Broomx
IERCEP
Our technology is a blend of hardware, software, and an extensive library of immersive content, making it versatile for a wide range of uses. Additionally, we offer the flexibility to create customized immersive content to meet specific project requirements.
PROJECT OBJECTIVE
PROJECT GOALS
1.
Developing a platform of interactive immersive “exergames” that address key areas in rehabilitation care for elderly populations: neurorehabilitation, cognitive stimulation, physical exercise, and emotional well-being.
2.
Fostering emotional motivation, social interaction, and physical exercise to enhance the overall well-being and quality of life for the aging demographic in EU countries.
3.
By harnessing automatic performance and affect indicators, therapists and caregivers can optimize their workflow, providing tailored assistance and relief from repetitive tasks. This technological integration promises to streamline rehabilitation processes, ultimately enhancing the quality of care delivered to elderly individuals.
PUBLICATIONS
Sultana, M., Campbell, K., Jennings, M., Montero-Odosso, M., Orange, JB., Knowlton, J., St. George, A., Bryant, D. (2021). Virtual Reality Experience Intervention May Reduce Responsive Behaviors in Nursing Home Residents with Dementia: A Case Series. JAD 2021, 84(2), 883-893.
Linares-Chamorro, M., Domènech-Oller, N., Jerez-Roig, J., Piqué-Buisan, J. (2022). Immersive Therapy for Improving Anxiety in Health Professionals of a Regional Hospital during the COVID-19 Pandemic: A Quasi-Experimental Pilot Study. Int J Environ Res Public Health, 2022, 19(16), 9793.
Sultana, M. et al. (2022). Observers’ Perspectives on Virtual Reality Reducing Responsive Behaviours in Dementia: An Interpretive Description. Journal of Psychiatry and Psychiatric Disorders, 06(03).