Julian Felipe Villada Castillo’s research while affiliated with Technological University of Pereira and other places

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Publications (7)


Schematic design of the educational serious game “Parabolic Basketball VR”.
“Parabolic Basketball VR” interface during the projectile motion simulation.
Interaction process of participants with the IVR environment in “Parabolic Basketball VR”.
Experimental setup for the evaluation of the serious game.
Pre- and post-intervention conceptual scores. The asterisk (*) denotes significant differences.

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Optimization of Physics Learning Through Immersive Virtual Reality: A Study on the Efficacy of Serious Games
  • Article
  • Full-text available

March 2025

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54 Reads

Julian Felipe Villada Castillo

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Leonardo Bohorquez Santiago

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Sebastian Martínez García

Background: Integrating serious games in immersive virtual reality (IVR) enhances university physics education by addressing student motivation and engagement challenges. Traditional methods often fail to link abstract concepts with real-world applications, reducing interest. IVR and serious games create interactive environments that dynamically reinforce complex scientific principles, improving learning experiences. Methodology: A pre- and post-experimental design was conducted with 17 Physics 1 students from Universidad Tecnologica de Pereira (UTP). The participants were assessed before engaging with “Parabolic Basketball VR” to measure their initial understanding of projectile motion. After gameplay, post-intervention evaluations were conducted to analyze learning outcomes. Results: The intervention significantly improved students’ understanding, with post-intervention scores notably higher. The Wilcoxon signed-rank test (p = 0.007, Z = −2.687) confirmed a substantial increase in scores, demonstrating the game’s effectiveness in enhancing conceptual learning. Conclusions: “Parabolic Basketball VR” effectively enhances learning of projectile motion through immersive and interactive experiences. The significant improvements observed confirm the potential of integrating well-designed serious games into physics education, suggesting that these tools can significantly enhance both the theoretical understanding and practical application of complex scientific concepts. This study underscores the importance of aligning educational content with interactive gameplay to achieve learning objectives, providing a valuable approach for future educational strategies in scientific disciplines.

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Figure 1. Cyclical Movements for physical rehabilitation performed in Motion health VR. Source: own elaboration.
Figure. 2. Game Mechanics Motion Health VR-A Boxes; B Throwing Tejo; C Cutting branches. Source: own elaboration.
Figure 4. Four questions of the thirteen total applied in the survey for physiotherapists, with the answers in pie diagrams and their percentages. Source: own elaboration.
Figure 5: Affinity Diagram of Focus Group Perceptions on Motion Health VR. Source: own elaboration.
Figure 6: SWOT Analysis of the Implementation of Motion Health VR in Post-Stroke Rehabilitation. Source: own elaboration.
Clinical Perceptions and Feasibility Analysis of a Virtual Reality Game for Post-Stroke RehabilitationPercepciones clínicas y análisis de factibilidad de un juego de realidad virtual para la rehabilitación Post-ACV

December 2024

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21 Reads

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1 Citation

TecnoLógicas

The increasing prevalence of strokes has led to the search for innovative rehabilitation methods. Immersive virtual reality (VR), especially personalized games, offers an interactive and motivating approach to therapy adherence. The perception and acceptance of physiotherapists are crucial to its implementation and require further investigation. The objective of this research was to evaluate the attitudes and perceptions of physiotherapists regarding the feasibility and effectiveness of a personalized VR game called Motion Health VR for post-stroke rehabilitation. The methodology employed consisted of using three strategies to collect subjective data. First, a multiple-choice questionnaire was administered to 73 physicians and physiatrists during the ISPRM 2023 Conference (International Society of Physical and Rehabilitation Medicine) to collect quantitative data on the utility and feasibility of Motion Health VR. Subsequently, a focus group was conducted with four physiotherapists to obtain qualitative information on the usability, accessibility, and cost-effectiveness of the game. Finally, a feasibility and cost-effectiveness analysis were performed to evaluate the possible long-term benefits and financial implications of implementing Motion Health VR in Colombia. The results obtained were a broad acceptance of VR as a complementary tool in post-stroke rehabilitation and the recognition of personalized games as motivators for patient participation. Physiotherapists highlighted the playability and immersion of the game, although they noted limitations related to costs and spasticity of the patient. The analysis indicated that initial costs, while significant, could be justified by long-term savings and improved patient outcomes. Finally, it is concluded that Motion Health VR demonstrated significant potential to complement post-stroke rehabilitation, receiving positive feedback from physiotherapists. Key challenges include improving access, reducing costs, and providing VR training to optimize rehabilitation outcomes.



