Daniel Vargas-Herrera

Abstracts

2 Virtual Reality Application for Neurorehabilitation

Authors: Rodrigo Montúfar-Chaveznava, Daniel Vargas-Herrera, Ivette Caldelas, Fernando Brambila-Paz

Abstract:

In this paper, we present a virtual reality application for neurorehabilitation. This application was developed using the Unity SDK integrating the Oculus Rift and Leap Motion devices. Essentially, it consists of three stages according to the kind of rehabilitation to carry on: ocular rehabilitation, head/neck rehabilitation, and eye-hand coordination. We build three scenes for each task; for ocular and head/neck rehabilitation, there are different objects moving in the field of view and extended field of view of the user according to some patterns relative to the therapy. In the third stage the user must try to touch with the hand some objects guided by its view. We report the primer results of the use of the application with healthy people.

Keywords: Virtual Reality, Neurorehabilitation, Video Games, Interactive Technologies

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1 Video Games Technologies Approach for Their Use in the Classroom

Authors: Rodrigo Montúfar-Chaveznava, Daniel Vargas-Herrera, Ivette Caldelas, Fernando Brambila-Paz

Abstract:

In this paper, we present the advances corresponding to the implementation of a set of educational materials based on video games technologies. Essentially these materials correspond to projects developed and under development as bachelor thesis of some Computer Engineering students of the Engineering School. All materials are based on the Unity SDK; integrating some devices such as kinect, leap motion, oculus rift, data gloves and Google cardboard. In detail, we present a virtual reality application for neurosciences students (suitable for neural rehabilitation), and virtual scenes for the Google cardboard, which will be used by the psychology students for phobias treatment. The objective is these materials will be located at a server to be available for all students, in the classroom or in the cloud, considering the use of smartphones has been widely extended between students.

Keywords: Virtual Reality, Video Games, Interactive Technologies, educational materials

Procedia PDF Downloads 222