Tracks

The aim of the Conference is to present the most recent studies and advanced results in the field of rehabilitation therapies exploiting Virtual Reality environment and games, to enhance patient engagement.

Track 1

This track will focus on the 3D scanning of human body to obtain data to feed the design workflow. The customisation of medical devices indeed requires a reliable knowledge of the body shape, in order to design comfortable bespoke appliances. To this extent, different scanning equipment are available on the market, while many research approaches are based on purposely developed devices. The track will then focus on the possible scanning solution, and on the main issue related to data post-processing.

Track 2

The development of bespoke interactive devices has the potential to provide superior user experiences when compared to off-the-shelf devices, and this track considers a range of topics and their interrelationship in the design process. In order to set out appropriate design directions, careful articulation of user requirements through human-centred, co-design approaches is required. In realising product geometries, the adoption of additive manufacturing and other digitally-driven techniques offers greater freedom and the ability to harness computational power in the generation of personalised design solutions. Manufacturing such devices requires consideration of issues such as tolerances, electronics integration, surface finishing etc. which have an impact on the technology maturity level, and hence on the market-readiness emerging devices. To this end, specific simulation and testing procedures must be must be integrated within the development from an early stage, allowing better planning of resources

Track 3

This track focusses on the design of VR experiences, games and interfaces for both rehabilitation and for facilitating access to everyday living activities.  This design process can be multifaceted and dependent on specific user requirements, characterised by disability, injury or other clinical characteristics. A key commonality is the focus on human-centred design techniques to provide configurable access to accommodate a broad space of user needs. The goal of these VR experiences can be similarly varied.  While some people may seek to relearn skills that have been impaired by e.g. injury or stroke, others may want to use these interfaces to practice everyday living skills in a safe and controlled virtual environment that can adjust to their specific physical characteristics.  This track invites submissions across these themes, including interface design, interaction methods, evaluation protocols and examples of games and experiences.

Track 1

3D acquisition for medical applications

Track 2

Design and development of rehab devices

Track 3

Experiences and evaluation of VR rehab