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  3. RecoveryFun RecoveryFun

RecoveryFun

Novel, modular solution for a proactive, personalized and gamified tele-rehabilitation solution using virtual reality and IoT.

Brief information

School:

Engineering and Architecture

Status:

Completed

Period:

01.01.2022 - 30.08.2024

Overview

With exergames and Virtual Reality, the recovery from a chronic condition, or after an acute event, does not have to be tiring and boring, but can be enjoyable and fun. The main objective is to enhance rehabilitation opportunities for people with chronic health conditions that today are often receiving sub-optimal care, with an approach that goes beyond a disease-centered approach, and addresses also frailty prevention.

RecoveryFun will offer a new modular solution for a proactive, integrated, personalized home rehabilitation management, leveraging current technological trends in the domains of Virtual Reality, IoT connectivity and Artificial intelligence. This toolkit, addressed primarily upper limb rehabilitation and cognitive stimulation, is composed by:


• A set of exergames for people with rehabilitation needs based on VR technology
• A digital health record management platform for clinicians
• An IoT connected ecosystem, integrating innovative sensors for monitoring real-time biosignals of the users
• A mobile App for non-professional caregivers that allows them to monitor the rehabilitation plan of their relatives
• A set of smart and intelligent services


This is a spectrum of effective and technologically advanced telemedicine solutions, with benefits, in terms of constant medical care and assistance, systemic cost-effectiveness and benefits for patients (especially older adults with multimorbidity and degenerative diseases), time-efficiency of healthcare personnel, that are increasingly relevant every day, in particular as a consequence of the Covid-19 emergency scenario.

Recovery Fun, Neue, modulare Lösung für eine proaktive, personalisierte und spielerische Tele-Rehabilitationslösung mittels Virtual Reality und IoT, © Adobe
Recovery Fun, Novel, modular solution for a proactive, personalized and gamified tele-rehabilitation solution using virtual reality and IoT., © Adobe
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Facts

Type of project

Forschung

Internal organisations involved
  • Engineering and Architecture
  • Institute of Electrical Engineering IET
  • iHomeLab
External project partner
  • IRCCS INRCA
  • Tech4Care srl
  • ZURZACH Care
  • Canary Technology Innovations SRL
  • Unmatched BV
  • TRAINM NV
Funding
  • andere
  • Forschungsfinanzierung allgemein
UN Sustainable Development Goals
Among other things, this project contributes to the attainment of the following UN Sustainable Development Goals (SDGs):
  • SDG 3: Good Health and Well-Being
    Ensure healthy lives and promote well-being for all at all ages
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Links

  • Alle Forschungsprojekte des iHomeLab im Bereich Active and Assisted Living

  • Projektwebsite Recovery Fun

  • Demonstrationsvideo nach der Hälfte der Projektzeit

  • Medienmitteilung Oktober 2024

  • Beitrag Tele1 Oktober 2024

  • Demovideo nach Projektabschluss

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Persons involved: internal

Project manager
  • Daniel Bolliger
Member of project team
  • Dmitriy An
  • Aliaksei Andrushevich
  • Martin Biallas
  • Edith Birrer
  • Patric Eberle
  • Lukas Juchli
  • Stefan Niederberger
  • Silvio Paganucci
  • Andrew Paice
  • Filippo Parisi
  • Gil Sharvit
  • Benjamin Vera
  • Stefan Winterberger

Publications

  • Article, review; not peer reviewed (7)

    • HSLU, Medienmitteilung (15.10.2024). 15.10.2024. ROI Online – Das Wirtschaftsportal der Zentralschweiz,

    • HSLU, Medienmitteilung (14.10.2024). 14.10.2024. Booster (Start-Up Magazin),

    • Artemio, Scaramaccia (12.10.2024). Revolutioniert die virtuelle Realität die Physiotherapie? zentralplus,

    • Hage, Yann-Alexander (11.10.2024). VR-Brillen bringen Physiotherapie in die eigenen vier Wände. Aargauer Zeitung, Bote der Urschweiu, BZ Basel, Luzern Business, Luzerner Zeitung, St. Galler Tagblatt,

    • HSLU, Medienmitteilung (11.10.2024). 07.11.2024. Ars medici: AM: Zeitschrift für praktische Medizin,

    • Hage, Yann-Alexander (11.10.2024). Mehr Disziplin dank spielen im virtuellen Raum. Luzernerzeitung,

    • HSLU, Medienmitteilung (10.10.2024). Digitale Plattform soll dezentrale Rehabilitation erleichtern. Swiss Export, swisstrade, Punkt4Info,

  • Other publication formats (4)

    • Wilhelm, Reto (24.10.2024). Game dich gesund: erfolgreiche Reha dank VR. https://news.hslu.ch/game-dich-gesund-erfolgreiche-reha-dank-vr/?utm_medium=email&utm_source=h_dachnl&utm_campaign=h_Oktober%202024

    • HSLU, Medienmitteilung (23.10.2024). Game dich gesund: erfolgreiche Reha dank VR. https://www.myscience.ch/news/wire/game_dich_gesund_erfolgreiche_reha_dank_vr-2024-hslu

    • Schelbert, Ramona (23.10.2024). Bericht über Recovery Fun in den Tele1 Nachrichten [Fernsehsendung]. https://www.tele1.ch/nachrichten/physiotherapie-mit-vr-brille-159141847

    • HSLU, Medienmitteilung (09.10.2024). Physio und Reha 2.0 - Tele-Therapien mit VR-Brille und Gamification. https://www.myscience.ch/news/2024/physio_und_reha_2_0_tele_therapien_mit_vr_brille_und_gamification-2024-hslu

Brief information

School:

Engineering and Architecture

Status:

Completed

Period:

01/01/2022 - 08/30/2024

Project Head

Dr. Daniel Bolliger

Lecturer

+41 41 349 39 94

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Lucerne University of Applied Sciences and Arts


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+41 41 228 42 42

info@hslu.ch

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