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PRIME-VR2 SIGNED

PERSONALISED RECOVERY THROUGH A MULTI-USER ENVIRONMENT: VIRTUAL REALITY FOR REHABILITATION

Total Cost €

0

EC-Contrib. €

0

Partnership

0

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 PRIME-VR2 project word cloud

Explore the words cloud of the PRIME-VR2 project. It provides you a very rough idea of what is the project "PRIME-VR2" about.

body    vr    form    human    fidelity    environments    context    platform    gaming    socicalision    collaborative    capability    sense    centred    constructed    extend    competition    enhanced    manufacture    motivation    motor    dynamic    additive    arm    environment    illustrate    reclamation    structures    wrists    mechanical    stimulus    barriers    uses    compromised    feedback    hands    manufacturing    purposes    housing    movement    ergonomic    fine    virtual    extended    interactive    technological    acquisition    skills    generation    data    techniques    rehabilitation    controllers    remapped    upper    material    adaptive    switch    freedom    physical    space    accessible    travel    focussing    automation    competitive    ecosystem    performance    biomechanical    customised    mobility    huge    movements    configuration    demonstrator    finger    accessibility    serious    relation    sustainable    individual    paramount    anatomical    rapid    principles    socialisation    actuation    validation    domain    software    hardware    digital   

Project "PRIME-VR2" data sheet

The following table provides information about the project.

Coordinator
UNIVERSITA DI PISA 

Organization address
address: LUNGARNO PACINOTTI 43/44
city: PISA
postcode: 56126
website: www.unipi.it

contact info
title: n.a.
name: n.a.
surname: n.a.
function: n.a.
email: n.a.
telephone: n.a.
fax: n.a.

 Coordinator Country Italy [IT]
 Total cost 3˙998˙353 €
 EC max contribution 3˙998˙353 € (100%)
 Programme 1. H2020-EU.2.1.1. (INDUSTRIAL LEADERSHIP - Leadership in enabling and industrial technologies - Information and Communication Technologies (ICT))
 Code Call H2020-ICT-2018-3
 Funding Scheme RIA
 Starting year 2019
 Duration (year-month-day) from 2019-10-01   to  2022-09-30

 Partnership

Take a look of project's partnership.

# participants  country  role  EC contrib. [€] 
1    UNIVERSITA DI PISA IT (PISA) coordinator 554˙875.00
2    UNIVERSITA TA MALTA MT (MSIDA) participant 394˙516.00
3    OULUN YLIOPISTO FI (OULU) participant 393˙622.00
4    UNIVERSITY OF STRATHCLYDE UK (GLASGOW) participant 383˙406.00
5    UNIVERSITY COLLEGE LONDON UK (LONDON) participant 381˙250.00
6    FLYING SQUIRREL GAMES MALTA LIMITED MT (ATTARD) participant 274˙375.00
7    KERUBIEL KERESKEDELMI ES SZOLGALTATO KFT HU (BUDAPEST) participant 269˙375.00
8    LOUD1DESIGN LIMITED UK (GLASGOW) participant 258˙730.00
9    CROWDHELIX LIMITED IE (CORK) participant 247˙750.00
10    INLECOM INNOVATION ASTIKI MI KERDOSKOPIKI ETAIREIA EL (ATHINA) participant 247˙250.00
11    CAPITOLA DIGITAL BV NL (AMSTERDAM) participant 242˙500.00
12    GLOBAL DISABILITY INNOVATION HUB CIC UK (LONDON) participant 137˙000.00
13    KINISIFORO LTD CY (LIMASSOL) participant 128˙078.00
14    SAINT JAMES (CAPUA) HOSPITA LTD MT (Sliema) participant 85˙625.00

Map

 Project objective

Virtual Reality (VR) environments have huge potential for those with compromised physical capability in providing a sense of freedom and motivation, but there are significant barriers in access and effective use in this context. To address these user and technological challenges, this project aims to develop an accessible, collaborative VR rehabilitation environment that uses a serious gaming virtual space to provide stimulus, socialisation and friendly competition for users on the path to rehabilitation. By focussing on upper mobility and the reclamation of fine motor skills, the issues of fidelity of movement, ergonomic accessibility, adaptive testing and feedback, and socicalision become paramount in creating a viable user experience. Access to the VR environment will be via customised, adaptive controllers that are tailored for individual users to provide a unique and enhanced level of accessibility and constructed using advanced additive manufacturing techniques. The delivery of the software and hardware elements of this research will require the development of an integrated digital platform that will extend state-of-the-art digital technology in: the configuration of a collaborative VR serious gaming environment for rehabilitation purposes; the rapid acquisition of detailed anatomical and biomechanical user data in relation to the upper body with a focus on the hands and wrists; new principles of mechanical switch actuation and form generation in additive material structures; advanced human-centred design techniques to determine requirements and assess performance; and extended principles of design for manufacture and automation for additive structures and housing design. Three demonstrator controllers will illustrate how arm, hand and finger movements can be remapped for dynamic travel according to specific user conditions and allow for validation of a sustainable competitive ecosystem of European technology in the domain of interactive rehabilitation.

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The information about "PRIME-VR2" are provided by the European Opendata Portal: CORDIS opendata.

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