Recent and ongoing research initiatives across artificial intelligence, agentic systems, spatial computing and digital health.
Design and development of a sensorised platform based on Augmented Reality and Artificial Intelligence for upper limb motor rehabilitation
Hybrid rehabilitation environment for patients with cervical spinal cord injury, combining Augmented Reality, smart physical objects with embedded sensors (IMUs, force and pressure sensors), Functional Electrical Stimulation (FES) and explainable, adaptive Artificial Intelligence. Unlike immersive VR solutions, patients interact with tangible real objects while receiving augmented feedback in a gamified setting, improving motivation, adherence and transfer to activities of daily living. AI modules analyse motor control, detect compensatory patterns and dynamically adjust environment calibration, spatial layout and assistance level according to motor profile, fatigue and clinical progress.
The AIR/UCLM subproject covers the technological architecture, AR modules, adaptive explainable AI algorithms, sensorisation of physical objects and multimodal data integration in a secure, interoperable and GDPR-compliant cloud platform. The National Hospital for Paraplegics subproject defines clinical requirements and therapeutic protocols, studies optimal FES parameters for reach and grasp movements, and leads the biomechanical characterisation and clinical, functional and usability validation, comparing movement patterns across real, immersive VR and hybrid AR scenarios.
Immersive Virtual Reality-based platform for rehabilitation of upper extremity
Platform for upper limb rehabilitation in patients with motor disorders from spinal cord injuries (tetraplegia). Uses Leap Motion controller and VR glasses with low-cost, commercially available technology. Includes objective rehabilitation metrics, customizable modalities (desktop or VR headset), and cloud-based infrastructure for integration across hospitals and external rehabilitation centers.
VR-Shopping & AI platform for digitalization and strengthening of local businesses
A VR and AI-based e-commerce platform enabling small businesses to showcase products in immersive virtual environments. Overcomes physical store limitations while enhancing the customer shopping experience through AI-driven personalization. Promotes local economies through smart recommendations, in-store pickup options, and virtual town exploration.
Mixed reality platform on 5G for remote medical support and diagnosis
Platform enabling medical staff to interact remotely with specialists via Mixed Reality glasses over a 5G infrastructure. General practitioners wear MR glasses for real-time holographic collaboration with remote specialists. Leverages 5G's low latency and high bandwidth for smooth real-time user experience across primary care, home visits, and emergency scenarios.
Autonomy recovery after motor disorders via VR-based immersive learning environments
Free, open VR training environment developed in collaboration with the National Hospital for Paraplegics in Toledo for people with recent motor-limiting injuries. Features an immersive simulator for operating electric wheelchairs, virtual recreations of adapted domestic and work environments, and precise movement recording for objective progress analysis. Selected winner from 21 national university proposals based on technological excellence and real-world impact.
Let’s Move Europe: school-based promotion of healthy lifestyles to prevent obesity
Development and dissemination of high-quality, evidence-based resources for school-based interventions in both primary and secondary education, aimed at promoting healthy lifestyles. The project covers the analysis, design, development, implementation and evaluation of resources for physical activity before, during and after the school day, with the goal of reducing prolonged sedentary time.
Resources are designed around the Creating Active Schools (CAS) Framework (Daly-Smith et al., 2020), which identifies seven opportunities for physical activity in schools: events and visits, break and lunch time, physical education, curricular lessons, before- and after-school clubs, active commuting, and family and community. EUMOVE addresses all seven.
Development, validation and improvement of a telemedicine tool for the remote supervision of stroke patients
Stroke is the second leading cause of death and the third leading cause of disability worldwide according to the WHO, making comprehensive rehabilitation essential to the quality of life of those affected. The project evaluates, validates and improves an existing prototype that allows clinical staff to remotely supervise rehabilitation exercises performed by patients, with testing carried out at the Hospital General Universitario Nuestra Señora del Prado (Talavera de la Reina) with adults who have suffered a stroke.
Objectives include defining an incremental evaluation and validation scheme, studying gamification and serious games techniques to motivate both patients and therapists in the use of the prototype, adapting the system to the characteristics of each patient, and improving the user interface.
Development of immersive systems for learning programming
Subproject of iPRO — A new generation of tools for learning programming with emerging interactive technologies. Its main objectives were: (1) to define detailed competences for teaching programming across educational levels; (2) to design learning environments that develop those competences through three mutually aligned elements — active learning methods, software systems and assessment methods; (3) to develop advanced software systems for learning programming, tailored to each educational level with appropriate technological and pedagogical approaches; and (4) to evaluate each learning environment against a set of defined criteria.
Earlier projects in which members of AIR took part, including work carried out previously within the ORETO research group.
We are open to partnerships with industry, hospitals, and research institutions.
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