The increasing accessibility of virtual reality (VR) systems offers new possibilities for enhancing therapeutic methods, particularly in upper limb rehabilitation. This paper presents a comparative study of a VR-based rehabilitation application operated with two types of hardware: a previously developed dedicated controller integrated with an orthosis, and a commercially available Valve Index controller. The new setup eliminated the need for external trackers and specialized orthotic equipment, simplifying the user configuration process. The VR application, featuring gamified exercises for the shoulders, elbows, wrists, and fingers, was adapted for the new controller using Unity’s XR Interaction Toolkit. Key modifications included revised interaction mechanics, script updates, and enhanced physics handling. A preliminary user study involving ten healthy participants evaluated the application’s usability, intuitiveness, and effectiveness through surveys. Results showed that the commercial controller was rated higher for ease of use (mean score: 4.5/5) and interaction quality (4.3/5), while the orthotic device offered greater joint-specific targeting. Participants reported high satisfaction overall, though some motion tracking inaccuracies were noted. While limited by the healthy participant sample, the findings highlight the potential of consumer-grade VR hardware for accessible and effective rehabilitation solutions. Future development will focus on further customization options, automated result tracking, and integration with clinical workflows.

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A Comparative Analysis of VR-Based Hand Therapy Using Custom Orthotic Controllers and Commercial Hardware

  • Aleksandra Grohs,
  • Filip Górski,
  • Magdalena Żukowska,
  • Sabina Siwiec-Troszczyńska

摘要

The increasing accessibility of virtual reality (VR) systems offers new possibilities for enhancing therapeutic methods, particularly in upper limb rehabilitation. This paper presents a comparative study of a VR-based rehabilitation application operated with two types of hardware: a previously developed dedicated controller integrated with an orthosis, and a commercially available Valve Index controller. The new setup eliminated the need for external trackers and specialized orthotic equipment, simplifying the user configuration process. The VR application, featuring gamified exercises for the shoulders, elbows, wrists, and fingers, was adapted for the new controller using Unity’s XR Interaction Toolkit. Key modifications included revised interaction mechanics, script updates, and enhanced physics handling. A preliminary user study involving ten healthy participants evaluated the application’s usability, intuitiveness, and effectiveness through surveys. Results showed that the commercial controller was rated higher for ease of use (mean score: 4.5/5) and interaction quality (4.3/5), while the orthotic device offered greater joint-specific targeting. Participants reported high satisfaction overall, though some motion tracking inaccuracies were noted. While limited by the healthy participant sample, the findings highlight the potential of consumer-grade VR hardware for accessible and effective rehabilitation solutions. Future development will focus on further customization options, automated result tracking, and integration with clinical workflows.