Periodic Reporting for period 2 - PRIME-VR2 (PERSONALISED RECOVERY THROUGH A MULTI-USER ENVIRONMENT: VIRTUAL REALITY FOR REHABILITATION)
Reporting period: 2021-04-01 to 2022-12-31
The objective of the PRIME-VR2 project was to create a development platform that integrates distinctive VR hardware with optimized gaming to provide better VR experiences for rehabilitation. The project developed a groundbreaking framework for upper limb rehabilitation, which was personalized to each patient's unique requirements and characteristics. This framework involves a system for collecting data on the patient's upper limb geometry, movements, and forces, as well as creating a precise biomechanical profile. To enhance interaction within the virtual environment, a data-driven approach was utilized to design a custom wearable controller.
Through the use of a customized controller and a VR headset, patients can participate in rehabilitation exercises via serious games. The interactive virtual environments developed in the PRIME-VR2 project allow patients to perform the appropriate movements for limb rehabilitation within a fun and engaging setting. This, in turn, leads to an improved quality of life, with the assistance of medical staff.
The PRIME-VR2 project achieved new levels of accessibility, control, feedback, and engagement through the development of three use cases. The project had several specific objectives, that have been fully achieved, including: (1) creating a VR environment for rehabilitation exercises that motivates users through progress tracking, (2) developing non-invasive methods for collecting accurate anatomical and mobility data while preserving patient dignity, (3) defining an advanced biomechanical profile of the patient to design VR controllers that are tailored to specific rehabilitation methods, (4) implementing a User Data Toolkit to collect patient physiological data, (5) utilizing a User Profile Toolkit to manage and visualize collected physiological data and recommend suitable controllers and therapy games, (6) providing a web platform with a "platform loader tool" to enable patients to download assigned serious games from their therapists, (7) designing a basic controller prototype with three different modules to meet patient-specific requirements, and (8) employing additive manufacturing technology to create personalized controller housing structures that balance external physical requirements with internal actuation properties.
The objective of PRIME-VR2 was to create an enhanced rehabilitation environment for patients by utilizing novel virtual rehabilitation scenarios. The project accomplished this goal by continuously developing and testing the technology with input from the three Living Lab partners. Key scientific developments and progress was also disseminated via 16 journal papers, 15 press releases leading to 36 media publications, 10 project newsletters, 330 people trained online via 4 focused training videos, 3 project conferences, 3 helix events and 15 conference presentations, along with very active social media and online activities with over 11,000 website visits, 2000+ social media followers and in excess of 4000 video views on 11 released videos. All communication goals were exceeded with excellent public engagement throughout the project.
A key innovation of the project was the User Profile Toolkit, which utilizes physiological information to generate unique patient biomechanical profiles. The toolkit enables a fully digitized workflow that results in the creation of personalized virtual games, programs, and custom assistive controllers, which was designed using innovative auxetic structures and produced with advanced additive manufacturing techniques.
The project followed the ICP 4-stage model to create a thorough commercialization process, which incorporated feedback from both the Living Labs and project partners. The objective of the commercialization process was to develop a forward-looking business plan for the PRIME-VR2 outputs and non-commercial elements, which would facilitate the commercial utilization of the solution following the project's conclusion. One of the project work packages was dedicated to managing the commercialization activities, which involved four primary tasks: monitoring and protecting intellectual property rights, assessing the market and monitoring technology trends, ensuring continued funding and commercial viability, and developing an exploitation plan and business plan.
To facilitate the development of the exploitation plan and business plan, various steps were taken, including conducting a general market analysis and assessing the overall market context. The commercialization methodology was then deployed, and the methodology was executed, which involved analyzing the proposed product offering and validating it with input from both patients and clinicians. The solution was then aligned with the validated needs, and a business plan was developed that outlined a viable path to commercialization. An exploitation register was also created to capture any additional valuable project outcomes.
The PRIME-VR2 project has the potential to bring about a significant socio-economic impact by enhancing the quality of life for patients undergoing rehabilitation for upper limb conditions. The use of innovative virtual reality environments and serious games for rehabilitation has the potential to make the rehabilitation process more engaging and effective, thereby enabling faster and more comprehensive recovery. This could result in reduced healthcare costs and improved productivity for patients, allowing them to return to work and other daily activities sooner. Moreover, the development of custom wearable controllers could improve accessibility for patients with physical limitations and offer a more personalized rehabilitation experience.
Moreover, the research and development activities of the project can potentially stimulate novel advancements and breakthroughs in the area of rehabilitation technology, which could have a constructive impact on the healthcare sector. Overall, the PRIME-VR2 initiative can potentially enhance the quality of life for patients and the healthcare system, while also promoting economic growth through the creation of innovative technologies and industries.
The project partners identified several outcomes with potential for commercial exploitation, including the framework for capturing physiological data and assessing patients, the design of bespoke controller housing and interfaces, and the VR gaming environments for rehabilitation. During the project, two key innovations were identified for patent application: the technology and process for collecting and processing biometric data, generating biometric profiles, and selecting therapies; and new concepts in auxetic structures, which are physical structures that can adapt to the surfaces they are applied to. These patents have been filed at the European Patent Office and will be further developed for potential market applications in the future.