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Research Article

Interacting with virtual characters, objects and environments: investigating immersive virtual reality in rehabilitation

ORCID Icon, ORCID Icon, ORCID Icon, ORCID Icon, ORCID Icon & ORCID Icon
Received 23 Aug 2023, Accepted 04 May 2024, Published online: 23 May 2024

Figures & data

Table 1. Description of the five VR applications (in order) in which participants were immersed.

Figure 1. Observed directions that participants viewed to orient within the virtual space.

A graphic representation of regions around the body in the horizontal and vertical planes. Percentages are given as to what proportion of participants oriented to each space.
Figure 1. Observed directions that participants viewed to orient within the virtual space.

Figure 2. Observed regions where participants reached for and/or grasped virtual objects.

A graphic representation of regions around the body in the horizontal and vertical planes. Percentages are given as to what proportion of participants reached for and/or grasped objects within each space.
Figure 2. Observed regions where participants reached for and/or grasped virtual objects.

Table 2. Proportion of participants and virtual experiences where depth perception errors were observed in reaching behaviours.

Table 3. Instances of unconventional behaviour observed with characters in virtual interactions.

Table 4. Type of support required while immersed in virtual reality.

Figure 3. Technological challenges experienced by users while using immersive virtual reality.

A bar graph depicting the different technological challenges faced by participants. Interference of the tether cord is the most frequently reported challenge, followed by accidentally pausing or exiting the game.
Figure 3. Technological challenges experienced by users while using immersive virtual reality.
Supplemental material

Supplemental Material

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Data availability statement

The data associated with this research is not available due to ethical constraints.