TY - GEN
T1 - Co-design of virtual reality exergames for balance rehabilitation
AU - Henriksen, Signe Toftgaard
AU - Adjorlu, Ali
AU - Serafin, Stefania
AU - Onofrei, Marius George
AU - Fontana, Federico
AU - Søndergaard, Kasper
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025/3
Y1 - 2025/3
N2 - Balance disorders, particularly in the elderly population, pose a significant public health challenge due to the associated risk of falls. Exercise-based therapies are effective for reducing this risk but face limitations like cost, accessibility, and sustaining patient engagement. By enabling personalized rehabilitation through engaging exergames, Virtual Reality (VR) offers a promising, cost-effective solution. This paper presents the collaborative design and preliminary evaluation of two VR-based games targeting specific balance skills. Developed in collaboration with a physiotherapist with extensive experience with patients with balance disorders, the games align with a rehabilitation protocol used by the therapist that categorizes training based on individual balance skills. Inspired by traditional physiotherapy exercises, the gameplay aims to train the same skills. Six health professionals agreed on the games' therapeutic potential, while recommending improvements in usability, difficulty adjustment and monitoring of patient progress.
AB - Balance disorders, particularly in the elderly population, pose a significant public health challenge due to the associated risk of falls. Exercise-based therapies are effective for reducing this risk but face limitations like cost, accessibility, and sustaining patient engagement. By enabling personalized rehabilitation through engaging exergames, Virtual Reality (VR) offers a promising, cost-effective solution. This paper presents the collaborative design and preliminary evaluation of two VR-based games targeting specific balance skills. Developed in collaboration with a physiotherapist with extensive experience with patients with balance disorders, the games align with a rehabilitation protocol used by the therapist that categorizes training based on individual balance skills. Inspired by traditional physiotherapy exercises, the gameplay aims to train the same skills. Six health professionals agreed on the games' therapeutic potential, while recommending improvements in usability, difficulty adjustment and monitoring of patient progress.
KW - exercise games
KW - Human balance
KW - rehabilitation
KW - virtual reality
UR - https://www.scopus.com/pages/publications/105005153853
U2 - 10.1109/VRW66409.2025.00199
DO - 10.1109/VRW66409.2025.00199
M3 - Article in proceedings
AN - SCOPUS:105005153853
T3 - Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025
SP - 981
EP - 985
BT - Proceedings - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2025
Y2 - 8 March 2025 through 12 March 2025
ER -