Skip to Content

VR and Haptics for Rehabilitation

A combined device aims to help patients recover from a stroke or injury.
Johan Beskow of SenseGraphics demonstrates Curictus. Credit: Technology Review

At the IEEE’s Virtual Reality 2010 conference in Waltham, MA this week, researchers and companies are demonstrating technologies that combine virtual reality and haptics.

Some of these technologies are designed for medical rehabilitation. For example, a device made by Swedish company Curictus combines a haptic stylus from SensAble called the Phantom Omni with a pair of virtual reality glasses and monitor. The stylus moves freely on the mount, but becomes more or less resistant depending on the user’s onscreen actions. In a demo at the conference, I donned 3-D glasses and used the stylus to push virtual blocks around. The stylus pushed back when one block was pushed into another as it would in the real world. Pressing a button on the device and rotating a block around produced the centripetal force, which I felt through the stylus.

This type of set-up can be used for rehabilitation. Turning exercises into a computerized game encourages patients to complete their exercises and keeps precise records of their performance, says Tommy Forsell at SenseGraphics, a company that provides open-source software for the combined device.

In another game, I used the stylus as a hammer to hit 3-D pop-up images. This game is designed to measure stroke patients’ response times and the accuracy of their actions.

The technology from SenseGraphics and SensAble has also been used to train doctors and dentists, and by veterinary students at the Royal Veterinary College in London to learn how to treat pregnant cows, says Forsell.

The prototype is currently being used in several rehabilitation centers in Sweden. See an older version of the device in action here.

Keep Reading

Most Popular

Large language models can do jaw-dropping things. But nobody knows exactly why.

And that's a problem. Figuring it out is one of the biggest scientific puzzles of our time and a crucial step towards controlling more powerful future models.

The problem with plug-in hybrids? Their drivers.

Plug-in hybrids are often sold as a transition to EVs, but new data from Europe shows we’re still underestimating the emissions they produce.

How scientists traced a mysterious covid case back to six toilets

When wastewater surveillance turns into a hunt for a single infected individual, the ethics get tricky.

Google DeepMind’s new generative model makes Super Mario–like games from scratch

Genie learns how to control games by watching hours and hours of video. It could help train next-gen robots too.

Stay connected

Illustration by Rose Wong

Get the latest updates from
MIT Technology Review

Discover special offers, top stories, upcoming events, and more.

Thank you for submitting your email!

Explore more newsletters

It looks like something went wrong.

We’re having trouble saving your preferences. Try refreshing this page and updating them one more time. If you continue to get this message, reach out to us at customer-service@technologyreview.com with a list of newsletters you’d like to receive.