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Therapeutic Immersion

A VR rehabilitation framework built on Unreal Engine, focusing on high-fidelity object interaction and motor skill recovery.

VR Rehabilitation

Designed and prototyped a VR rehabilitation framework using Unreal Engine 5. Built a real-time interaction system that adapts to patient motor responses, reducing cognitive overload while maximising therapeutic engagement.

The problem
Traditional rehabilitation is repetitive and disengaging. Patients lose motivation, drop out early, and recovery stalls — especially when feedback on movement quality is delayed or unclear.
The Insight
When the environment responds intelligently to every movement, exercise stops feeling like therapy. Real-time physics feedback creates a sense of agency that sustains engagement and accelerates neuromotor learning.
The Solution
Implemented intuitive visual and haptic cues to guide patients through complex motor exercises without cognitive overload. Every grasp, release, and weight shift measured and responded to in under 16ms.
The Engineering
Built in Unreal Engine 5 with custom Blueprints for adaptive difficulty scaling. Haptic feedback synchronised to physics events. Session data logged per-frame for clinician review.

High-fidelity object interaction

Every object in the environment carries realistic mass, friction, and collision response. Patients learn to recalibrate grip strength and timing through immediate physical consequence — not instruction.

Key Benefits

Motivation
Personalization
Effectiveness
Faster Recovery
Innovation
Simplicity
Brand Logo Home Screen Screen 2 Screen 3

Creation of a clear and intuitive MVP interface that allows users to select exercises in the VR game.

Exercise 1 Exercise 1.1

An exercise where the user picks up a ball in the virtual environment and throws it into a box placed behind them — training spatial awareness and motor coordination.

Exercise 5 Exercise 5.1

An exercise where the user stacks blocks to build a tower — powered by real-time hand tracking that reads every finger and palm, enabling natural, touchless interaction with virtual objects exactly as in the physical world.

Exercise 2

An exercise where the user moves a book toward the cabinet at a specified distance — supporting fine motor control and spatial judgment through VR rehabilitation.

Exercise 3

An exercise where the user picks up a dumbbell in each hand and holds them lifted for a set duration — building grip strength and bilateral motor coordination through VR rehabilitation.

Exercise 4 Me in VR

An exercise where the user places rings onto a pole in the correct sequence — training cognitive planning, precision, and hand-eye coordination through VR rehabilitation.

Try the Prototype

Open the project in Google Drive — all materials and source files are available via the link.

Open Project

Keep exploring.

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