Prime-VR22021-01-28T10:31:05+01:00

The overall aim of this project is to deliver a development platform that integrates bespoke VR hardware and physically- and socially optimised gaming to deliver enhanced VR experiences. This will be developed for the area of rehabilitation through three use cases, and will demonstrate new standards of accessibility, control, feedback, and engagement for users.

To achieve this, the specific project objectives are to:
• Generate a VR environment for rehabilitation exercises that allows users to socialise, play and compare progress to aid motivation in rehabilitation.
• Develop new approaches for non-invasive, accurate anatomical and mobility data collection that retains user dignity.
• Use a variety of advanced methods to build a biomechanical profile of patient injury to develop bespoke VR controllers aligned with specialised rehabilitation approaches.
• Create new additive controller housing structures that blend external physical requirements with internal actuation properties.
• Use advanced Human-Centred Design techniques to generate and evaluate emotional, cognitive, aesthetic, and social requirements.
• Extend the principles of design for manufacture for additive structures to deliver practical and viable controller housings.
• Develop a detailed commercialisation and exploitation plan to take the VRHAB-IT platform to the market.
• Develop a detailed commercialisation and exploitation plan to take the VRHAB-IT platform to the market.
• Implement and test the proposed platform through three distinct case studies involving different participants.

The team at Flying Squirrel Games will be working mainly on Work Package 6 – the platform implementation. Flying Squirrel Games are also the leaders in subtask 6.4 – Game implementation.

For more info, kindly visit the project website here and follow our social media accounts on the links below.

PrimeVR Facebook PrimeVR2 LinkedIn PrimeVR2 YouTube Link

**New publication** by @IN_TOUCH_UCL - 'Making sense of digitally remediated touch in virtual reality experiences', published online first in Discourse, Context & Media @Els_SocialScien We discuss how touch experiences are translated into discourses of familiarity or divergence.

We're delighted to share this article - written by Disability Design & Innovation MSc student Akriti Pradhan alongside @LCFLondon

➡️ Inclusive Beauty: Making Cosmetics More Accessible for the Blind & for Visually Impaired Consumers

https://bit.ly/3uO4lt3 #DisabilityInnovation

Today is your final chance to apply to the Snowdon Masters Scholarship! 🔔
There is Funding up to £30k funding available for disabled students looking to enrol onto UK based Masters courses.
For more info visit: https://snowdontrust.org/scholarships
#SnowdonMasters #SnowdonTrust

@GDIHub

Kicked off the 3rd week of our case study on Interactive Skin with a Speculative online workshop with the Saarland Uni research lab led by Prof. Jürgen Steimle
http://saarland.de/people/juergen-steimle/
Method inspired & informed by another of Juergen's earlier collaborations

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