ASU Showcase - The content ranges from AR (wrist fracture rehab) physical therapy to VR (gamified needle phobia extinction)
Johnson-Glenberg, M., Swaminathan, S., Garcia, M., Falz, M., Hobbs, C. and Baia, S.
This panel/symposium will feature several ASU students presenting their innovative modules/apps designed to solve some of societies thornier problems using mediated XR technologies and AI. 1) Hand Rehab - Sri Swaminathan – VR Hand Rehabilitation. This is a gamified therapy designed for the remediation of ulnar fractures. It is functional on the Oculus 3 VR headset using the finger-tracking function. 2) Accessible Interfaces in VR - CP - Mario Garcia – Mr. Garcia has created a fully functional keyboard and monitor implemented in VR that those with hemiplegia can customize. This VR Interface includes with 3D-printed adaptive hand controls for those with Cerebral Palsy (CP)/Hemiplegia. 3) Needle Phobia – Escape from Sanguia Island. Ms. Faltz has designed a step-wise VR exposure therapy program for adolescents (and young adults) who have a profound fear of needles. This optimized patient-centered therapy is created with multiple exposure levels for desensitization and includes a 3D-printed syringe which the patient will eventually be able to grasp and manipulate. LiDAR – AR for Physics – The team (along with Vieyra Software) has created physics education game called Motion Visualizer.
Best-in-Show XR (eXtended Realities) in Psychology and Gamified Rehab: