TY - JOUR
T1 - Survey of Movement Reproduction in Immersive Virtual Rehabilitation
AU - Wang, Liu
AU - Huang, Mengjie
AU - Yang, Rui
AU - Liang, Hai Ning
AU - Han, Ji
AU - Sun, Ying
N1 - Publisher Copyright:
IEEE
PY - 2023/4
Y1 - 2023/4
N2 - Virtual reality (VR) has emerged as a powerful tool for rehabilitation. Many effective VR applications have been developed to support motor rehabilitation of people affected by motor issues. Movement reproduction, which transfers users' movements from the physical world to the virtual environment, is commonly used in VR rehabilitation applications. Three major components are required for movement reproduction in VR: (1) movement input, (2) movement representation, and (3) movement modulation. Until now, movement reproduction in virtual rehabilitation has not yet been systematically studied. This article aims to provide a state-of-the-art review on this subject by focusing on existing literature on immersive motor rehabilitation using VR. In this review, we provided in-depth discussions on the rehabilitation goals and outcomes, technology issues behind virtual rehabilitation, and user experience regarding movement reproduction. Similarly, we present good practices and highlight challenges and opportunities that can form constructive suggestions for the design and development of fit-for-purpose VR rehabilitation applications and can help frame future research directions for this emerging area that combines VR and health.
AB - Virtual reality (VR) has emerged as a powerful tool for rehabilitation. Many effective VR applications have been developed to support motor rehabilitation of people affected by motor issues. Movement reproduction, which transfers users' movements from the physical world to the virtual environment, is commonly used in VR rehabilitation applications. Three major components are required for movement reproduction in VR: (1) movement input, (2) movement representation, and (3) movement modulation. Until now, movement reproduction in virtual rehabilitation has not yet been systematically studied. This article aims to provide a state-of-the-art review on this subject by focusing on existing literature on immersive motor rehabilitation using VR. In this review, we provided in-depth discussions on the rehabilitation goals and outcomes, technology issues behind virtual rehabilitation, and user experience regarding movement reproduction. Similarly, we present good practices and highlight challenges and opportunities that can form constructive suggestions for the design and development of fit-for-purpose VR rehabilitation applications and can help frame future research directions for this emerging area that combines VR and health.
KW - Virtual reality
KW - movement representation
KW - movement reproduction
KW - rehabilitation
KW - user experience
UR - http://www.scopus.com/inward/record.url?scp=85122852056&partnerID=8YFLogxK
U2 - 10.1109/TVCG.2022.3142198
DO - 10.1109/TVCG.2022.3142198
M3 - Article
C2 - 35015645
AN - SCOPUS:85122852056
SN - 1077-2626
VL - 29
SP - 2184
EP - 2202
JO - IEEE Transactions on Visualization and Computer Graphics
JF - IEEE Transactions on Visualization and Computer Graphics
IS - 4
ER -