Skip to main navigation Skip to search Skip to main content

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

    48 Downloads (Pure)

    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 publication2024 IEEE Gaming, Entertainment, and Media Conference (GEM)
    Place of PublicationPiscataway, New Jersey
    PublisherIEEE
    ISBN (Electronic)9798350374537
    ISBN (Print)9798350374544
    DOIs
    Publication statusE-pub ahead of print - 11 Jul 2024

    Keywords

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

    Fingerprint

    Dive into the research topics of 'Virtual rehabilitation: XR design for senior users in immersive exergame environments'. Together they form a unique fingerprint.

    Cite this