Virtual worlds for digital diagnostics and cognitive rehabilitation

VR input and output technologies for the implementation of clinical diagnostic and rehabilitation components

VReha project page

Duration: December 2017 - November 2019

Sponsored by BMBF

Motivation and goal of the HHI sub-project

New, user-friendly and convincing applications must be developed for a broad introduction of VR technologies in the field of diagnostics and rehabilitation. Decisive new and further developments are necessary, especially in the interaction in virtual scenes as well as in visualization.

In this subproject, Fraunhofer HHI will provide new basic technologies for VR input and visualization, which will be developed into a prototype VR application in cooperation with the partners of the consortium. This VR Tool-Box will then be the basis for the new digital diagnostic and rehabilitation procedures of the clinical partners.
Development will focus on the following two scientific and technical areas:

  1. new contactless interaction technologies and
  2. realistic visualization of self-representation.


Intuitive touchless control and navigation is required for easy, user-friendly interaction with virtual scene objects and content. Show gestures and body poses should allow the user to move naturally in the virtual scene in order to successfully perform the tasks of diagnostics and rehabilitation.
An essential problem of current VR representations is the missing visualization of the user himself. The aim is to develop new methods that capture the user's 3D geometry and generate a realistic 3D model of the person for visualization.

VReha project consortium

  • Fraunhofer HHI
  • Max-Planck-Institut für Kognitions- und Neurowissenschaften
  • Charité – Universitätsmedizin Berlin Humboldt-Universität zu Berlin, Klinik für Neurologie mit Experimenteller Neurologie
  • Universitätsklinikum Leipzig AöR
  • Klinik für Kognitive Neurologie



  • ICVR_Poster_VReha_HHI_2019.pdf 1 MB

    HHI Poster presented at the ICVR 2019 conference on the topic of natural and precise hand.object interaction in VR