(Subramanian and Levin 2011) |
Kaiser XL-50 HMD (IVR) vs. 2D projected screen |
Optotrack Certus Motion Capture System |
10 healthy participants + 20 stroke patients |
Pointing |
No avatar |
Better motor performance with 2D screen |
(Mousavi Hondori et al. 2016) |
Projected AR vs. 2D computer screen |
Vision-based system |
18 chronic stroke patients |
Reaching on a 2D plane |
No avatar (real arm seen in AR) |
Better motor performance in AR, linked to a decrease in cognitive load, but not measured |
(Christou et al. 2018) |
HTC Vive HMD (IVR) with stereopsis vs. without |
HTC Vive tracker on a stick |
18 healthy participants |
Path following |
Floating tool |
Stereopsis increases motor performance |
(Gerig et al. 2018) |
HTC Vive HMD (IVR) vs. 2D computer screen |
HTC Vive controller |
10 healthy participants |
Reaching with different recreated depth cues |
Floating controller or symbolic representation |
Better task performance with HMD, no matter the recreated depth cues |
(Krichenbauer et al. 2018) |
Oculus Rift DK2 HMD (IVR) vs. ovrVision on HMD (AR) |
Mouse vs. 6 DoF tracked controller |
24 healthy participants |
Object selection and transformation task with 9 DoF |
No avatar in IVR and real body visible in AR |
Faster completion time in AR, but no difference in reported comfort |
(Chicchi Giglioli et al. 2019) |
HTC Vive HMD (IVR) vs. HoloLens (AR) |
HTC Vive controller vs. HoloLens’ hand tracking |
36 healthy participants |
Cooking simulation with two hands |
Floating controllers in IVR |
Higher levels of presence and smaller completion time in IVR, linked to differences in input techniques |
(Dias et al. 2019) |
Oculus Rift DK2 HMD (IVR) vs. 2D computer screen |
Leap motion |
12 stroke patients |
3 mini-games involving movement in 3D space |
Floating hand in unnatural blue color |
No significant differences in neither motor performance nor acceptance, no cybersickness, but a preference for IVR |
(Wenk et al. 2019) |
HTC Vive HMD (IVR) vs. Meta 2 HMD (AR) vs. 2D computer screen |
HTC Vive controller |
20 healthy participants |
Reaching in a 2D space and counting (cognitive) task |
Avatar from 1st-person perspective and real body visible in AR |
Better movement performance in IVR than with the 2D screen. Multidimensional movements deteriorate only with the 2D screen. No differences in cognitive task |