The VR engages both the mind and body of the player, requiring proper, most real movements. WalkinVR is the ultimate utility for those who can only perform certain actions or have limited movement. It aims to make virtual reality more accessible to users with physical disabilities.
VR Ready PC
When applicable: user has limited mobility, can’t press the buttons on VR controller – cerebral palsy, tetraplegia, spinal muscular atrophy, muscular dystrophy
How does it work: Gameplay with assistance uses Xbox controller to emulate VR controller’s buttons and adjust the position in VR.
When applicable: user has limited mobility – on wheelchair, bed-ridden
How does it work: Virtual movement and rotation feature is useful when the game requires you to kneel, stand, and turn 360 degrees. You can do it with your controllers.
When applicable: muscle weakness, spinal muscular atrophy, muscular dystrophy, stroke, cerebral palsy, tetraplegia
How does it work: Players can compensate for movement restrictions. For example, it helps those who cannot raise their controllers to the height required by the game.
When applicable: can’t hold the controllers – spastic hands, hand impairment, cerebral palsy, tetraplegia
How does it work: Players don’t need to hold controllers anymore. Kinect detects hands with limited functionality or spasticity, so they can do the work of controllers.
Any person, when exercising with virtual reality enhancement, is actually having real physical training, completing his physiotherapy done in the gym. It is an additional rehabilitation form. Among the participants, an interesting phenomenon is observed – a person focused on the tasks and quests of the virtual world game, is much bolder with physical movements both during the VR session, and later during functional therapy in the gym.
(They have been using WalkinVR in their VR Game Room since 2018)
Strong commitment, internally motivated moves.
The patient is focused on achieving the result, not on the number of repetitions.
Increased self-confidence in the face of proposed quests.
Unconsciously initiated movements are most often accomplished with a greater range than under the therapist‘s instructions.
The level and nature of enhancements are fully adjustable to the patient’s capabilities and intended therapeutic results.
Lots of fun that boost their self-esteem and makes every activity possible in virtual reality.