Study | HMD device | Control modality | Custom virtual env | Game engine | Explicit audio use |
---|---|---|---|---|---|
Kamm et al. 2023 [43] | Oculus Quest 2 | Hand controllers | Yes | n.r | No |
Heinrich et al. 2022 [30] | Oculus Rift CV1 | Infrared camera (Leap Motion) hand/fingers tracking | Yes | Unity | No |
Park et al. 2021 [31] | HTC Vive | n.r | Yes | n.r | No |
Won et al. 2021 [39] | Oculus Rift | Hand controllers (held in unaffected hand) | Yes | Unity | No |
Erhardsson et al. 2020 [32] | HTC Vive | Hand controllers (attached with velcro straps) | No | No | |
Marin-Pardo et al. 2020 [33] | Oculus Rift CV1 | Electromyography (EMG) controller | Yes | Unity | No |
Lee et al. 2020 [34] | HTC Vive | Hand controllers (held in affected hand) | No | No | |
Weber et al. 2019 [35] | Oculus Rift | Hand controllers (held in unaffected hand and fastened to the wrist) | No | No | |
Vourvopoulos et al. 2019 [36] | Oculus Rift DK1 | Electroencephalography (EEG) Brain Computer Interface (BCI) | Yes | Unity | Yes—auditory feedback (ambient + events sound) |
Osumi et al. 2019 [40] | Oculus Rift | Infrared camera (Leap motion) hand/fingers tracking | Yes | n.r | No |
Huang et al. 2018 [37] | Oculus Rift DK2 | Hand rehabilitation robotic device | Yes | Unity | No |
Chau et al. 2017 [41] | HTC Vive | Hand controllers (strapped to the upper-arm/residual forearm) + myoelectric (EMG) controller | No | Yes—to provide cues to the participants for guiding the experiment | |
Osumi et al. 2017 [42] | Oculus Rift | Infrared camera (Kinect and Leap Motion) for arm movements detection | Yes | Unity | Yes—auditory feedback |