Aruanno Beatrice
Assegnista
Università degli Studi di Pisa
beatrice.aruanno@ing.unipi.it
SCOPUS ID: 57197765276
Orcid: 0000-0002-8643-5915
Pubblicazioni scientifiche
Abstract: Polyether ether ketone (PEEK) is a thermoplastic polymer that presents notable thermal resistance, high mechanical strength, biocompatibility, durability, chemical resistance, and low density. PEEK can be additively manufactured by Power Bed Fusion (PBF) and Material Extrusion (ME) techniques. However, the latter is easier to operate and less expensive than the first solution. Printing parameters and thermal post-processing are fundamental aspects to improve the mechanical and thermal properties of the printed part. In the present study, the effects of two distinct thermal post-processing treatments and three different printing speeds on the mechanical properties of PEEK samples produced by ME were investigated. 45 specimens were manufactured, 15 for each printing speed and 5 for each thermal treatment. The results demonstrated that for the as-printed condition, higher printing speeds produced the greatest outcomes in terms of ultimate tensile strength and elastic modulus, whereas the lowest printing speed produced the maximum strain at break. The thermal post-processing treatments revealed that the one carried out at lower temperatures resulted in negligible changes, while the other significantly improved the mechanical performance of the material. The study's findings provide a solid foundation for printing and post-processing a cutting-edge polymer like PEEK to maximize its potential.
Keywords: Material Extrusion | Mechanical Properties | PEEK | Printing Speed | Thermal Post-Processing
Abstract: In recent years, virtual reality technology has grown more widely available. This creates new opportunities and methods in the field of education, particularly for STEM (science, technology, engineering, and mathematics) disciplines. This study describes the design and the development of an immersive virtual reality laboratory (VR Lab) that aims to introduce novel activities and practical experiments in the field of industrial engineering and material science that can be highly beneficial for students. The laboratory enables students to experience and learn the macro and micro behavior of various engineering materials. The VR Lab is designed as an open-space room that is digitally divided into multiple learning stations, each of which is dedicated to a specific aspect of the subject. A virtual mechanical tensile test machine may operate with various materials and display the results by combining finite element analysis simulations and stress-strain curve. In another station, students can be transported inside atomic and molecular structures of various materials and can investigate how dislocations and slipping planes influence the mechanical behavior of metals or how the alignment of molecular chains affects the strength of polymers. Immersive VR Lab showed great potential for education. The developed virtual learning stations can be used to complement learning activities and physical experiments that are generally too risky, too expensive, or simply too time-consuming to be carried out in a real classroom, particularly in the STEM area.
Keywords: Engineering Education | Material Science Teaching | STEM | Virtual Reality | VR Lab
Abstract: Sustainability is fundamental in the field of additive manufacturing (AM) for improving eco-consciousness and driving evolution toward environmentally responsible production methods. Compared to traditional manufacturing processes, AM technologies can be more resource-efficient and offer innovative solutions for creating eco-friendly processes and products. Nevertheless, there is significant potential for improvement in additive manufacturing sustainability. The key factors driving this improvement include design optimization and increased awareness. Designers and engineers can create designs that optimize material efficiency and reduce support structures. Raising awareness and educating stakeholders about the environmental benefits of AM can promote responsible choices throughout the industrial process. The development of a tool to assess the environmental impact of AM processes could be a significant contribution to advancing sustainability in the AM field. The EcoPrintAnalyzer, introduced as a complementary plugin for UltiMaker Cura, offers data on the equivalent carbon dioxide footprint and energy consumption in material extrusion additive manufacturing. This tool facilitates informed decision-making regarding materials, designs, and settings, enabling users to optimize their AM processes for reduced waste and enhanced energy efficiency. Beyond aiding decision-making, the EcoPrintAnalyzer fosters environmental consciousness and encourages the adoption of sustainable practices within the AM ecosystem. The efficacy of the tool is demonstrated through the 3DBenchy model case study, showcasing its intuitive interface and seamless integration within the AM process workflow for immediate and comparative environmental impact assessments across different process configurations.
