive usabil-
ity, and adaptive feedback mechanisms (Espay et al.,
2021).
The prototype development phase involved the
creation of both hardware and software components.
The physical device was designed using advanced 3D
modeling software and rapid prototyping techniques,
allowing for quick iterations based on user feedback.
The MR application was developed using the Unity
platform, leveraging its robust AR Foundation frame-
work and cross-platform compatibility. We imple-
mented state-of-the-art computer vision algorithms
for object recognition and tracking, enabling the sys-
tem to provide context-aware guidance during daily
tasks (Maetzler et al., 2022).
Iterative refinement was carried out through a se-
ries of usability tests and focus group sessions with
PD patients and healthcare professionals. These ses-
sions provided valuable insights into the ergonomic
aspects of the device, the intuitiveness of the MR in-
terface, and the overall user experience. Quantitative
data on tremor reduction and task performance were
GRAPP 2025 - 20th International Conference on Computer Graphics Theory and Applications
372
collected using embedded sensors and analyzed us-
ing advanced signal processing to assess the system’s
efficacy. This iterative process allowed us to contin-
uously improve the design, addressing issues such as
device weight, grip comfort, and exercise complexity
(Ginis et al., 2023).
Throughout the design process, we adhered to eth-
ical guidelines for medical device development and
ensured compliance with relevant regulatory stan-
dards. The integration of smartphone technology in
our system was carefully considered to balance func-
tionality with accessibility, aiming to create a solution
that could be widely adopted across diverse socioeco-
nomic backgrounds (Lei and Li, 2024).
By employing this rigorous design research
methodology, we have developed a MR-based reha-
bilitation system that not only addresses the imme-
diate needs of PD patients but also has the potential
to evolve and adapt to individual user progress over
time. The following sections will delve into the spe-
cific design features and technical implementation of
our proposed solution, highlighting the innovative as-
pects that set it apart in the field of neurorehabilita-
tion.
4 DESIGN RESEARCH PROCESS
4.1 Device Mock-up
The development of the hand motion assistance de-
vice involved an iterative design process that aimed
to provide ergonomic support and tremor stabilization
for older individuals with Parkinson’s-related tremor
disorders. This lightweight device, weighing only
146 grams, was designed with an open-close mech-
anism to mimic natural hand movements essential for
tasks such as grasping and releasing objects. In its
resting state, the device maintains an open-hand posi-
tion that mirrors the palm’s natural curvature, allow-
ing users to initiate a grip comfortably and intuitively.
When the user grasps an object, the device’s embed-
ded servo motor activates to counteract tremors, lock-
ing the handles to stabilize the grip and reduce mus-
cular strain during task performance (Figure 1).
To achieve seamless usability, the device was
scaled to align with a variety of hand sizes and inte-
grated with components that enable dynamic response
to user movement. The servo motor embedded within
the thumb component not only facilitates movement
but also serves as a stabilizer, providing responsive
adjustments that enhance the user’s control over hand
movements. During the release phase, a button press
disengages the servo motor, allowing the device to
Figure 1: Functional diagram.
return smoothly to the open position. This friction-
less transition between gripping and releasing actions
minimizes the effort required from users, promoting
independence in daily activities by lessening the need
for constant grip maintenance (Figure 2).
Figure 2: Iterative design process.
The ergonomic features of the device were refined
based on extensive feedback from healthcare profes-
sionals and individuals with tremor disorders, who
emphasized the importance of both comfort and func-
tionality. The final prototype reflects these insights,
incorporating a form-fitting design that supports the
hand’s natural range of motion and allows for sta-
ble, precise hand movements. Additionally, the adapt-
able mechanism supports a range of tremor severities,
providing immediate physical support while allowing
users to engage in activities that enhance motor con-
trol and dexterity.
4.2 Physical Prototype Design
Ergonomically, the device was designed to conform
to the natural contours of the hand, providing intu-
itive support for daily single-hand tasks such as grip-
ping and releasing objects. Its open-close mechanism
mimics natural hand movements, reducing strain and
enhancing ease of use. The device accommodates
a wide range of hand sizes and tremor patterns, re-
flecting its adaptability to diverse user needs. Im-
portantly, the design encourages seamless transitions
between different hand positions, enabling users to
Blending Realities: Accessible Mixed Reality for Tremor Rehabilitation in Parkinson’s Disease
373
perform tasks independently and with minimal effort
(Figure 3).
