My Project
VR - Mobilab

Mobilab & Care, a research organization focused on innovations in the healthcare sector, enlisted me and three fellow students to develop a virtual reality (VR) environment designed to assist patients recovering from hand injuries. To kick off the project, we held an initial meeting with Mobilab & Care, where we learned that our VR environment would be tested using the Oculus Rift 2 headset. The choice of development platform was left to us, and we ultimately decided on Unity. Given Unity’s extensive use in VR game development, we knew we could rely on a wealth of documentation and community support throughout the project.
Once we determined the VR headset and development platform, we began experimenting with the Oculus Rift 2 to understand its capabilities and limitations. We quickly discovered that the headset allowed for hand-tracking without the need for controllers but only recognized movements of the index finger and thumb as triggers. This limitation meant that users could not interact with objects using their other three fingers, restricting the range of possible interactions. While this constraint posed a challenge, we understood that it was a hardware limitation and would likely be improved in future iterations of VR technology.
With these constraints in mind, we explored the interaction possibilities available in Unity’s VR environment. We found that common VR mechanics such as pushing and grabbing objects aligned well with our project’s goal of enhancing hand mobility. This realization guided the development of a series of exercises aimed at improving hand movement and dexterity. Our exercises included pushing buttons, pulling levers, moving objects on a chessboard, and even using an arcade machine. Each activity was designed to challenge and stimulate hand recovery in an engaging and interactive way.
To make the experience visually appealing and structured, we designed the VR environment as a series of exercise stations. Patients could walk through the virtual space and encounter different stations, each presenting a new task to complete. This approach not only made the exercises more immersive but also provided a sense of progression and achievement. By creating a dynamic and interactive rehabilitation environment, we aimed to make the recovery process more enjoyable and effective for patients.
The final stage of the project involved presenting our solution to members of the Mobilab & Care team. We provided a live demonstration of our VR exercises and explained the challenges we encountered, particularly the limitations of the VR hardware. This presentation allowed Mobilab & Care to assess how our work could be integrated into their future projects and helped them recognize the current limitations of VR technology. The project was a valuable learning experience, showcasing the potential of VR in rehabilitation and reinforcing the importance of adapting to technological constraints in innovative ways.