Keywords: additive manufacturing | carbon footprint | eco-design | material extrusion | sustainability assessment tool | sustainable development | UltiMaker Cura
Abstract: [No abstract available]
Abstract: Stroke affects approximately fifteen million people worldwide annually, with impaired hand function being one of its most common effects. Hemiparetic post-stroke patients suffer a mild loss of strength involving one side of their body: though not fully debilitating, it still impacts their everyday life activities. To prevent mobility deterioration, patients must perform well-focused and repetitive exercises during chronic rehabilitation. Virtual Reality (VR) emerges as an interesting tool in this framework, offering the possibility of training and measuring the patient’s performances in ecologically valid, engaging, and challenging environments. In recent years, there has been an increasing diffusion of accessible head-mounted displays that enhance the sense of realism and immersion in a virtual scene. To explore the feasibility and efficacy of VR immersion and game mechanics in rehabilitation programs, a VR system that allows users to rehabilitate their motor skills in a home-based environment has been designed and tested considering standard measures related to usability, immersion, workload, and simulator sickness, and with the involvement of rehabilitation experts. The results demonstrate how users and experts have received the application positively, highlighting the potential of VR applications for the future development of home-based rehabilitation programs.
Keywords: Exergames | Post-Stroke Rehabilitation | Virtual Reality
Abstract: Nowadays, universities address topics like CAD modeling and additive manufacturing to teach students important aspects of engineering and design. However, the development of a prototype is an iterative process composed of different phases that range from the definition of the problem to the evaluation of the concept The paper describes how to integrate all these phases for active learning in the course Computer-Aided Design and Mechanical Prototyping, which is part of the Master’s Degree in Mechanical Engineering program at Politecnico di Milano. The final project assigned as a case study to students consists in the development of a rehabilitative hand exoskeleton. The paper presents how students faced the different phases of the development process till the final prototype and its evaluation with healthy subjects and some post-stroke patients. The methodology applied to the course was really appreciated by students, in particular, the experience of designing different devices from scratch. They were challenged in different areas, like mechanics, electronics, informatics, and manual work, which allowed them to range widely during the design and manufacturing process and to extend considerably their knowledge.
Keywords: additive manufacturing | CAD modeling | engineering education | hand exoskeleton | interactive applications
Abstract: The demand for orthodontic and aesthetic treatments, aimed at having healthier teeth and more beautiful smiles, is increasingly growing. The devices on which these treatments are based must be rigorously bespoke for each patient. This is amplifying the need to develop digitized workflows, ranging from scanning to Additive Manufacturing (AM). The present work proposes an alternative workflow for designing and manufacturing orthodontic aligners, also known as clear aligners, starting from the intraoral scanning of the patient’s dentition. Orthodontic aligners are an alternative to metal brackets to correct dental malocclusions and they are often preferred by the patients because of their lower impact on facial aesthetics and for their higher comfort. The orthodontic treatments based on the aligners utilize a series of aligners, each one with a geometry slightly different from the previous one. The use of the single aligners is aimed to apply a force to the teeth and gradually aligning them until the end of the treatment. The workflow we propose in the present study is based on the following three main stages: intraoral scanning of the patient’s dentition, design of the aligners through a semi-automatic algorithm, and the direct additive manufacturing of the aligners through VAT photopolymerization technique. The possibility to directly additive manufacturing the aligners allows us to rethink the current orthodontic treatments. The aligners geometry can be re-designed, with the possibility of locally manipulating the thickness. This approach would allow the regulation of the amount of force applied locally to the tooth, thus optimizing the treatment and its duration. A feasibility study of the proposed workflow is reported in the present paper, with a focus on the semi-automatic design algorithm and on the additive manufacturing process of the aligners.
Keywords: Additive Manufacturing | Bespoke Medical Devices | Dental Appliances | Design Algorithms for Medical Applications | DfAM
Abstract: The human hand is a versatile and complex body part. It permits difficult movements with various degrees of precision and force. Several causes can lead to upper limb damage, including musculoskeletal disorders and diseases like stroke. The impairment can affect daily living activities. Patients usually undergo rehabilitation therapy with medical personnel for a long time after the traumatic event. In most cases, they use off-the-shelf medical devices. However, the shape of the upper limbs can differ a lot among people. A bespoke rehabilitative device could provide better comfort and usability, but the design process can be challenging. This work aims to present a digital workflow to generate a 3D virtual reconstruction of the patient’s upper limb structure, to be used in the device design. Starting from a 3D scan acquisition of the patient’s upper limb, the algorithm allows the creation of a polygonal mesh of the arm and the hand by a semi-automatic procedure. The algorithm uses neural networks’ capability to automatically detect the upper limb’s landmarks to localize the joints’ coordinates. The joints’ positions can be used to build a virtual skeleton for a 3D model of a human arm. The mesh of the model is subsequently wrapped around the scan of the real arm. The output consists in the 3D rigged model of the patient’s upper limb with a manifold mesh that can be deformed using its virtual skeleton. The results have been assessed with patients who had sports injuries or strokes. The 3D deviations between the scan acquisition of the arm and the resulting model have been evaluated.
