Immersive Virtual Environments for Upper-Limb Robotic Rehabilitation

Book Chapter (2025)
Authors

Salvatore L. Cucinella (Erasmus MC, TU Delft - Human-Robot Interaction)

Job L.A. Mulder (Student TU Delft)

J. C.F. Winter (TU Delft - Human-Robot Interaction)

L. Marchal (Erasmus MC, TU Delft - Human-Robot Interaction)

Research Group
Human-Robot Interaction
To reference this document use:
https://doi.org/10.1007/978-3-031-77588-8_82
More Info
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Publication Year
2025
Language
English
Research Group
Human-Robot Interaction
Bibliographical Note
Green Open Access added to TU Delft Institutional Repository 'You share, we take care!' - Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.@en
Volume number
1
Pages (from-to)
411-415
ISBN (print)
978-3-031-77587-1
ISBN (electronic)
978-3-031-77588-8
DOI:
https://doi.org/10.1007/978-3-031-77588-8_82
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

Neuroscience evidence suggests that personalized, task-specific, high-intensity training is essential for maximizing recovery after acquired brain injury. Robotic devices combined with immersive virtual reality (VR) games, visualized through head-mounted displays (HMDs), can support such intensive training within naturalistic virtual environments with audio-visual stimuli tailored to individual needs. However, the impact of these auditory and visual demands on cognitive load remains an open question. To address this, we conducted an experiment with 22 healthy participants to explore how varying levels of visual, auditory, and cognitive demands affect users’ cognitive load and performance during a shopping task in immersive VR. We found that mental demand had the most significant impact on increasing cognitive load and hampering task performance. Visual demands, although affecting gaze behavior, did not significantly affect cognitive load or performance. Auditory demands showed small effects on cognitive load.

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