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A quantitative assessment of the hand kinematic features estimated by the oculus Quest 2.


ABSTRACT: In the past decade, immersive virtual reality (VR) has garnered significant interest due to its capacity to ability a strong sense of presence and allow users to act in virtual environments. In particular, VR has been increasingly used in clinical settings to present scenarios for motor rehabilitation purposes. Existing research efforts mostly focus on investigating the clinical effectiveness of different routines. However, modern VR systems, in addition to presenting scenarios, also have hand motion tracking capabilities that could be potentially used to gather clinically relevant kinematic data from the patients while they execute the VR tasks. Here, we quantitatively assess the capability of tracking hand movements of a popular VR system, the Oculus Quest 2 by Meta, by comparing its kin

SUBMITTER: Borzelli D 

PROVIDER: S-EPMC11909279 | biostudies-literature | 2025 Mar

REPOSITORIES: biostudies-literature