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By 08/11/2018 No Comments
8/11 2018


A platform for joint rehabilitation, a learning tool for COPD-patients and a VR-respite for children with ADHD. These are some of the projects from ÅTE VR that is slowly but surely improving our healthcare system.


Åte VR assists in the development of Gonio’s VR-platform, both with design and technical details. The platform has two different functions – one focuses on joint-rehabilitation exercises, the other is a finnish training-program for the elderly.

So far, the physiotherapy platform covers basic joint training and shoulder rehabilitation. The goal is to further develop the program to offer a whole body workout.

The platform also contains different training activities for the elderly. The healthy can try out a program where the goal is to build differa chair, a table or a birdhouse. First they must gather wood as material and flowers to use for colour.

For those with a diagnosis – both mental or physical, a more immediate experience where the user drives along a track through different scenarios such as a forest or a beach. The scenarios change at random but still carry interactive elements: in the forest the animals react to the presence of the user and depending on the user’s movability it is possible to pick different types of berries on the way through the shifting landscape.


This is a VR-learning tool for citizens with COPD and personnel such as nurses or SOSU-assistants. Together with the organisation MTIC, the VR-company Take A Walk, partners from Silkeborg Regional hospital and a several other communal and regional players, Åte VR is developing a learning-platform with activities for the COPD-patient as well as the treated personnel. The platform will contain a guide to everything from correct medication, cleaning of inhalator to emergency treatment. The platform is currently being tested in five different communes in Central Jutland. The goal is to create a tool that limits the need for physical assistance by teaching the citizen the proper action or reaction to potentially dangerous situations.


In the Respite-project Åte is developing a VR-prototype for children with ADHD in elementary school. The idea is to create an easy accessible VR-tool for the child to use in school that will help create focus and bring calm, but still remain within an educational context. The project is part of Filmby Aarhus’ Cross Motion program in close collaboration with Center for ADHD and Entrepreneur in Health Tech and Digital Designer Kenneth Stie Pedersen who will help ensure good usability with their knowledge and wide network.

The VR-experience in itself begins on a subtropical island away from society. You meet a guiding element in the form of a blowfish who leads you beneath the surface of the sea through a series of breathing exercises meant to calm you down. The remaining scenes will all feature different underwater environments such as a bubblecave with magma flows along the seabed. The user can grab and manipulate their shape and direction. The second scenario has a very clear atmosphere with animated streams of light that can also be manipulated and played with, while the last scenario takes place inside of a submarine that glides through the ocean controlled by the user. All scenes nurture the user’s feeling of being back in control and thereby act as a device for regaining your calm.

The whole VR-experience is no more than five minutes long. The goal is to quickly make the user ready to return to education, which is also the reason the VR-device will be placed inside of the classroom. The experience must be calming but not so exciting that the user does not want to return to reality.

Right now, Åte are still in the middle of development and have many players involved. They have hired a sound designer to create a soundtrack for the whole experience as well as testing the experience on different groups of children, children with ADHD as well as third graders from Elise Smiths Skole. “The VR-respite can be used by all children, not just those who suffer from ADHD,” says Ege Jespersen from Åte VR. “Everyone experiences frustration and anger. It’s completely normal.”

Åte VR value good quality work above all which is why they use the Scandinavian Model called Participatory Design where users are part of the developing process from the beginning. “The people for whom we design, should have a say in how the system is developed.” Ege explains. This collaboration with the user as well as sense for their needs is what secures the good user experience and – in the end – a successful product.


Read more about Gonio VR and their projects here

Follow Åte VR on Facebook and learn more about their projects here