Project description
The aim of the 5GVIREH (Virtual Reality Enhanced Rehabilitation) project is to demonstrate the possibility of providing tele-rehabilitation services to patients in VR, leveraging 5G wireless connectivity.
The 5GVIREH project has been selected as one of the use cases of the TrialsNet (TRials Supported By Smart Networks Beyond 5G) project, whose goal is to implement a heterogenous and comprehensive set of innovative 6G applications based on various technologies such as Cobots, Metaverse, massive twinning, Internet of Senses, and others, covering three relevant domains of the urban ecosystems in Europe identified as i) Infrastructure, Transportation, Security & Safety, ii) eHealth & Emergency, and iii) Culture, Tourism & Entertainment. This will enable the realization of compelling societal values through the implementation of Beyond 5G applications.
Funded by: Horizon-JU-SNS-2022 through TrialsNet Open Call (Grant Agreement No. 101095871)
Partners: Roma Tre University (RM3), Fondazione Policlinico Universitario Campus Bio-Medico (FPUCBM)
Start date: May 2024
End date: April 2025
Publications
2026
Fabrizio, Alessia; Rocchi, Erica; Carnevale, Arianna; Ferrarotti, Anna; Papalia, Rocco; Schena, Emiliano; Longo, Umile Giuseppe; Carli, Marco
Performance Evaluation of Meta Quest 3 and Meta Quest Pro in Static and Dynamic Conditions for Shoulder Rehabilitation in Virtual Reality Journal Article
In: IEEE Access, 2026.
@article{Fabrizio_A_2026,
title = {Performance Evaluation of Meta Quest 3 and Meta Quest Pro in Static and Dynamic Conditions for Shoulder Rehabilitation in Virtual Reality},
author = {Alessia Fabrizio and Erica Rocchi and Arianna Carnevale and Anna Ferrarotti and Rocco Papalia and Emiliano Schena and Umile Giuseppe Longo and Marco Carli
},
doi = {10.1109/ACCESS.2026.3679266},
year = {2026},
date = {2026-03-30},
journal = {IEEE Access},
abstract = {Virtual Reality is gaining increasing relevance as a system to monitor joint kinematics during rehabilitation and as a tool to improve patient adherence to rehabilitation protocols. This study aims to evaluate the performance of Meta Quest 3 and Meta Quest Pro by comparing their tracking accuracy against the Qualisys™ stereophotogrammetric reference system in static and dynamic conditions. In static conditions, translational and rotational accuracy were assessed using two custom-made setups: one assessing displacements along three axes (from 0 to 505 mm) and another covering rotations from 0° to 180°. Dynamic performance was evaluated through three clinically relevant upper-limb movements (flexion, external rotation, and abduction) executed by NAO humanoid robot at three different durations (S1 = 1s, S2 = 2s, S4 = 4s) to simulate varying patient conditions. Results showed a maximum translational mean absolute error of 4.7 ± 2.8 mm at 505 mm along the X-axis and a maximum rotational error of 2.8 ± 1.2° at 90° around the Y-axis for Meta Quest 3. In dynamic conditions, the highest mean absolute percentage error was 17.0 ± 2.9% for Meta Quest 3 during abduction at S4. Overall, the Meta Quest 3 and Meta Quest Pro, featuring inside-out tracking technology, demonstrate promising accuracy, supporting their potential use as reliable tools for Virtual Reality-based motor rehabilitation.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Virtual Reality is gaining increasing relevance as a system to monitor joint kinematics during rehabilitation and as a tool to improve patient adherence to rehabilitation protocols. This study aims to evaluate the performance of Meta Quest 3 and Meta Quest Pro by comparing their tracking accuracy against the Qualisys™ stereophotogrammetric reference system in static and dynamic conditions. In static conditions, translational and rotational accuracy were assessed using two custom-made setups: one assessing displacements along three axes (from 0 to 505 mm) and another covering rotations from 0° to 180°. Dynamic performance was evaluated through three clinically relevant upper-limb movements (flexion, external rotation, and abduction) executed by NAO humanoid robot at three different durations (S1 = 1s, S2 = 2s, S4 = 4s) to simulate varying patient conditions. Results showed a maximum translational mean absolute error of 4.7 ± 2.8 mm at 505 mm along the X-axis and a maximum rotational error of 2.8 ± 1.2° at 90° around the Y-axis for Meta Quest 3. In dynamic conditions, the highest mean absolute percentage error was 17.0 ± 2.9% for Meta Quest 3 during abduction at S4. Overall, the Meta Quest 3 and Meta Quest Pro, featuring inside-out tracking technology, demonstrate promising accuracy, supporting their potential use as reliable tools for Virtual Reality-based motor rehabilitation.
2025
Ferrarotti, Anna; Brizzi, Michele; Rocchi, Erica; Fabrizio, Alessia; Carnevale, Arianna; Longo, Umile Giuseppe
5GVIREH: a 5G-enabled Virtual Reality based solution for telerehabilitation Proceedings Article
In: Proceedings of the 17th International Conference on Quality of Multimedia Experience (QoMEX), IEEE, 2025.
@inproceedings{Ferrarotti_QOMEX_2025,
title = {5GVIREH: a 5G-enabled Virtual Reality based solution for telerehabilitation},
author = {Anna Ferrarotti and Michele Brizzi and Erica Rocchi and Alessia Fabrizio and Arianna Carnevale and Umile Giuseppe Longo},
doi = {10.1109/QoMEX65720.2025.11219930},
year = {2025},
date = {2025-11-03},
urldate = {2025-11-03},
booktitle = {Proceedings of the 17th International Conference on Quality of Multimedia Experience (QoMEX)},
publisher = {IEEE},
abstract = {Integrating 5G technology with Virtual Reality creates an advanced human-machine interface applicable to various fields. With its high-speed, stable connection, 5G enables seamless real-time user communication. Virtual Reality enhances personalized interaction and allows continuous monitoring without complex additional equipment. This study presents a use case where a clinician, connected through a PC, interacts with a patient using a Virtual Reality headset during physiotherapy sessions. The goal is to showcase the potential of 5G and Virtual Reality in enhancing telerehabilitation. While initial tests focused on patients recovering from rotator cuff surgery, the system can be easily adapted to support a wide range of treatment and rehabilitation protocols.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Integrating 5G technology with Virtual Reality creates an advanced human-machine interface applicable to various fields. With its high-speed, stable connection, 5G enables seamless real-time user communication. Virtual Reality enhances personalized interaction and allows continuous monitoring without complex additional equipment. This study presents a use case where a clinician, connected through a PC, interacts with a patient using a Virtual Reality headset during physiotherapy sessions. The goal is to showcase the potential of 5G and Virtual Reality in enhancing telerehabilitation. While initial tests focused on patients recovering from rotator cuff surgery, the system can be easily adapted to support a wide range of treatment and rehabilitation protocols.