Keywords: 3D scan | 3D virtual reconstruction | automatic landmarks detection | neural network | upper limb rigged model
Abstract: In this paper, a semi-automatic procedure to perform point clouds registration is presented. The method was developed for upper limb 3D scanning. During the acquisition, several frames are acquired from different points of view, to obtain a full 360° acquisition of the arm. Each frame stores both the point clouds coordinates and the corresponding RGB image. During post-processing, the RGB image is elaborated through a neural network, to detect relevant key points of the hand, which are then projected to the point clouds. The corresponding key points detected from different acquisitions are then used to automatically obtain a rough 3D rotation that aligns the point clouds corresponding to different perspectives in a common reference frame. Finally, the registration is refined through an iterative closest point algorithm. The method was tested on actual arm acquisitions, and the registration results are compared with the conventional fully manual 3-2-1 registration procedure, showing promising results of the proposed method.
Keywords: Neural network | Semi-automatic registration | Upper limb 3D scan
Abstract: Conventionally, visitors of exhibitions cannot directly interact with artworks but remain mainly passive. This work presents a new way to discover paintings through an extended reality application with the aim of enhancing visitors’ engagement. The workflow consists of digitally recreating a painting. All its constitutive elements are contoured and then removed by the artwork. These elements will be unveiled by the visitors with gesture interaction. The discovery of each element is followed by additional information on the subject. The application also proposes an alternative experience where the user paints the components of the artwork with gestures. The hands’ position was tracked by the Leap Motion Controller, an optical sensor by Ultraleap. The process has been applied to one of the Tintoretto’s pieces of art: “L’Annunciazione del Doge Grimani”. The extended reality application has been experienced by over twenty thousand visitors at the dedicated exhibition. Numerous positive comments received from both visitors and guides are encouraging.
Keywords: Cultural heritage | Exhibition | Extended reality | User interaction
Abstract: The growing attention of people to aesthetics has led to a greater demand for dental whitening treatments. Several solutions can be utilized to obtain the desired visual whiteness of teeth but, according to literature, at-home supervised treatments are the standard in dental bleaching. They require soft plastic trays to contain a whitening gel, with active chemical agents, and keep it in contact with the patient’s teeth. The fitting, comfort, and tightness of trays play a fundamental role in the treatment. Any gel leakage can compromise the effectiveness of the treatment and damage soft tissues. Commonly, the trays are ready-made or based on physical dental impressions and manually modified by the dental technician. These procedures have low repeatability and do not always ensure high accuracy. This work presents an automatic digital algorithm to design customized whitening trays. Starting from a digital scan acquisition of the patient’s dental arches, it generates the 3D models of the bespoke trays, in approximately two minutes per arch, ready to be produced by additive manufacturing and thermoforming technologies. The evaluation of the method involved 20 patients. The results emphasize that the custom trays were comfortable and ensured high levels of tightness and fitting.
Keywords: automatic product design | custom teeth trays | dental whitening | digital process
Abstract: The 3D reconstruction of upper limb anatomy plays a significant role in many biomedical fields such as ergonomics, motion rehabilitation, and prosthesis design. In the last few years, the technical advancement of consumer-grade depth cameras has supported the development of portable and low-cost optical 3D body scanners for healthcare applications. The real-time scanning of human body parts, however, still represents a complex task due to the non-stationary nature of the scanning target. This issue imposes that the scanning time must be reduced as much as possible to minimize scanning artifacts. In this regard, depth cameras can capture geometrical information at video frame rates, thus guaranteeing fast acquisition times. Furthermore, the simultaneous use of multiple sensors would minimize undercut geometries, which impair the 3D reconstruction’s completeness. In this work, a portable 3D optical scanner has been developed by rigidly assembling three Intel® RealSense™ D415 depth cameras on a lightweight circular frame. The three sensors are mutually calibrated, by using a 3D printed calibration specimen, to simultaneously align acquisitions from the three different camera viewpoints for each scanner pose. The system’s effectiveness has been assessed by acquiring the geometry of both a plaster hand and a human hand and comparing the results with those obtained by a high-end stationary structured light scanner. The developed system represents a low-cost handheld alternative to existing body scanners for collecting and storing 3D anatomical data, which can be used in the design process of bespoke medical devices.
