R&D Projects

Innovation and R&D at Optimizer

At Optimizer, research and development are at the heart of how we create value. Our R&D projects combine advanced technology, data-driven methodologies and user-centric design to address real-world challenges in digital transformation. By working closely with clients, partners and multidisciplinary teams, we turn ideas into scalable solutions, accelerate innovation and continuously improve the products and services we bring to market.

Ambly4Home – Augmented Reality–Based Binocular Therapy for Adult Amblyopia Rehabilitation

Project

The Ambly4Home project aims to develop the first Augmented Reality (AR) therapeutic solution for the rehabilitation of amblyopia in adults, integrating dichoptic training, a multimodal natural user interface and an intelligent therapeutic agent. The system will enable the assessment, personalization and home-based monitoring of treatment, in line with recent neuroscientific evidence demonstrating visual plasticity in adults.

The platform will comprise an integrated set of components: an AR application, a system for critical assessment of binocular vision, machine learning algorithms for therapeutic personalization, clinical dashboards and continuous monitoring mechanisms. The project will be developed in co-design with orthoptists, ophthalmologists, engineers and end users, and will be validated in a randomized clinical study, ensuring both scientific and clinical robustness.

Goals

  • Create a modular technological framework for dichoptic training in AR.
  • Develop an intelligent agent for dynamic personalization of therapeutic tasks.
  • Implement a multimodal natural interface (gestures, voice, eye tracking) to increase accessibility and adherence.
  • Build an integrated visual assessment system, including metrics of acuity, stereopsis, suppression and contrast sensitivity.
  • Scientifically validate the device in a home environment through a clinical study with adult amblyopic patients.
  • Demonstrate significant clinical improvements, namely in visual acuity and binocular function.
  • Consolidate technical-scientific knowledge on the pathophysiology of amblyopia and neural plasticity.

CoRe - Serious Games for Cognitive and Psychosocial Rehabilitation

Project

The CoRe project – Serious Games for Cognitive and Psychosocial Rehabilitation – aims to develop an innovative solution for the rehabilitation of people with Acquired Brain Injury (ABI), using serious games with social, collaborative and competitive components.

The project focuses on creating a personalised and engaging cognitive and psychosocial rehabilitation system based on serious games, adaptable to users’ needs and integrating technologies such as artificial intelligence, intelligent agents and natural, multimodal interfaces (such as voice commands, movement or BCI – brain–computer interface).

Goals

  • Develop a game framework with support for multiplayer (collaborative and competitive) and real-time adaptability.
  • Create therapeutic games that train attention, memory and reasoning, which can be played against humans or virtual agents.
  • Implement an intelligent therapist capable of automatically adjusting therapeutic plans based on user performance.
  • Build accessible and adaptive interfaces, enabling use by people with various physical or cognitive limitations.
  • Conduct tests in real-world settings, including clinical trials with people with ABI.

Innovation

  • Serious games with social features (competition, collaboration, multiplayer) for cognitive and psychosocial rehabilitation.
  • A therapist agent with learning capabilities, able to personalise games, interfaces and training programmes.
  • A natural, multimodal interface for serious games in cognitive rehabilitation, with the ability to adapt to each user.
  • A system of intelligent agents for serious games in rehabilitation, capable of playing and balancing the games.
  • A complete framework and system for cognitive and social rehabilitation based on serious games with social features.
  • Automatic difficulty adjustment (DDA – Dynamic Difficulty Adjustment), keeping the games challenging yet accessible.