Corpus VR was originally a training tool for helping people recover from neck and head injuries, but lately we’ve been expanding to other body parts as well. The app helps people recover not necessarily by offering better training, but by offering training that is more fun. A common problem is that people are given exercises to do at home and then end up barely doing them or not doing them at all. This is because the exercises can be quite boring and repetitive. Gamifying the exercises helps keep people motivated to do the exercises regularly. In addition to that the app helps therapists by providing data about the therapy sessions in an easy to digest manner.
inMotionVR is a sister company of Fantazm, the company I started at as an intern and ended up working for part-time. Shortly after I graduated university, I started working on Corpus VR as the lead developer. I’ve spent a lot of time improving the codebase, adding new features, updating the game design and improving many more aspects of the game. In 2022 I moved away from inMotionVR to pursue other ventures. I had worked on CorpusVR from 2016 to 2022.
One of my most notable contributions to the product is the addition of measurement for body parts other than the neck. As mentioned earlier the product started out as a training tool just for the neck, however shortly after I started working on the product we started adding support for training other body parts such as the trunk and the legs using IMU sensors. This has taught me a lot about working with quaternions and the Bluetooth protocol as well as many other things.