Figure 3: Physical device prototype.
To counteract tremors effectively, the device in-
corporates a stabilization system that dynamically ad-
justs to variations in tremor intensity. A servo motor
embedded within the thumb component plays a dual
role as an actuator and stabilizer, enabling real-time
responses to user movements. This feature allows
the device to lock securely during gripping actions
while maintaining flexibility during release, ensuring
both stability and natural motion. The stabilization
mechanism is complemented by embedded sensors,
including a gyroscope, which track orientation and
motion data. This data is transmitted to a MR sys-
tem, enabling synchronized virtual feedback that sup-
ports therapeutic exercises and enhances the overall
user experience.
The physical prototype was fabricated using 3D
printing technology, ensuring precision and adaptabil-
ity. The dual-component structure, connected by a
hinge, replicates the natural opposition between the
thumb and fingers, a critical aspect of effective grip-
ping. The ergonomic design of the prototype mir-
rors the natural curvature of the palm, providing a
comfortable fit that supports stable and precise hand
movements. A compact battery, integrated with an
Arduino Nano board and low-energy Bluetooth con-
nectivity, powers the device, allowing for lightweight,
portable, and wireless operation. These features not
only enhance mobility but also enable the potential for
telehealth applications, where healthcare providers
can remotely monitor and adjust device settings.
Feedback from initial testing sessions with health-
care professionals and users influenced the final
design, emphasizing the importance of ergonomic
adaptability and mechanical precision. The physi-
cal prototype thus provides an effective balance be-
tween biomechanical support and ease of use, pro-
moting natural hand movement while addressing the
stabilization needs specific to older adults with tremor
disorders. By aligning the mechanical structure with
natural hand dynamics, this design supports sustained
improvements in hand dexterity and user autonomy,
reflecting a tailored approach to neurorehabilitation.
4.3 Mixed Reality System
The MR system revolutionizes rehabilitation for
Parkinson’s patients by combining virtual guidance
with physical stabilization on an accessible smart-
phone platform. This innovative approach leverages
familiar, cost-effective technology to deliver adaptive,
engaging therapy while broadening access to under-
served communities.
The MR system utilizes the smartphone’s camera
to recognize real-world objects and facilitate interac-
tion. By pointing the camera at items such as books
or cups, users activate the ”Grab Suggestion” feature.
This feature processes successive frames to analyze
object attributes, such as dimensions and orientation
and provides recommendations for optimal gripping
techniques. This functionality supports motor skill
rehabilitation by guiding users in adjusting hand po-
sitioning and improving object manipulation. (Fig-
ure 4)
Figure 4: Smartphone AR interface.
Integrated with the physical prototype, the MR
system receives data from an embedded gyroscope
that tracks the user’s hand movements. This data is
processed in real time and displayed as a virtual rep-
resentation on the smartphone screen. The immediate
feedback enables users to adjust their grip strength
and hand positioning with precision, fostering im-
proved task accuracy and confidence.
The system’s adaptability is a key feature, as it
adjusts the difficulty of tasks based on the user’s
progress. This ensures that rehabilitation remains ap-
propriately challenging and engaging. Gamified ex-
ercises further enhance the experience by motivat-
ing users to remain consistent in their therapy regi-
mens. The smartphone’s familiar interface and ability
to evolve through software updates provide an acces-
sible and user-friendly platform for delivering these
features.
GRAPP 2025 - 20th International Conference on Computer Graphics Theory and Applications
374
By leveraging smartphones as the central plat-
form, the MR system offers a cost-effective alter-
native to traditional MR hardware, which often re-
lies on expensive and specialized equipment. The
widespread availability of smartphones, combined
with their advanced processing capabilities, allows
for broader adoption across resource-constrained and
underserved areas. This affordability and scalability
make the system particularly impactful for individu-
als in rural or low-income settings, where access to
healthcare technology is often limited.
5 CONCLUSION AND
DISCUSSION
The proposed MR-based hand motion assistance de-
vice advances neurorehabilitation for Parkinson’s dis-
ease by integrating physical support with adaptive
MR exercises to address tremor management and mo-
tor skill improvement comprehensively. This holis-
tic approach combines ergonomic hardware with ad-
vanced software, leveraging smartphone technology
for accessibility, cost-effectiveness, continuous mon-
itoring, and personalized therapy.
