
Particularly, Virtual Reality (VR) stands out as a
promising technology in this field. Its ability to cre-
ate immersive and interactive environments enables
patients to engage in simulations that replicate real-
world scenarios (Genova et al., 2022), such as ma-
neuvering in confined spaces, overcoming urban ob-
stacles, or navigating a simulated kitchen or office.
This provides them with a unique opportunity to de-
velop essential skills in a gamified environment that
transforms learning into a motivating experience.
Both the challenges and motivation described
form the basis of our proposal: VR-ADAPT, a VR-
based platform for learning and training aimed at in-
dividuals with recent mobility-limiting injuries, de-
signed to support and complement their initial adap-
tation process. This project is a collaboration with the
Hospital Nacional de Parapl
´
ejicos de Toledo (HNPT)
and is funded by Indra and the Fundaci
´
on Univer-
sia (supported by Banco Santander) through the 8th
Call for Research Grants in Accessible Technologies.
The platform includes an immersive simulator for op-
erating electric wheelchairs, virtualization of super-
vised domestic and workplace environments, the in-
tegration of serious games within these spaces to per-
form daily tasks while simultaneously undergoing re-
habilitative therapy to recover mobility, and, finally,
the recording of kinematic data from sessions to en-
able therapists to objectively assess each patient’s
progress.
The implementation of VR-ADAPT is expected to
yield multiple benefits for both patients and the clini-
cal teams responsible for their rehabilitation. For pa-
tients, the platform offers a safe and controlled en-
vironment where they can progressively acquire es-
sential skills without the risks associated with prac-
ticing in real-world settings. This not only facili-
tates the learning of practical abilities, such as operat-
ing electric wheelchairs and performing domestic and
workplace tasks, but also boosts their confidence to
face real-life situations, promoting greater indepen-
dence in their daily lives. For clinical professionals,
the platform provides an advanced tool for evaluat-
ing and personalizing therapies through the record-
ing and analysis of kinematic data from each session.
This approach enables objective monitoring of patient
progress and allows therapeutic interventions to be
tailored to individual needs, thereby optimizing treat-
ment effectiveness and improving overall rehabilita-
tion outcomes. Ultimately, VR-ADAPT has the po-
tential to significantly enhance patients’ quality of life
by accelerating their adaptation to a new environment
and reducing the barriers they face in their daily ac-
tivities.
2 RELATED WORK
Wheelchair simulators have been established as effec-
tive and safe tools for training and assessment, of-
fering controlled environments where users can de-
velop essential navigation skills and perform complex
tasks. Additionally, they are valuable for analyzing
progress in physical and cognitive rehabilitation. Re-
cent evidence highlights that these platforms not only
enable the transfer of skills to real-world scenarios
but also improve users’ confidence and quality of life
(Alapakkam Govindarajan et al., 2022), (Ortiz et al.,
2021).
The sense of presence (SoP), defined as the sub-
jective perception of ”being there,” is identified as a
crucial factor for the effectiveness of simulators. Var-
ious studies have shown that the use of virtual re-
ality (VR) technologies, such as head-mounted dis-
plays (HMDs), enhances immersion, although they
can induce cybersickness symptoms, particularly in
users with limited mobility (Vailland et al., 2020),
(Arlati et al., 2019). The integration of multisensory
feedback, including vestibular and haptic stimuli, im-
proves both the user experience and SoP while mini-
mizing adverse effects (Vailland et al., 2021).
These platforms have evolved to include digitized
domestic and workplace environments, broadening
their applications. For instance, the use of personal-
ized environments enables patients with recent spinal
cord injuries to learn specific functional skills and
adapt to their new reality. Additionally, gamification
and serious games have been employed to maintain
motivation and promote physical recovery (Hoter and
Nagar, 2023).
Kinematic recording stands out as a key com-
ponent, providing objective metrics for evaluating
and adjusting rehabilitation programs. Tools such as
ViEW allow for the analysis of user performance in
both simulated and real conditions, showing a positive
correlation between acquired skills and their transfer
to real-world contexts (Mor
`
ere et al., 2018).
3 VR-ADAPT PLATFORM
Figure 1 provides an overview of the architecture of
the proposed platform. From bottom to top, the VR
headset allows the user to immerse themselves and
interact with the virtual world. Within the virtual
environment, users can navigate in a wheelchair us-
ing joystick controls or interact with virtual elements
using their hands, free of any controllers. This lat-
ter functionality is utilized in the serious games inte-
grated into the learning platform.
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