Keywords: 3D optical scanning | D415 Intel® RealSense™ | Depth-camera | Upper Limb Reconstruction
Abstract: Typical additive manufacturing (AM) processes for producing metal and ceramic parts are highly energy-consuming and expensive to install and maintain. On the other hand, material extrusion AM (MEAM) technologies are conventionally used to produce polymeric parts but only marginally to process metallic materials. A feasible alternative is to process polymeric filaments loaded with metal particles. Debinding and sintering processes are then required to join the metal particles and obtain the final parts. In recent years, highly filled metal filaments consisting of a polymer loaded with a high concentration of metal powder have been commercialized for this purpose. In this study, the printability of a commercial CuSn12 filament was investigated by evaluating the influence of the process parameters on the density, shrinkage, porosity, and mechanical properties of the additively manufactured samples using a low-cost desktop 3D printer. Parameters such as the flow rate and ironing had the greatest influence on the density of the green samples. The correct selection of these parameters may reduce shrinkage after sintering. Furthermore, the obtained bronze had a notable ultimate tensile strength (mean value of 107 MPa), high stiffness (E values range from 38 to 50 GPa), and a greater elongation at break (mean value of 13%) than that of cast bronze of the same CuSn12 type. In this case, the extrusion pattern and ironing had the most significant influence on the final mechanical performance. The study provides insights into the use of highly filled bronze filaments combined with MEAM to produce functional parts for engineering applications.
Keywords: Highly filled bronze filament | Mechanical properties | Metal material extrusion | Printing parameters | Shrinkage
Abstract: Primary dentition is crucial in influencing the emergence of permanent teeth. Premature primary tooth loss can result in undesired tooth motions and space loss in the permanent dentition. Typically, fixed or removable dental appliances are adopted to maintain edentulous space until the eruption of permanent teeth. However, traditional space maintainers have limitations in terms of variability in tooth anatomy, potential allergic reactions in some individuals (i.e., nickel sensitivity), difficulties in maintaining oral hygiene, and patient acceptance. The present study introduces a fully digital framework for the design and manufacturing of customized pediatric unilateral space maintainers using generative algorithms. The proposed approach overcomes the current challenges by using a biocompatible resin material and optimizing the device’s size, design, and color. The methodology involves intraoral scanning, surface selection, and trim, generative 3D modeling, finite element analysis (FEA), and additive manufacturing (AM) through vat photopolymerization. FEA results demonstrate the device’s mechanical performance and reliability, while additive manufacturing ensures design freedom, high resolution, surface finishing, dimensional accuracy, and proper fit. The mechanical interlocking system facilitates easy and effective positioning of the device. This digital approach offers the potential for wider usage of space maintainers and can be further validated through experimental assessments and clinical studies.
Keywords: 3D printing | digital space maintainer | FEA analysis | generative design | pediatric dentistry
Abstract: This study presents an alternative process for designing and manufacturing customized trays for dental-whitening treatments. The process is based on a digitized approach consisting of three main stages: design of a reference model, its manufacturing by AM, and thermoforming of the tray. The aim of the study was to develop a high-performance tray, able to guarantee comfort, safety, and efficacy for whitening treatments. To evaluate the patient’s experience, some tests under real operating conditions were performed. Twenty people carried out a nighttime treatment of 14 days. Each patient was asked to assess the overall level of satisfaction and the comfort of the tray and its ability to retain the gel. Tooth whitening was also determined according to the VITAPAN scale. All patients involved in the study were satisfied and provided positive feedback about comfort and tightness of the tray. At the end of the treatment, 15 out of 20 patients achieved shade A1 on the VITAPAN scale. The mean improvement in color shades was about 7. These results confirmed the great potential of the proposed dental tray. Its use was proven to guarantee a high level of quality, flexibility, and customization of dental-whitening treatments, improving comfort, safety, and efficacy.
