The overall aim of this project is to deliver a development platform that integrates bespoke VR hardware and physically- and socially optimized 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 allow users to socialize, 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 specialized 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 commercialization and exploitation plan to take the VRHAB-IT platform to the market.
• Develop a detailed commercialization 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 leader in Task 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

9/ We believe Andreas’ work perfectly aligns with the need for greater investment and attention in rehabilitative-related Assistive Technology 🙌

8/ As part of the recommendations, @WHO invites those working across academia, private and public sectors to harness and invest in research and innovation in relation to rehabilitation – inclusive of assistive technologies.

7/ On the 2nd February the @WHO #EB152 recognised rehabilitation to be essential in meeting the #SDGs and requires increased attention from policy makers and international actors when setting health priorities and allocating resources.

6/ The potential of VR as a tool for #rehabilitation is particularly interesting at present, where last week the @WHO #EB152 reached consensus on key steps to strengthen rehabilitation as an essential component of #UHC.

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