This study explores the potential of combining immersive Virtual Reality (VR) training and a physically adaptive climbing wall to support cognitive development in students with disabilities. Conducted in collaboration with the ASPoC association, the study involved participants aged 19 to 24 with various cognitive challenges, including attention deficits, memory issues, and executive function delays. The system integrates a VR climbing application - developed in Unity and supported by the Captury Live markerless motion capture system - with a real climbing wall adjustable between -30° and +30°. Usability was evaluated using the System Usability Scale (SUS), while cybersickness was monitored with the Simulator Sickness Questionnaire (SSQ) and functional outcomes were assessed using the International Classification of Functioning, Disability and Health (ICF). Results showed high usability scores, minimal cybersickness, and significant improvements in spatial awareness, working memory, and decision-making abilities. A paired-samples t-test indicated no significant difference between VR and real climbing wall usability, confirming comparable user acceptance. This work demonstrates the viability of hybrid VR-physical training platforms for cognitive rehabilitation in young adults with disabilities.

A Dual VR-Physical Climbing System for Cognitive Support in Young Adults with Disabilities

Covarrubias, Mario;Tarabini, Marco;Francia, Carlalberto;Galli, Manuela
2025-01-01

Abstract

This study explores the potential of combining immersive Virtual Reality (VR) training and a physically adaptive climbing wall to support cognitive development in students with disabilities. Conducted in collaboration with the ASPoC association, the study involved participants aged 19 to 24 with various cognitive challenges, including attention deficits, memory issues, and executive function delays. The system integrates a VR climbing application - developed in Unity and supported by the Captury Live markerless motion capture system - with a real climbing wall adjustable between -30° and +30°. Usability was evaluated using the System Usability Scale (SUS), while cybersickness was monitored with the Simulator Sickness Questionnaire (SSQ) and functional outcomes were assessed using the International Classification of Functioning, Disability and Health (ICF). Results showed high usability scores, minimal cybersickness, and significant improvements in spatial awareness, working memory, and decision-making abilities. A paired-samples t-test indicated no significant difference between VR and real climbing wall usability, confirming comparable user acceptance. This work demonstrates the viability of hybrid VR-physical training platforms for cognitive rehabilitation in young adults with disabilities.
2025
2025 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE)
9798331502799
Adaptive sports; disabilities; inclusion; interactive kayaking; mixed reality; rehabilitation; Unity; virtual reality;
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1309970
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