Virtual reality (VR) has become an essential platform for upper limb rehabilitation by introducing VR interaction techniques (e.g., hand gestures, controllers, and tangible tools) into traditional rehabilitation apparatus. Controlling experience plays a significant role in upper limb exergames, which is highly related to rehabilitation outcomes. This study focused on users' controlling experience when integrating VR interaction techniques and traditional rehabilitation tables (commonly employed in clinics and homes). This study revealed that tangible tools or controllers contributed to the higher controlling experience, and they were recommended as the suitable options for upper limb exergames when building VR rehabilitation.
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Sun et al. (2024) studied this question.
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