A mixed-reality dexterity and hand-eye coordination rehabilitation system for stroke recovery patients.
Built with passion at UGAHacks XI
Sollertia is an AR/VR tool that helps stroke patients rebuild dexterity and hand-eye coordination. Patients wear a Meta Quest 3 headset and interact with illuminated buttons on a virtual table surface using their index and middle fingers — training both the fine motor control needed to press accurately and the visual-motor coordination needed to locate and reach each button. The system tracks touch accuracy and response time across a timed session, giving clinicians measurable data on recovery progress.
Stroke survivors often lose fine motor control, and traditional rehabilitation exercises can feel repetitive and unmotivating. Sollertia turns finger dexterity training into a focused, trackable activity inside an immersive environment — making sessions more engaging for patients while giving clinicians concrete performance data.
- Clinician launches the app on Meta Quest 3 and is greeted by a clean main menu with a settings panel (AR passthrough toggle, session config).
- Patient begins a session by tapping the "Begin Session" button — no controllers needed, just hand tracking.
- Buttons light up one at a time on a virtual table. The patient reaches out and presses them with their fingertip.
- Session ends after 45 seconds, displaying total buttons pressed. The clinician records the result and can run another session by restarting the app.
| Component | Technology |
|---|---|
| Engine | Unity 6 (6000.3.7f1) with Universal Render Pipeline |
| Hand Tracking | Meta Quest 3 (Controllerless Interaction) |
| Framework | OpenXR + XR Interaction Toolkit |
| Logic | C# (Single self-contained script for runtime generation) |
| Hardware | Rust (Dashboard) + Arduino (Pressure sensors) |
sollertia/
├── dashboard/ # Rust-based core dashboard (hardware integration)
├── game/ # Unity VR application (this is the demo)
│ └── Assets/
│ ├── Scripts/Sollertia/
│ │ ├── SollertiaDemo.cs # Main game — creates everything at runtime
│ │ ├── SETUP_INSTRUCTIONS.md # How to set up in Unity
│ │ └── QUEST_DEPLOYMENT.md # How to deploy to Quest 3
│ ├── Settings/ # XR plugin config
│ └── SollertiaDemo.unity # Scene file
├── hardware/ # Arduino pressure sensor code
└── README.md
- Open
game/in Unity 6 (2023.3+) - Open
Assets/SollertiaDemo.unity - Ensure XR Plug-in Management has OpenXR enabled
- Press Play — the game creates everything at runtime from a single empty GameObject
For Quest 3 deployment, see QUEST_DEPLOYMENT.md.
- Biosensing integration — pressure sensors on fingertips to capture actual force data during presses, giving clinicians richer dexterity metrics
- Physiological monitoring — heart rate, galvanic skin response, and other biosignals to track patient stress and engagement during sessions
- Longitudinal tracking — session-over-session dashboards so clinicians can visualize recovery trends over weeks and months
- Adaptive difficulty — automatically adjust button speed and spacing based on patient performance
Built by the Sollertia team at UGAHacks XI.
GPLv3