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TOyRA

TOyRA is a solution for upper limb rehabilitation by means of a virtual reality system in real time. It is divided into two subsystems:

 

The rehabilitation of spinal cord injury is a difficult process that patients have to undergo after a recovery period in hospital. Adaptation to a new physical situation requires extensive training.

We hope that Rehabilitation enters a new era for both patients and medical staff with the aid of TOyRA

The mission of TOyRA is to rehabilitate the patient capabilities through a virtual world and game dynamics that increase the patient’s motivation in the process of rehabilitation.

The therapy approaches motivation in two ways:

Toyra demo

It also provides a therapeutic management platform that allows the analysis of the evolution of the individual patient, giving feedback in real time to the patient and health professional.

TOyRA assesses records and analyzes the results obtained by a patient undergoing Interactive Therapy.

To evaluate, TOyRA captures the movements and classifies the patient based on the execution of the exercises designed for that purpose.

The ability to record large numbers of accurate data allows:

The system assists the healthcare professional thanks to the Electronic Health Record of the Interactive Therapy.

The Electronic Health Record of the Interactive Therapy facilitates the management and followup of clinical data by TOyRA individually in a customized way.

What is TOyRA like?

TOyRA offers the following technical and clinical variables:

TOyRA specifications:

 

Participants

The project is the first collaboration between:

Fundación Rafael del Pino, Hospital Nacional de Paraplejicos, Fundación del Hospital Nacional de Parapléjicos , Indra

Oriented to the future


It is possible to move forward with great expectations thanks to the configurable tool with great potential for development that TOyRA represents.
TOyRA is a configurable tool with great potential for development. Thanks to this, moving forward with great expectations is possible.
It is potentially open to new markets and target audiences such as:

The solution can be used for clinical analysis of the data generated and to obtain conclusions relevant to the scientific community.

It provides a strong foundation for remote assisted work (home).




logo Unión Europea e Instituto Madrileño de Desarrollo

 

    • Occupational Therapy Management Subsystem: It contains basic information and electronic medical records
    • Interactive Occupational Therapy Subsystem: It includes rehabilitation exercises and instructions/directions.
    • Recreational: Where rehabilitation is part of a clinical game.The avatar(representation of the patient) is shown in a specular reflection and the system recreates their movements in the virtual world. In this context, virtual Reality is software which renders synthetic environments in real time, representations of objects and reality through electronic means; it only exists inside the computer.
      It offers recreational dynamics to conduct the exercises and proposes objectives according to the patient's functional classification.
       
    • Assisted: The system not only guides but also interacts with the patient. A voice guides and encourages the patients during the execution of the session, communicating with him in real time with messages tailored to their psychological profile.
       
    • Clinical studies, scientific research.
    • Improvements in therapy protocols.
    • Objective and Subjective evaluation
    • 6 Synthetic Indexes
    • 32 clinics variables. 30 times per second.
    • 185 exercises. (16 Ev., 12 AVD, 5 Con)
    • real-time reports and graphs
    • Customized (Functional Classification and Suggestibility)
    • 3 scenes
    • 20 avatars
    • 30 moving objects definable and configurable in accordance with the different degrees of difficulty in the game.
    • PC Windows Platform, java
    • Scalability
    • IP Intersystem Communication
    • Integration with core systems
    • Advanced 3D Visual application quaternions (novelty)
    • To capture motion has a Dutch team-leading 10 years:
    • Wireless inertial sensors
    • 3D guidance algorithms
    • CODA measurements validated againstParticipantes
    • Patients with any disability who need rehabilitation
    • Cerebral palsy
    • ICTUS / stroke

Downloads

  • 20 avatars
  • 3 scenes
  • 30 moving objects definable and configurable in accordance with the different degrees of difficulty in the game.