While existing technologies like wearable tremor-
suppression devices and VR-based systems show
promise, they often lack a complete solution for
immediate symptom relief and long-term skill ac-
quisition. Our MR-based system bridges this gap
with real-time stabilization, adaptive feedback, and
context-aware training. Developed through an itera-
tive design process, the system prioritizes ergonomic
comfort, intuitive usability, and therapeutic efficacy.
Advanced spatial mapping and object recognition
techniques provide context-aware guidance, enhanc-
ing skill transfer to real-world activities.
While the initial results are promising, further re-
search is needed to validate the long-term efficacy
of our MR-based system in large-scale clinical trials.
Future work should focus on integrating smartphone
functionality with stabilizers, dual-hand functionality,
and exploring the potential for telehealth applications
to extend the reach of specialized PD care to under-
served populations.
In conclusion, our position paper argues that the
convergence of MR technology and ergonomic design
has the potential to revolutionize PD rehabilitation.
By providing a personalized, engaging, and compre-
hensive therapeutic experience, our proposed system
represents a significant step forward in improving the
quality of life for individuals living with Parkinson’s
disease. As we continue to refine and validate this
technology, we anticipate that MR-based rehabilita-
tion will become an integral component of PD man-
agement strategies, offering new hope to millions of
patients worldwide.
REFERENCES
Arora, S., Baig, F., Lo, C., Barber, T. R., Lawton, M. A.,
Zhan, A., et al. (2021). Smartphone motor testing
to distinguish idiopathic rem sleep behavior disorder,
controls, and pd. Neurology, 96(1):e78–e89.
Bloem, B. R., Okun, M. S., and Klein, C. (2021). Parkin-
son’s disease. The Lancet, 397(10291):2284–2303.
Cipresso, P., Giglioli, I. A. C., Raya, M. A., and Riva, G.
(2022). The past, present, and future of virtual and
augmented reality research: A network and cluster
analysis of the literature. Frontiers in Psychology,
13:883546.
Dorsey, E. R., Sherer, T., Okun, M. S., and Bloem, B. R.
(2020). The emerging evidence of the parkinson pan-
demic. Journal of Parkinson’s disease, 10(s1):S3–S8.
Espay, A. J., Bonato, P., Nahab, F. B., Maetzler, W., Dean,
J. M., Klucken, J., et al. (2021). Technology in parkin-
son’s disease: Challenges and opportunities. Move-
ment Disorders, 36(3):537–549.
Ginis, P., Nieuwboer, A., Dorfman, M., Ferrari, A., Gazit,
E., Canning, C. G., et al. (2023). Feasibility and ef-
fects of home-based smartphone-delivered automated
feedback training for gait in people with parkinson’s
disease: A randomized controlled trial. Parkinsonism
& Related Disorders, 106:105204.
Lei, Z. and Li, X. (2024). Improved grip stability in health-
care: Mixed reality assistance devices for degenera-
tive and age-related hand conditions. In Companion
of the 2024 ACM International Joint Conference on
Pervasive and Ubiquitous Computing (UbiComp ’24).
Maetzler, W., Klucken, J., and Horne, M. (2022). A clinical
view on the development of technology-based tools in
managing parkinson’s disease. Movement Disorders,
37(2):235–246.
Marras, C., Beck, J. C., Bower, J. H., Roberts, E., Ritz, B.,
Ross, G. W., et al. (2021). Prevalence of parkinson’s
disease across north america. Movement Disorders,
36(1):138–148.
Pahwa, R., Dhall, R., Ostrem, J., Gwinn, R., Lyons, K.,
Ro, S., et al. (2022). An acute randomized controlled
trial of noninvasive peripheral nerve stimulation in es-
sential tremor. Neuromodulation: Technology at the
Neural Interface, 25(1):112–119.
Wang, B., Shen, M., Wang, Y. X., He, Z. W., Chi, S. Q.,
and Yang, Z. H. (2023). Effect of virtual reality on
balance and gait in parkinson’s disease: A system-
atic review and meta-analysis. Frontiers in Neurology,
14:1131656.
Blending Realities: Accessible Mixed Reality for Tremor Rehabilitation in Parkinson’s Disease
375