Keywords: additive technologies | bespoke dental trays | custom design | dental engineering | digital manufacturing | esthetic dentistry | tooth whitening
Abstract: The “San Pietro al Monte Abbey project: a virtual tour for everyone” consists in the construction of a high-tech station that allows visitors with mobility limitations to be virtually accompanied by a guide to the Benedictine abbey of San Pietro al Monte along the ancient access route that can only be reached on foot with trekking equipment. The room with the virtual instrumentation is located in the Casa del Pellegrino in Civate (Lecco, Italy). It is a museum structure-based located in a media reception building. From its entrance, it is possible to see the final destination. The virtual tour preserves the dialogue between the environment, the monument, and the ‘virtual pilgrim’. By also acting as an information database, it enhances the use of the basilica of San Pietro al Monte even for visitors equipped with tablets who reach the building on foot. The virtual tour application has been developed with Unity3D. The interactive application has different virtual scenes with photos, 360 ∘ videos, an external digital twin of the abbey, and some interesting internal digital twins of the most important monuments inside the abbey.
Keywords: Digital twin | Photogrammetry | Virtual tour
Abstract: Worldwide, stroke is the third cause of disability. The majority of people affected by this disease cannot perform activities of daily living. Bringing the therapy to the patients' home is complex, and in literature, there are still open challenges to face. Starting from therapists' and patients' needs, this paper describes a possible solution: HANDY, a rehabilitative active hand exoskeleton for post-stroke patients. With a desktop application, they perform three different types of exercises: passive, active and based on activities of daily living. They can also control the exoskeleton themselves in a serious-game approach with a leap motion controller. We evaluated our method with patients at the Villa Beretta rehabilitative center. Preliminary results from the session about comfort, usability and willingness to utilize the system are promising.
Keywords: Additive manufacturing | CAD modeling | Hand exoskeleton | Interactive applications | Stroke
Abstract: Virtual and Augmented Reality systems have been increasingly studied, becoming an important complement to traditional therapy as they can provide high-intensity, repetitive and interactive treatments. Several systems have been developed in research projects and some of these have become products mainly for being used at hospitals and care centers. After the initial cognitive rehabilitation performed at rehabilitation centers, patients are obliged to go to the centers, with many consequences, as costs, loss of time, discomfort and demotivation. However, it has been demonstrated that patients recovering at home heal faster because surrounded by the love of their relatives and with the community support.
Keywords: Cognitive rehabilitation | Gaming | LeapMotion | Oculus rift | VR/AR
Abstract: XR is an acronym used to refer to the spectrum of hardware, software applications, and techniques used for virtual reality or immersive environments, augmented or mixed reality and other related technologies. The special thematic session on ‘XR Accessibility’ explores current research and development as well as presenting diverse approaches to meeting real user needs in immersive environments. The contributed research papers range from using spatial sound for object location and interaction for blind users, to alternative symbolic representation of information, Augmented Reality (AR) used in rehabilitation for stroke patients and vocational skills training for students with intellectual disabilities. The session also explores what we can learn from previous research into immersive environments – looks at opportunities for future research and collectively explores how we can together iterate accessibility standards.
Keywords: Accessibility | Augmented Reality | Immersive web | Inclusive design | Rehabilitation | Serious games | Usability | Virtual reality
Abstract: HoloLens is the most recent and advanced forms of wearable Mixed Reality (MR) technology. It enables the user wearing a head-mounted device to experience 3D holographic objects “inside” the visualization of the real environment where he or she is located. Existing HoloLens applications have been developed in domains such as data visualization, entertainment, industrial training, education, and tourism, but the use of this technology in the arena of mental health is largely unexplored. The paper presents a HoloLens-based system called MemHolo that addresses persons with mild Alzheimer’s Disease (AD). AD is associated to a chronic progressive neurodegenerative process that severely affects cognitive functioning (especially memory) and some motor functions. MemHolo is intended to be used as a cognitive training tool to practice short-term and spatial memory in a safe and controlled virtual environment, and to mitigate the effects of mental decline. The paper discusses the design process of MemHolo, and describes three evaluation studies on progressive prototypes. To our knowledge, MemHolo is the first HoloLens application designed natively for persons with AD. Our empirical work sheds a light on how these people experience HoloLens applications, highlights some challenges and potential benefits of using MR technology in the AD arena, and may pave the ground towards new forms of treatment.
Keywords: Alzheimer disease (AD) | Augmented reality | Cognitive training | Elderly | HoloLens | Mixed reality
Abstract: HoloLearn is a Mixed Reality (MR) application that exploits Microsoft HoloLens to help people with Cognitive Disability improve autonomy in everyday life. Using HoloLearn, the user is immersed in a MR environment based on the surrounding space, in which s/he can learn simple daily tasks in an engaging way, with the help of a virtual assistant if needed.
