Proc. 7
th
Intl Conf. Disability, Virtual Reality & Assoc. Tech., [ArtAbilitation], Maia, Portugal, 2008
©2008 ICDVRAT/University of Reading, UK; ISBN 07 049 15 00 6
1
“Passages”: a 3D artistic interface for children’s rehabilitation
and special needs
Fiammetta Ghedini
*
, Haakon Faste
*
, Marcello Carrozzino
†
and Massimo Bergamasco
*
(*) PERCRO Laboratory, Sant’Anna School of Advanced Studies,
Piazza Martiri della Libertà 33, Pisa, ITALY
(†) IMT Institute for Advanced Studies, Lucca, ITALY
E-mail: f.ghedini@sssup.it, h.faste@sssup.it
ABSTRACT
Passages is an immersive, multimodal, user-controlled artistic interface. It consists of a three-
dimensional interactive Virtual Environment that can be created, explored and interacted with
in real-time. The installation has been exhibited in Grenoble, France, during the
ENACTION_in_Arts conference (November 19-24, 2007) and in Pisa, Italy, during the
Beyond Movement workshop (December 17-21, 2007). This paper outlines the design of the
artistic installation Passages, and its potential in the field of rehabilitation.
Keywords: Enactive Knowledge, Expression Interface, Gesture-based Interface
1. INTRODUCTION
An outgrowth of the Computer Graphics research field, Virtual Environment (VE) technology has today
become a fully independent research topic. VEs are simulated environments generated by a computer with
which human operators can interact through different sensory modalities. Real-life applications of VE
technology are an increasingly emergent phenomenon, although still in very specialized contexts. There are
some fields that have shown a superior receptivity to VE concepts and techniques, the best example being
applications of virtual prototyping in the Industrial sector, and in particular collaborative design, product
presentation and training.
In the Medical sector VEs are commonly used in surgical simulation tasks, medical imaging and
neuroscience. One of the most promising medical applications for VE technology is rehabilitation. In this
case devices and interaction modalities may present very different features depending on the therapy or the
pathology being dealt with. In fact the great flexibility of Virtual Reality (VR) represents one of its great
strengths, allowing the most disparate therapeutical needs to be addressed and adapted to the special needs of
some users.
Indeed, VR is increasingly used to treat pathologies like autism (Gillette et al, 2007), phobias (Carlin et al,
1997) (Powers and Emmelkampa, 2008), brain lesions and neurological speech disorders (Rizzo, 1994). Such
systems are designed in order to establish an efficient “interface” between patient and therapist, allowing the
latter to define protocols and measurements which will be subsequently used to perform a quantitative
evaluation about a patient’s progress. Usually these systems are based on mainly visual protocols, using a
range of different types of displays. These may be either standard screens or immersive technologies like
head-mounted displays and/or CAVEs (Cruz-Neira et al, 1992). Such is the case in phobia treatments, for
example. In the field of motion rehabilitation, however, force feedback devices like haptic interfaces and
exoskeletons are also used heavily. These devices are robots able to exert controlled forces upon the user, to
enable perception of the VE by means of touch. The generated forces may also be calibrated in order to assist
or impede the patient’s motion while performing a specific exercise, depending on the type of therapy. There
are several types of robots for this purpose, depending on the functionality required (i.e. allowing planar or
three-dimensional movements) or the interaction mode (the robot may be in contact with only one point of
the patient, for instance a finger, or it may be completely wearable, etc.).
VE technologies are rapidly gaining traction in the fields of Art and Cultural Heritage as well, both for
reasons of preservation and conservation as well as for educational purposes. Because VR allows for new