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PRIME-VR2 SIGNED

PERSONALISED RECOVERY THROUGH A MULTI-USER ENVIRONMENT: VIRTUAL REALITY FOR REHABILITATION

Total Cost €

0

EC-Contrib. €

0

Partnership

0

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 PRIME-VR2 project word cloud

Explore the words cloud of the PRIME-VR2 project. It provides you a very rough idea of what is the project "PRIME-VR2" about.

material    structures    housing    constructed    techniques    additive    body    rapid    performance    focussing    huge    platform    motivation    movement    biomechanical    ergonomic    serious    space    accessible    extend    sustainable    socialisation    vr    customised    purposes    socicalision    movements    controllers    competition    physical    sense    adaptive    wrists    data    environment    uses    fine    context    accessibility    paramount    ecosystem    reclamation    domain    centred    stimulus    actuation    human    generation    switch    finger    virtual    dynamic    rehabilitation    configuration    gaming    remapped    mobility    barriers    manufacture    validation    demonstrator    upper    feedback    enhanced    collaborative    illustrate    fidelity    software    acquisition    hardware    manufacturing    hands    anatomical    skills    interactive    technological    capability    competitive    extended    travel    motor    form    freedom    relation    arm    automation    mechanical    digital    individual    principles    compromised    environments   

Project "PRIME-VR2" data sheet

The following table provides information about the project.

Coordinator
UNIVERSITA DI PISA 

Organization address
address: LUNGARNO PACINOTTI 43/44
city: PISA
postcode: 56126
website: www.unipi.it

contact info
title: n.a.
name: n.a.
surname: n.a.
function: n.a.
email: n.a.
telephone: n.a.
fax: n.a.

 Coordinator Country Italy [IT]
 Total cost 3˙998˙353 €
 EC max contribution 3˙998˙353 € (100%)
 Programme 1. H2020-EU.2.1.1. (INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT))
 Code Call H2020-ICT-2018-3
 Funding Scheme RIA
 Starting year 2019
 Duration (year-month-day) from 2019-10-01   to  2022-09-30

 Partnership

Take a look of project's partnership.

# participants  country  role  EC contrib. [€] 
1    UNIVERSITA DI PISA IT (PISA) coordinator 554˙875.00
2    UNIVERSITA TA MALTA MT (MSIDA) participant 394˙516.00
3    OULUN YLIOPISTO FI (OULU) participant 393˙622.00
4    UNIVERSITY OF STRATHCLYDE UK (GLASGOW) participant 383˙406.00
5    UNIVERSITY COLLEGE LONDON UK (LONDON) participant 381˙250.00
6    FLYING SQUIRREL GAMES MALTA LIMITED MT (ATTARD) participant 274˙375.00
7    KERUBIEL KERESKEDELMI ES SZOLGALTATO KFT HU (BUDAPEST) participant 269˙375.00
8    LOUD1DESIGN LIMITED UK (GLASGOW) participant 258˙730.00
9    CROWDHELIX LIMITED IE (CORK) participant 247˙750.00
10    INLECOM INNOVATION ASTIKI MI KERDOSKOPIKI ETAIREIA EL (ATHINA) participant 247˙250.00
11    CAPITOLA DIGITAL BV NL (AMSTERDAM) participant 242˙500.00
12    GLOBAL DISABILITY INNOVATION HUB CIC UK (LONDON) participant 137˙000.00
13    KINISIFORO LTD CY (LIMASSOL) participant 128˙078.00
14    SAINT JAMES (CAPUA) HOSPITA LTD MT (Sliema) participant 85˙625.00

Map

 Project objective

Virtual Reality (VR) environments have huge potential for those with compromised physical capability in providing a sense of freedom and motivation, but there are significant barriers in access and effective use in this context. To address these user and technological challenges, this project aims to develop an accessible, collaborative VR rehabilitation environment that uses a serious gaming virtual space to provide stimulus, socialisation and friendly competition for users on the path to rehabilitation. By focussing on upper mobility and the reclamation of fine motor skills, the issues of fidelity of movement, ergonomic accessibility, adaptive testing and feedback, and socicalision become paramount in creating a viable user experience. Access to the VR environment will be via customised, adaptive controllers that are tailored for individual users to provide a unique and enhanced level of accessibility and constructed using advanced additive manufacturing techniques. The delivery of the software and hardware elements of this research will require the development of an integrated digital platform that will extend state-of-the-art digital technology in: the configuration of a collaborative VR serious gaming environment for rehabilitation purposes; the rapid acquisition of detailed anatomical and biomechanical user data in relation to the upper body with a focus on the hands and wrists; new principles of mechanical switch actuation and form generation in additive material structures; advanced human-centred design techniques to determine requirements and assess performance; and extended principles of design for manufacture and automation for additive structures and housing design. Three demonstrator controllers will illustrate how arm, hand and finger movements can be remapped for dynamic travel according to specific user conditions and allow for validation of a sustainable competitive ecosystem of European technology in the domain of interactive rehabilitation.

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The information about "PRIME-VR2" are provided by the European Opendata Portal: CORDIS opendata.

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