ArticleScientific reports2025
A quantitative assessment of the hand kinematic features estimated by the oculus Quest 2.
Article in Scientific reports, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.
What it found
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The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
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Who cites it
6 citing papers in PubMed.
- Immersive virtual reality with synchronous neurostimulation for upper-limb recovery after stroke: a randomized feasibility trial.Nature medicine · 2026Trial
- Cognitive and Motor Development in Autistic Children: A Multi-Modal Feasibility Study Combining Neuroimaging and Virtual Reality Paradigms.Brain sciences · 2026Article
- Beyond the flat screen: evaluating virtual reality as a complementary tool for molecular docking in drug discovery.Journal of computer-aided molecular design · 2026Review
- Feasibility of the Meta Quest 3 for upper limb kinematic analysis: accuracy, consistency, agreement and reliability.Journal of neuroengineering and rehabilitation · 2026Article
- Fatigue influences embodiment perception and motor performance in multiple sclerosis subjects: a cross-sectional immersive virtual reality study.Journal of neuroengineering and rehabilitation · 2025Article
- Reliability and validity of virtual reality box & block test in healthy adults and patients with stroke: a prospective, multi-center, exploratory, cross-sectional study.Journal of neuroengineering and rehabilitation · 2025Article
Corrections and comments
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Authors and funding
3 authors.
Funding
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 kinematic measures with those provided by a commercial marker-based motion capture system. Our findings suggest that the Quest 2 provides reasonably reliable estimates of hand position and velocity. Estimates of acceleration are noisier and might be sometime unsuitable for kinematic assessments. Notably, the accuracy of the kinematic estimates varies across spatial directions. Estimates along the left/right direction are the most accurate, followed by estimates along the up/down axis. Estimates along the near/far axis appear to be the noisiest. Furthermore, we also found that Quest 2 can provide fine-grained measures of grip aperture, but the precision of these measures might be affected by the subject's head movements while wearing the system. Our results suggest that modern VR devices, in addition to presenting immersive scenarios, could be potentially used in rehabilitation settings also to provide clinically relevant kinematic measures that can potentially inform medical decisions.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.