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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.

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

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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