Virtual reality in support of dyspraxics

Total immersion to train without fear of mistakes: now virtual reality wants to help people with dyspraxia. The Ludinautes experience can also be tested now using an Oculus Go headset.

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Total immersion to train without fear of mistakes: now virtual reality wants to help people with dyspraxia. The Ludinautes experience can also be tested now using an Oculus Go headset. 

by Henry Arnould, creator of Ludinautes

"Board a space station and face the dangers of space!" »Here is the beginning of Ludinautes, a virtual reality experience dedicated to dyspraxics. It offers total immersion in virtual reality in an interactive environment where players do not have to fear the consequences of their mistakes.

Children who suffer from disorders dys can find, thanks to virtual reality (VR), a tool that facilitates intrinsic and academic learning. Although usable by everyone, the learning offered by Ludinautes is geared towards helping to remedy dyspraxia.

The axes of work with virtual reality

The VR headset allows the user to be immersed, without external disturbance. The aim of the educational program is to help the child to reduce or even correct certain difficulties linked to this handicap and to measure his rate of progress with progressive exercises and with increasing difficulties. The goal is to restore his confidence by working on attention, concentration, repetition by combining games to develop his creativity and imagination. The concept is designed to bring the child out of failure and teach him to manage his stress and, sometimes, his anxieties.

The Ludinautes concept revolves around a set of games which aims to act on the following points:

  • Gross motor skills (coordination of gesture, manipulation, precision, attention and understanding, positioning in space)
  • Fine motor skills (refined precision, coordination, concentration, logic)
  • Communication (listening, vocal reproduction, memory, expression, stress management)
  • Organization (successive tasks, imagination and creativity, sequential logic, management of disruptors, compliance with instructions)

The possibilities of digital technology make it possible to act on all or part of these four points in the same phase of the game, which pedagogical exercises and traditional games cannot do.

Complementary support for the work of professionals

The concept developed on VR should bring a complementary tool to the work of rehabilitation professionals. Its use is simple and, thanks to wifi, the professional can follow the user on a tablet or an iPhone during his game phase.

The concept must be interactive and the exercises must generate exchanges between the professional and the user.

The management platform coupled with the game provides progress information and results as the games progress. These same results are anonymized and can be used by researchers or academics who would like to work on the universe of dys.

Designed in the form of seasons and episodes, the professional will be able to adapt the game phase to the user's therapeutic needs.

Ultimately, Ludinautes will be compatible with all VR headsets, but for the launch phase, only the Oculus Go headset is compatible (its price is around 200 $CAN). You can discover the launch phase for free by downloading from Oculus Store.

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