Research and Innovation: Robotic unstable platform linked to virtual reality as a rehabilitation simulator
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Robotic unstable platform linked to virtual reality as a rehabilitation simulator

Grant number: 23/04310-6
Support Opportunities:Research Grants - Innovative Research in Small Business - PIPE
Start date: November 01, 2023
End date: October 31, 2025
Field of knowledge:Health Sciences - Physiotherapy and Occupational Therapy
Principal Investigator:Dalton Yoshimi Kina
Grantee:Dalton Yoshimi Kina
Company:Fisioatual Comércio Atacadista e Equipamentos Médicos Hospitalares Ltda
CNAE: Pesquisa e desenvolvimento experimental em ciências físicas e naturais
Atividades de serviços de complementação diagnóstica e terapêutica
Atividades de assistência a idosos, deficientes físicos, imunodeprimidos e convalescentes prestadas em residências coletivas e particulares
City: Catanduva
Associated scholarship(s):23/15661-4 - Activity Plan for the integration between the Virtual Environment and the Unstable Simulator Platform., BP.TT
24/03786-0 - ENHANCEMENT AND DEVELOPMENT OF LOGICAL STRUCTURES FOR PROPRIETARY GAMES IN VIRTUAL REALITY., BP.TT
23/15608-6 - Robotic unstable platform linked to virtual reality as a rehabilitation simulator, BP.PIPE

Abstract

Neurorehabilitation treatments are lengthy or necessary throughout the life of a patient with disabilities. They require motor (re)learning that demands high repeatability of movements, leading to monotony and demotivation, and are also cited as one of the causes of treatment abandonment. This research will validate and improve a technologic solution based on IoT, already prototyped, which brings attractiveness and engagement to neurorehabilitation treatments. It is based on a physical platform with a distinctive adjustable instability feature, through an elastic braking system, which has embedded inertial sensors that allow its unstable base to function as a control for virtual reality games (Fig. 1). The value propositions involved in the solution have been corroborated by experts in the neurorehabilitation segment, through purchase intent (validation survey, market + 80 completed forms), as well as the academic community, through the presentation of the project in congresses of the segment and events with approximately 900 user experiences. However, in seeking to validate hypotheses with the client segment at the local APAE, it was observed that diplegic and wheelchair-bound patients had difficulty moving the mobile base of the platform (Fig. 2). This led to the incorporation of a new functionality into the prototype, implementing linear actuators to the structure of the platform in partnership with Kalatec, endowing its unstable base with robotic movement that can respond to professional commands through a joystick or simulate movements involved in various activities, including equine therapy, when combined with the use of virtual reality glasses (360° video of the circuit environment) (Fig. 3). This will add a new value proposition to the solution, allowing a wider range of patients who do not have voluntary movement to also benefit, thus increasing the range of previously unreached patients. Objectives: Validate the proposed solution in the neurorehabilitation segment. Improve the functional prototype, aiming to reduce tangible costs and aligning project specifications with the business model (B2B). This will enable scalability and financial sustainability of the venture through the lease or low-cost sale of simulators linked to recurring revenue, based on cloud service subscriptions (SaaS) associated with the platform, such as the registration of patients, professionals, and entities serving people with disabilities (PwD), and access to streaming of games and immersive experiences. Method: It will be necessary to carry out a set of planned and systematized tests (iterations) with patients, parents, and professionals to demonstrate the applicability of the solution in the neurorehabilitation segment, and provide the global survey of requirements for new versions of the product/service and game content that meet the needs of this end-user (patient) and the expectations of the professional (client). Usability parameters for this B2B/SaaS model will also be identified to ensure the evolution of service specifications, which aims to democratize access to resources involving rehabilitative-assistive robotics technologies linked to gamification in virtual reality. The project is also aligned with the study "Internet of Things: an action plan for Brazil," in which health is the area of highest priority (Fig. 4). (AU)

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