Virtual rehabilitation: XR design for senior users in immersive exergame environments

Vassilis Charissis, Soheeb Khan, Samal AlTarteer, Ramesh Lagoo

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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Abstract

The global ageing population presents significant challenges, with healthcare systems strained to meet the needs of an increasingly elderly demographic. Societies face issues related to healthcare costs, caregiving, and maintaining quality of life for seniors. This paper investigates the impact of a prototype Virtual Reality (VR) exergame application designed for musculoskeletal exercise and rehabilitation of senior users. The system employs an omnidirectional treadmill that combines VR with physical activity, offering immersive experiences while engaging in therapeutic exercises. This application provides an opportunity to senior users, to stay active whilst in the comfort of their home. The application has been evaluated by ten users providing encouraging results. The paper concludes with the presentation of the results and a future plan to further explore the immersive nature of VR and its impact on enhancing motivation and promoting better overall well-being for the senior population.
Original languageEnglish
Title of host publicationIEEE GEM 2024 Conference
PublisherIEEE
Publication statusE-pub ahead of print - 11 Jul 2024

Keywords

  • exergames
  • virtual reality
  • accessibility
  • user experience
  • senior users
  • rehabilitation

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