Researchers use virtual reality to promote physical exercise and socialisation among the older population
24th July 2024
One of the main innovations of the VR2CARE is the promotion of functional training classes from the participants' living room, without disregarding the socialisation between gym partners; the project aimed to contribute to the democratisation of the use of interactive technologies and demonstrate the potential and simplicity of virtual reality. Using a TV, a small home-kit and a camera, it is possible to enter the virtual gym and join a group class or a session with a personal trainer, according to a personalised training plan monitored by the VR2Care digital ecosystem.
"The project introduced a synchronous multi-user virtual reality system for physical activities and exercise, allowing for natural interaction through a user-friendly tool. Immersive experiences with various users have proven to be an opportunity to improve health and quality of life, particularly in terms of smart healthcare environments", explained Hugo Paredes, researcher at INESC TEC.
Through the social experience of several people who shared the same difficulties and fought isolation, VR2Care was able to replace the "patient/user and application" paradigm with entertainment experiences based on gamification, i.e., by using game techniques and dynamics that aim to motivate and teach people in a playful way.
To test the technologies under development, the project promoted three pilots – Portugal, the Netherlands and Italy -, which brought together a total of 75 people. In addition to actively involving older adults, the project also welcomed healthcare providers, therapists, and clinicians, to ensure greater and better adoption of technology by all. In Portugal, the pilot took place at the Venerável Order Terceira of São Francisco do Porto, with 30 people involved, some with more than 90 years old.
"The pilots showed us that the adoption of technology by the elders was extremely positive. The exercise sessions were always very lively, especially when held in the living room. The exergames (a term that joins "exercise" and "games", used to designate games in which there is technology to track the movement or reaction of the body), also included in VR2Care, showed a huge potential for socialisation when used in environments that provide the conviviality between the participants. Some of these technologies are now products (exergames REHABILITY, by Imaginary, and SmartAL telemonitoring, by Altice Labs) available in an integrated way, which may soon include multiuser virtual reality environments", stated the researcher, who is also a professor at the University of Trás-os-Montes and Alto Douro (UTAD).
The pilots explored the real-time multimodal, natural and guided interaction with a group of older individuals and other people connected remotely, towards promoting an individual or hybrid physical rehabilitation experience.
The project involved 10 entities belonging to four European countries – Portugal, Italy, the Netherlands and Austria - and aimed to explore the use of digital ecosystems for older people, promoting the use of interactive technologies to promote physical activity and social interaction. Researchers from several countries used technology to address the factors that condition the practice of physical exercise, in particular the resources and access to carry out said activities, integrating existing solutions with new interactive technologies.
The VR2Care project, whose results were presented at the end of June at a conference held at the Venerável Ordem Terceira of São Francisco do Porto, had an impact not only on technology, but also on society and economy, by facilitating the emergence of new business models capable of creating ecosystems to address home physical activities and rehabilitation in Europe. It also strengthened the European Union's leading role in technologies that promote active and healthy ageing.
The VR2Care project was funded by the European Commission's H2020 programme under the Interactive Technologies.