Evaluation of custom-made VR exergame for at-home Stroke rehabilitation. A longitudinal single-arm study.

April 2024

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164 Reads

Exercise games (Exergames) based on Virtual Reality (VR) have emerged as a promising option for supporting physical rehabilitation in stroke users. As a com- plementary therapy, they offer valuable benefits such as therapy engagement and enjoyment. In this study, we assessed the effectiveness of an immersive, custom- made VR exergame designed for upper limb rehabilitation in stroke participants aged 50 and above. We conducted 14 sessions of 15 minutes involving ten par- ticipants (6 females, ages 58.1 ± 7.5 years old) who volunteered to participate in an assisted at-home rehabilitation process. The study employed a range of evaluation tests to measure physical rehabilitation and game user experience out- comes. The tests included pre- and post-assessments of range of motion (ROM), the Ashworth spasticity test, and the Borg rating of perceived fatigue question- naire. To evaluate the game participant experience, we used the VR Neuroscience Questionnaire (VRNQ), and the Immersive Tendencies Questionnaire (ITQ). Our results revealed significant improvements in the range of motion for elbow and shoulder flexion, extension, adduction, and abduction. Furthermore, we observed a reduction in Ashworth spasticity, and the fatigue scale showed reduced per- ception comparing the last with the first session, although the difference was insignificant. The VRNQ questionnaire indicated significant enhancements in the domains related to ”Game Experience” and ”Game Mechanics” and an overall reduction of the perceived “Motion Sickness”. In the ITQ questionnaire, partic- ipants reported high levels of ”Attention,” and while there were no significant differences in ”Immersion” and ”Enjoyment,” a considerable improvement was observed in ”Excitement”. In summary, our results indicate that the immersive VR exergame improved the range of motion, spasticity, and overall game user experience among participants with stroke in a longitudinal, single-arm inter- vention. We conclude that using custom-made VR exergames is an effective and motivating tool for upper limb rehabilitation, with positive changes in both clin- ical and perception outcomes, and the positive and measurable effects persist after the first sessions. These findings support using VR exergames as a comple- mentary tool for at-home rehabilitation therapy with good ease of use, improved physical rehabilitation outcomes, and high treatment adherence.


Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study

January 2024

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80 Reads

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22 Citations

JMIR Serious Games

Background Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)–based interventions as innovative methods to enhance physical rehabilitation for individuals with multiple disabilities. Over the past decade, researchers and exercise professionals have focused on developing specialized immersive exercise video games for various populations, including those who have experienced a stroke, revealing tangible benefits for upper limb rehabilitation. However, it is necessary to develop highly engaging, personalized games that can facilitate the creation of experiences aligned with the preferences, motivations, and challenges communicated by people who have had an episode of stroke. Objective This study seeks to explore the customization potential of an exergame for individuals who have undergone a stroke, concurrently evaluating its usability as a technological tool in the realm of physical therapy and rehabilitation. Methods We introduce a playtest methodology to enhance the design of a VR exergame developed using a user-centered approach for upper limb rehabilitation in stroke survivors. Over 4 playtesting sessions, stroke survivors interacted with initial game versions using VR headsets, providing essential feedback for refining game content and mechanics. Additionally, a pilot study involving 10 stroke survivors collected data through VR-related questionnaires to assess game design aspects such as mechanics, assistance, experience, motion sickness, and immersion. Results The playtest methodology was beneficial for improving the exergame to align with user needs, consistently incorporating their perspectives and achieving noteworthy results. The pilot study revealed that users had a positive response. In the first scenario, a carpenter presents a game based on the flexion-extension movement of the elbow; the second scenario includes a tejo game (a traditional Colombian throwing game) designed around game mechanics related to the flexion-extension movement of the shoulder; and in the third scenario, a farmer challenges the player to perform a movement combining elbow flexion and extension with internal and external rotation of the shoulder. These findings suggest the potential of the studied exergame as a tool for the upper limb rehabilitation of individuals who have experienced a stroke. Conclusions The inclusion of exergames in rehabilitation for stroke-induced hemiparesis has significantly benefited the recovery process by focusing on essential shoulder and elbow movements. These interactive games play a crucial role in helping users regain mobility and restore practical use of affected limbs. They also serve as valuable data sources for researchers, improving the system’s responsiveness. This iterative approach enhances game design and markedly boosts user satisfaction, suggesting exergames have promising potential as adjunctive elements in traditional therapeutic approaches.


Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study (Preprint)

May 2023

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4 Reads

BACKGROUND Since the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)–based interventions as innovative methods to enhance physical rehabilitation for individuals with multiple disabilities. Over the past decade, researchers and exercise professionals have focused on developing specialized immersive exercise video games for various populations, including those who have experienced a stroke, revealing tangible benefits for upper limb rehabilitation. However, it is necessary to develop highly engaging, personalized games that can facilitate the creation of experiences aligned with the preferences, motivations, and challenges communicated by people who have had an episode of stroke. OBJECTIVE This study seeks to explore the customization potential of an exergame for individuals who have undergone a stroke, concurrently evaluating its usability as a technological tool in the realm of physical therapy and rehabilitation. METHODS We introduce a playtest methodology to enhance the design of a VR exergame developed using a user-centered approach for upper limb rehabilitation in stroke survivors. Over 4 playtesting sessions, stroke survivors interacted with initial game versions using VR headsets, providing essential feedback for refining game content and mechanics. Additionally, a pilot study involving 10 stroke survivors collected data through VR-related questionnaires to assess game design aspects such as mechanics, assistance, experience, motion sickness, and immersion. RESULTS The playtest methodology was beneficial for improving the exergame to align with user needs, consistently incorporating their perspectives and achieving noteworthy results. The pilot study revealed that users had a positive response. In the first scenario, a carpenter presents a game based on the flexion-extension movement of the elbow; the second scenario includes a tejo game (a traditional Colombian throwing game) designed around game mechanics related to the flexion-extension movement of the shoulder; and in the third scenario, a farmer challenges the player to perform a movement combining elbow flexion and extension with internal and external rotation of the shoulder. These findings suggest the potential of the studied exergame as a tool for the upper limb rehabilitation of individuals who have experienced a stroke. CONCLUSIONS The inclusion of exergames in rehabilitation for stroke-induced hemiparesis has significantly benefited the recovery process by focusing on essential shoulder and elbow movements. These interactive games play a crucial role in helping users regain mobility and restore practical use of affected limbs. They also serve as valuable data sources for researchers, improving the system’s responsiveness. This iterative approach enhances game design and markedly boosts user satisfaction, suggesting exergames have promising potential as adjunctive elements in traditional therapeutic approaches.


Fig 1. Modelo MIPu+a, tomada de [31].
Fig. 12. Prototipo final del videojuego para la enseñanza de movimiento de proyectil.
Diseño de un videojuego para la enseñanza del movimiento parabólico mediante un proceso de diseño centrado en el usuario: Design of a videogame for projectile motion teaching using a user centered design process