Keywords: Augmented Reality | Cognitive Disability | Holograms | HoloLens | Mixed Reality | Virtual Assistant
Abstract: The development of systems for supporting neuro-rehabilitation is of primary importance, due to the high number of people in need of rehabilitation and the limited effectiveness of most of the current developed systems. Our research work aims at developing more engaging interaction modalities for neuro rehabilitation systems, through virtual reality, music based on harp therapy and fragrance feedback modalities and which are also fun and motivational for the patients. The proposed interaction modalities consist of a set of virtual immersive environments which includes an olfactory feedback, where odours are used to increase the sense of presence and the attention of the patients during the execution of the exercises. While the patient performs the rehabilitation exercise, the harp therapist plays the harp accordingly to the patient emotional condition. The system shows a virtual scenario, including virtual objects and/or 360 videos used to increase his sense of presence in the scenario. Odours are associated with virtual scenarios.
Abstract: Our research explores the potential of wearable Mixed Reality (MR) for people with Neuro-Developmental Disorders (NDD). The paper presents HoloLearn, a MR application designed in cooperation with NDD experts and implemented using HoloLens technology. The goal of HoloLearn is to help people with NDD learn how to perform simple everyday tasks in domestic environments and improve autonomy. An original feature of the system is the presence of a virtual assistant devoted to capture the user's attention and to give her/him hints during task execution in the MR environment. We performed an exploratory study involving 20 subjects with NDD to investigate the acceptability and usability of HoloLearn and its potential as a therapeutic tool. HoloLearn was well-accepted by the participants and the activities in the MR space were perceived as enjoyable, despite some usability problems associated to HoloLens interaction mechanism. More extensive and long term empirical research is needed to validate these early results, but our study suggests that HoloLearn could be adopted as a complement to more traditional interventions. Our work, and the lessons we learned, may help designers and developers of future MR applications devoted to people with NDD and to other people with similar needs.
Keywords: Augmented Reality | Holo Lens | Holograms | Mixed Reality | Neuro-developmental Disorders | Virtual assistant
Abstract: The impairment of finger movements after a stroke results in a significant deficit in hands everyday performances. To face this kind of problems different rehabilitation techniques have been developed, nevertheless, they require the presence of a therapist to be executed. To overcome this issue have been designed several apparatuses that allow the patient to perform the training by itself. Thus, an easy to use and effective device is needed to provide the right training and complete the rehabilitation techniques in the best way. In this paper, a review of state of the art in this field is provided, along with an introduction to the problems caused by a stroke and the consequences for the mobility of the hand. Then follows a complete review of the low cost home based exoskeleton project design. The objective is to design a device that can be used at home, with a lightweight and affordable structure and a fast mounting system. For implementing all these features, many aspects have been analysed, starting from the rehabilitation requirements and the ergonomic issues. This device should be able to reproduce the training movements on an injured hand without the need for assistance by an external tutor.
Keywords: Hand rehabilitation | Post stroke | Tele-Rehabilitation
Abstract: HoloLens technology enables mixed reality experiences that integrate holographic objects into the real world in which the mixed reality head-mounted device is used. Since HoloLens' launch in March 2016, some mixed-reality applications of this technology have been announced or showcased, addressing different fields, including education, data visualization, tourism, entertainment, and professional training e.g., in medicine, architecture, manufacturing, and engineering. Still, a limited number of reported research provide examples of user experience designs and evaluations for applications using HoloLens. We are interested in the use of HoloLens as therapeutic tool for people with the Alzheimer's Disease. The paper describes a set of therapeutic activities that have been designed in cooperation with neurologists and aim at stimulating short term memory and spatial memory in this target group. We also report a preliminary study of the usability of these activities among the elderly subjects.
Keywords: Alzheimer's | Augmented reality | Cognitive training | Hologram | HoloLens | Memory | Mixed reality | Rehabilitation
Abstract: This paper presents an immersive virtual reality system (IVRS) that has been designed for unilateral amputees in order to reduce the phantom limb pain (PLP). The patient's healthy limb is tracked by using a motion sensor. Data of the limb in motion are used as input parameters to move the phantom limb in the immersive virtual reality system. In this way, the patient has the illusion of moving the phantom limb while moving the real and contra-lateral limb. The system has been implemented by using low cost and open technologies, and combines the Oculus Rift SDK2 device, the LeapMotion device, a motion sensor, and an engine for interactive 3D content and gaming generation (Unity 3D). The Oculus Rift head mounted display is used to provide the immersive experience.