Co-creating Immersive Virtual Neurorehabilitation Environments

A Participatory Design Workshop

Book Chapter (2024)
Authors

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

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

Erik Grauwmeijer (Rijndam Rehabilitation Centre, Erasmus MC)

Marc Evers (Erasmus MC, Rijndam Rehabilitation Centre)

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

Research Group
Human-Robot Interaction
To reference this document use:
https://doi.org/10.1007/978-3-031-77584-0_123
More Info
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Publication Year
2024
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
Pages (from-to)
631-635
ISBN (print)
['978-3-031-77586-4', '978-3-031-77583-3']
ISBN (electronic)
978-3-031-77584-0
DOI:
https://doi.org/10.1007/978-3-031-77584-0_123
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

Head-mounted displays can offer personalized immersive virtual reality (VR) training for patients who have suffered an Acquired Brain Injury by tailoring the complexity of visual and auditory stimuli to their cognitive capabilities. However, how these virtual environments should be designed remains undetermined. We conducted a participatory design workshop with eight neurorehabilitation experts to collect their opinions on using immersive VR-based neurorehabilitation and co-create examples of low and high-cognitively demanding immersive virtual training environments. Participants highlighted the importance of developing meaningful and realistic environments. This study provides an example of a high-tech co-creation workshop whose results provide insights into designing training environments in immersive VR to meet patients’ needs.

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