We Develop
GAME-BASED REHABILITATION

We build Fun, User-Friendly Virtual Reality Devices That Help You Regain Movement Faster in Home or at a Rehab Center.

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Upper Extremity Rehabilitation

We Provide VR Game for Upper Limbs Rehabilitation
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Lower Extremity Rehabilitation

You can Use Our Products for lower limbs Rehabilitation
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Cognitive Rehabilitation

Relearning cognitive skills With Our Game-Based Rehabilitation
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Vision Rehabilitation Services

Our Game-Based Rehabilitation Can Improve Visual Functioning After Stroke
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Speech Rehabilitation Services

Our Game-Based Rehabilitation Can Regain language skills After Stroke

The ability to do Stroke Treatment with our Cutting-Edge Technology

 Contact us for any questions or Concerns!

Recover Faster with Recovery Tech

Amazing treatment results just after 6 sessions of virtual reality rehabilitation by our exclusive game

Unlimited Stroke Rehab at Home

Our product uses the combination of both VR and MS Kinect to create a result that is very accurate. The device is enhanced using two sensors to get data from the patient to show them in the VR glass. Subsequently, MS Kinect creates a point cloud to get the position of the patient while it updates the position in VR glass, in order for the rehabilitation session to take place safely and with the best results. The features of this game-based application also allow the patient or clinician to make choices about different tasks.

NEUROREHAB VIRTUAL REALITY

Our focus is on the application SW and the learning modules. We provide the following areas of development in post-stroke rehabilitation

VR-based application for upper extremity

Enabling arms and fingers first will bring a great deal of independence for both the individual and the family. The patient can feed himself/herself.

VR-Based Application for the lower extremity

The patient can perform many of the life daily activities independently when the patient has full control of their lower limbs.

VR-based application for speech improvement

The application of virtual reality (VR) to aphasia rehabilitation has already evidenced its usefulness in ecological validity and feasibility for language recovery and psychosocial well-being.

VR-based application for visual improvement

There are some treatments available that aim to restore part of the lost area of the visual field, using computer-based therapy.

VR-based application for cognitive improvement

Virtual reality tools have shown potential for improving cognitive rehabilitation by supporting carefully personalized, ecologically valid tasks through accessible technologies

Virtual rehabilitation rehabilitation in different medical fields

Virtual reality presents significant advantages when applied to rehabilitation of patients with varied conditions including:

VR-based solution for sport injury

VR is being used in sports injury rehabilitation. It puts patients in a virtual environment that can be altered to put them at ease. It also makes therapy exercises more fun, thus easing the burden of rehab. Just as important, the patients’ interactions with VR’s virtual environment helps physical therapists “design better rehabilitation applications

VR-based rehabilitation for psychological disorders

VR exposure therapy provides the opportunity for mental health professionals to not only reproduce real-life scenarios but also to adapt and control these environments to suit the individual needs of the patients with different psychological problems

VR-based rehabilitation for orthopaedic diseases

VR technology is available today for training programs. Integration of VR into the orthopaedic curriculum will save time in the operating room, reduce operative errors, and improve the resident’s overall educational experience

VR-based rehabilitation for neurological disorders

VR is a feasible and effective tool in the treatment of neurological disorders such as dementia, stroke, spinal cord injury, Parkinson’s, and multiple sclerosis

We use VR technology without the need for the patient to hold any tracking device or sensor

Our product includes the following components:

The device is enhanced using two sensors to get data from the patient to show them in the VR glass.
Subsequently, MS Kinect creates a point cloud to get the position of the patient while it updates the position in VR glass, in order for the rehabilitation session to take place safely and with the best results. The features of this game-based application also allow the patient or clinician to make choices about different tasks.

Why Choose GAME-BASED REHABILITATION.

According to a study showing the superiority of VR based post-stroke rehabilitation, from the 35 studies identified, 12 met the inclusion/exclusion criteria totaling 195 participants. Eleven of 12 studies showed a significant benefit toward VR for the selected outcomes. In the case study, it showed rehabilitation was faster with VR based recovery

In a Blog, Belén Rubio Ballester & Martina Maier stated that every two seconds someone suffers a stroke. Around 55% to 75% of stroke survivors will display impairments and will need long-term care and rehabilitation. These staggering numbers highlight a pressing need to resolve the stroke crisis which accounts for a total estimated annual cost of €45 billion. Current rehabilitation treatments for a stroke either do not translate in satisfactory long-lasting effects or are too expensive. As a consequence, many patients do not receive the rehabilitation support they need. One solution to improve the inadequacy of the rehabilitation services is to rely on affordable technologies, such as personal computers with VR-based rehabilitation tools.

Based on American Stroke Association, the most rapid recovery usually occurs during the first three to four months after a stroke, but some survivors continue to recover well into the first and second years after their stroke. Some signs point to physical therapy. Therefore, our anticipation is that our patients will continue to use our product for at least one year. Depending on the severity of the stroke, multiple modules may be purchased.