September 2022

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23 Reads

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2 Citations

Scientia et technica

La enseñanza de la física como carrera universitaria presenta diferentes desafíos, entre los cuales la falta de interés y motivación por estudiar física en los estudiantes es uno de los más destacados. Se ha identificado que esta desmotivación se debe a la desconexión que relaciona los fenómenos físicos con la vida cotidiana. Además, la enseñanza tradicional de esta materia enfatiza los aspectos cuantitativos, que la mayoría de los estudiantes temen, y deja de lado el análisis cualitativo. Se ha demostrado que para aprender conceptos científicos de manera significativa y comprender el mundo físico, los estudiantes necesitan construir representaciones mentales adecuadas. Es por ello que algunos autores han propuesto simuladores que presentan en pantalla un modelo del fenómeno estudiado o información y gráficos que se le asocian. En la ultima década, Se han propuesto animaciones y videojuegos en realidad virtual para la enseñanza de la física y otras materias científicas, como la química y la geometría. Varios autores destacan la mejora en la asimilación de contenidos y el rápido crecimiento de la curva de aprendizaje al aplicar entornos virtuales en la educación. Se proponen entornos virtuales ya que motivan a los estudiantes, los acerca a la realidad, permitiéndoles visualizar el fenómeno y modificarlo. Por ello, este trabajo presenta el diseño y resultados preliminares de un videojuego para la enseñanza universitaria del concepto físico denominado Projectile Motion. Esto se hizo a través de una metodología de diseño centrado en el usuario y diseño de videojuegos. Varios autores destacan la mejora en la asimilación de contenidos y el rápido crecimiento de la curva de aprendizaje al aplicar entornos virtuales en la educación. Se proponen entornos virtuales ya que motivan a los estudiantes, los acerca a la realidad, permitiéndoles visualizar el fenómeno y modificarlo. Por ello, este trabajo presenta el diseño y resultados preliminares de un videojuego para la enseñanza universitaria del concepto físico denominado Projectile Motion. Esto se hizo a través de una metodología de diseño centrado en el usuario y diseño de videojuegos. Varios autores destacan la mejora en la asimilación de contenidos y el rápido crecimiento de la curva de aprendizaje al aplicar entornos virtuales en la educación. Se proponen entornos virtuales ya que motivan a los estudiantes, los acerca a la realidad, permitiéndoles visualizar el fenómeno y modificarlo. Por ello, este trabajo presenta el diseño y resultados preliminares de un videojuego para la enseñanza universitaria del concepto físico denominado Projectile Motion. Esto se hizo a través de una metodología de diseño centrado en el usuario y diseño de videojuegos. este trabajo presenta el diseño y resultados preliminares de un videojuego para la enseñanza universitaria del concepto físico llamado Projectile Motion. Esto se hizo a través de una metodología de diseño centrado en el usuario y diseño de videojuegos. este trabajo presenta el diseño y resultados preliminares de un videojuego para la enseñanza universitaria del concepto físico llamado Projectile Motion. Esto se hizo a través de una metodología de diseño centrado en el usuario y diseño de videojuegos.

Citations (3)


... This context makes the development of alternative rehabilitation solutions, such as imVR, particularly relevant for LMICs. ImVR technology has the potential to address these challenges by providing accessible, cost-effective rehabilitation options that can be implemented in resource-limited settings, reducing the burden on healthcare systems while maintaining therapeutic effectiveness [89,90]. However, the development and implementation of such technologies in LMICs must consider local contexts, including infrastructure limitations, cultural factors, and the need for sustainable and affordable solutions that can reach both urban and rural populations. ...

Reference:

Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery
Clinical Perceptions and Feasibility Analysis of a Virtual Reality Game for Post-Stroke RehabilitationPercepciones clínicas y análisis de factibilidad de un juego de realidad virtual para la rehabilitación Post-ACV

TecnoLógicas

... This study examines the application of IVR-based serious games in physics education through "Parabolic Basketball VR", a serious game designed to support the learning of projectile motion [21]. This research presents a structured analysis of how IVR-based serious games can be designed and implemented to enhance conceptual understanding of kinematics. ...

Diseño de un videojuego para la enseñanza del movimiento parabólico mediante un proceso de diseño centrado en el usuario: Design of a videogame for projectile motion teaching using a user centered design process

Scientia et technica

... imVR not only has features of enjoyment and immersion, but multiple individual studies have also shown its efficacy in ULSR, increasing the functionality of the upper limb and the QoL of stroke survivors [15,23,24]. However, it is important to note that these improvements were, in most of the studies, not clinically relevant. ...

Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study
  • Citing Article
  • January 2024

JMIR Serious Games