Immersive environments and motor rehabilitation: A virtual reality and gamification approach
DOI:
https://doi.org/10.56931/sel.2024.e3Keywords:
Virtual reality, Motor rehabilitation, GamificationAbstract
The integration of virtual reality technologies in education and rehabilitation has revolutionized the way therapeutic and learning processes are managed, especially in repetitive motor exercises. This study presents an interactive system based on a virtual chemistry laboratory simulator designed to promote wrist movements, such as flexion and pronation. The system combines the integrated hand tracking of the Meta Quest 2 headset with Unity3D, gamified elements and real-time multimodal feedback. Seven participants performed tests during three consecutive sessions, obtaining promising results. The SEQ questionnaire reflected an overall score of 57.45/65, highlighting ease of use, clarity and user satisfaction. In addition, a 20% improvement in movement accuracy and fluidity was observed after the sessions. Gamification elements and visual and auditory cues ensured a high level of engagement, allowing participants to complete tasks with an average of 50 minutes of active interaction per session. This system not only offers an effective tool for motor rehabilitation, but also presents potential applications in STEM education, by providing interactive environments where abstract concepts can be explored in a hands-on manner. However, the limited sample suggests the need for future studies with greater user diversity and longitudinal analysis.
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