Technology

Low latency

Modular 

Gamification

 

Wireless mobile

CUREO® enables mobile rehabilitation and wirelessly connects the patient's headset to the therapist's control tablet. This remote function ensures contact-free therapy. Therapy with CUREO® is therefore mobile - available anywhere and anytime. In this way, training frequency and compliance is significantly increased.

Intuitive usability

Minimal task setting and intuitive usability make CUREO® a tool that is well received by both therapists and patients. The practical setup of this therapy system could significantly reduce costs compared to traditional interventions. VR-based approaches represent a successful therapeutic alternative, especially in scenarios in which conventional rehabilitation is not available.

  1. O'Neil, O. et al. (2018)

  2. Massetti, T. et al. (2018)

Gamification

The large number of people playing games has led game designers to develop efficient technologies and interaction techniques that create long-lasting and motivating experiences. The knowledge and experience gained in the field of gamification within the entertainment industry can easily be adopted for therapeutic use.

Playing has always had an important role in the learning of skills for humans. In the course of growing up children learn by intracting with their environment in playful ways. This is driven by curiosity and consolidated by a sense of achievement. There is a natural tendency to gain experience and learn skills through playful challenges.

Experiencing therapy in a playful way

We use playfulness, which does not come to a standstill even in adulthood and advanced age, to motivate people to relearn skills. This approach is much more efficient than a therapy situation driven only by necessity, because it has an added positive neurochemical effect on the person's condition. For example, there are studies that show that playing games significantly increases dopamine and serotonin levels and that learning through play has a marked positive effect on the consolidation of memory.

Gamification for Parkinson's patients

Game-based therapy methods have had great success in the field of rehabilitation. The playful character has a positive effect, especially with regard to the participation and motivation of Parkinson's patients. Studies show that motor training of the upper extremities is more effective in stroke patients when performed as a game-based therapy.

Our virtual therapy modules offer a playful character that integrates the movement sequences that are important for recovery into small "games". For example, fruit is to be picked from a tree and put in a basket to encourage certain arm movements. Playful therapy creates higher motivation, more repetitions, and faster recovery.

  1. Kuhn, S. et al. (2014)

  2. Kuhn, S. et al. (2011)

  3. Lorenz, R. C. et al. (2015)

  4. Chen, W. et al. (2020)

  5. Karamians, R. et al. (2020)

 
 

Modular

We use a modular developmental environment to program a maximally customisable system. In this way, new functionalities can be iteratively added and adapted in the development process if the needs of the patient so require.

Since the patients' needs do not remain static, but can change dynamically in the course of the treatment, the programming must also be flexible. This requires agile programming and a modular system in order to meet technological requirements.

Adaptable to specific objectives

The second aspect of our modular programming is that we offer an open interface system. New hardware and new functionalities such as eye-tracking or additional body- and biosensors can be seamlessly integrated and added to the patient's existing biomechanical body model.

In line with this apprach, one study reports that VR environments engage and motivate patients more than therapies in traditional settings. In this way,  the increased participation in the adaptive game-like exercises also leads to improved therapy outcomes.

The CUREO® software is divided into various modules that build on each other, are expandable and address the specific objectives of rehabilitation. Individual therapy units and game applications of different performance levels can be combined flexibly and are presented in a patient-friendly way.

  1. Maggio, M. G. et al. (2019)

  2. Dascal, J. et al. (2017)

 
 

Low latency

Users of conventional VR systems at times complain of discomfort and motionsickness. This is often due to technical deficiencies but also due to the lack of medical experience of the developers.

During the technical development of CUREO®, the focus was on the neurophysiological fundamentals of the patient, so that a system with extremely low latency (time delay) between perception and movement was created.

Higher motivation through low latency

For an immersive and vertigo-free experience, CUREO® has optimised both the movement tracking and the presentation. Thus, movements with the hand or the head are transferred directly into the virtual action.

Another benefit is the unique speed of the feedback, i.e. the feedback to the patient. The CUREO® software thus offers a highly efficient feedback system for time-critical stimuli.

The great importance of accurate feedback for exercises in virtual reality is mentioned in numerous studies. The consideration of feedback latency is therefore of great importance for the success of the therapy. Furthermore, low latency has been shown to increase patient‘s cooperation and motivation.

  1. Zimmerli, L. et al. (2013)

  2. Cooper, N. et al. (2018)

  3. Waltemate, T. et al. (2015)

Avatar

The avatar is based on a biomechanical movement model that is tracked in real time.

The use of an avatar in a virtual environment has been explored for a variety of applications, including movement rehabilitation and neuroregulation.

* The complete literature references can be found here: 
https://www.cureosity.de/literaturangaben?lang=en

It was found that the image of an avatar can prime the motor system for optimal response, using the validated approach of mirror therapy. Avatars have been reported to increase patient performance and engagement.

  1. Lopez, C. E., & Tucker, C. S. (2017)

  2. Karamians, R. et al. (2020)