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Software

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VR Kinesis

 VR Kinesis is a Virtual Reality software for rehabilitation aimed at turning repetitive task training into an engaging, adaptable, challenging, and measureable experience.

This approach helps to fill in a void that we often see after a patient's treatment cycle is over, where activity levels often drop. It can also be used as “prehabilitation” (before an operation) to maintain general strength and cardiovascular health, or it can be used as an accessible and customizeable fitness regime for people with an impairment, health problem or otherwise lower functional capacity who  might even have difficulty leaving their home for exercise activities. This last concept can be thought of   as a immersive-age update to "Adapted Physical Activity" which dates back to the 1970s.

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  • This software has been created by physiotherapists and tested by patients, with the precious advisory contribution of other clinical figures in the fields of psychology and neurology. 

 

  • Our first exergame focuses on functional abilities such as lower limb weight transfer, squatting to various degrees, and reaching out to touch objects, as these are aspecific motor functions that are present in many Activities of Daily Living.

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  • VR Kinesis is a game made from the ground up for accessibility and customizeability to physical and functional limitations. It offers a host of customization and ease-of-use features that have been implemented by physiotherapists and tested by patients:

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 - Spoken tutorial explaining basics of VR interaction 

- Guided calibration system that measures player’s height and how far they can reach in various directions without pain (independently for each arm). 

- Intuitive gesture menu made with 3D game objects, that does not require any button clicks.  Buttons, sliders and help bubbles can be activated by pressing or dragging with one's hand.

- Automatic menu height placement:  The menu floats in front of the player by moving automatically to a height that requires minimal shoulder elevation.


 - One can be very specific about where the objects the player must reach should spawn. This can be set independently for each arm: one may exclude rows or columns, avoid arm crossing torso, set different percentages for each limb, game speed, include two handed targets, and many   other settings. 


 - Immediate visual feedback for spawn placement settings that is physically testable ingame: In the menu, the player can check whether a spawn point is reachable by observing a puppet character that carries out the same movements as the player in smaller scale. This means the player can immediately test whether they would be able to reach that spot just by physically performing the action. 

​

 -Haptics and music & sound design play a large role in immersing the player and making their actions feel significant. 

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  • Upcoming features:


 - Tablet control for therapists: for changing settings from outside of the game. 

 - Online account system: for remote access for therapists. 

 - Realtime level creation: therapists can act out the movements they wish the patient to perform, and this way create a tailor-made level, then tweak them to perfect them after through settings. 
- Hand tracking: to avoid the need for controllers for people with hand impairments. 
- Oculus Quest compatibility initially, and may later be ported to SteamVR and AR platforms. 


​

​​

 VR Kinesis is a Virtual Reality software for rehabilitation aimed at turning repetitive task training into an engaging, adaptable, challenging, and measureable experience.

This approach helps to fill in a void that we often see after a patient's treatment cycle is over, where activity levels often drop. It can also be used as “prehabilitation” (before an operation) to maintain general strength and cardiovascular health, or it can be used as an accessible and customizeable fitness regime for people with an impairment, health problem or otherwise lower functional capacity who  might even have difficulty leaving their home for exercise activities. This last concept can be thought of   as a immersive-age update to "Adapted Physical Activity" which dates back to the 1970s.

​

  • This software has been created by physiotherapists and tested by patients, with the precious advisory contribution of other clinical figures in the fields of psychology and neurology. 

 

  • Our first exergame focuses on functional abilities such as lower limb weight transfer, squatting to various degrees, and reaching out to touch objects, as these are aspecific motor functions that are present in many Activities of Daily Living.

​​

  • VR Kinesis is a game made from the ground up for accessibility and customizeability to physical and functional limitations. It offers a host of customization and ease-of-use features that have been implemented by physiotherapists and tested by patients. 

​

 

 - Spoken tutorial explaining basics of VR interaction 

- Guided calibration system that measures player’s height and how far they can reach in various directions without pain (independently for each arm). 

- Intuitive gesture menu made with 3D game objects, that does not require any button clicks.  Buttons, sliders and help bubbles can be activated by pressing or dragging with one's hand.

- Automatic menu height placement:  The menu floats in front of the player by moving automatically to a height that requires minimal shoulder elevation.


 - One can be very specific about where the objects the player must reach should spawn. This   can be set independently for each arm: one may exclude rows or columns, avoid arm crossing torso, set different percentages for each limb, game speed, include two handed targets, and many   other settings. 


 - Immediate visual feedback for spawn placement settings that is physically testable ingame: In   the menu, the player can check whether a spawn point is reachable by observing a puppet character that carries out the same movements as the player in smaller scale. This means the player can immediately test whether they would be able to reach that spot just by physically performing the action. 

​

 -Haptics and music & sound design play a large role in immersing the player and making their actions feel significant. 

​

​

 

Upcoming features:


 - Tablet control for therapists: for changing settings from outside of the game. 

 - Online account system: for remote access for therapists. 

 - Realtime level creation: therapists can act out the movements they wish the patient to perform,  and this way create a tailor-made level, then tweak them to perfect them after through settings. 
- Hand tracking: to avoid the need for controllers for people with hand impairments. 
- Oculus Quest compatibility initially, and may later be ported to SteamVR and AR platforms. 


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