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Middle-East Journal of Scientific Research 7 (1): 63-70, 2011

ISSN 1990-9233
IDOSI Publications, 2011

Virtual Reality Use in Motor Rehabilitation of


Neurological Disorders: A Systematic Review
1
Samia Abdel Rahman Abdel Rahman and 2Afaf A. Shaheen

1
Department of Physical Therapy for Disturbances of Growth and Development in
Children and its Surgery, Faculty of Physical therapy, Cairo University, Egypt
2
Department of Basic Sciences, Faculty of Physical therapy, Cairo University, Egypt

Abstract: Recent experimental evidence suggests that rapid advancement of virtual reality (VR) technologies
has great potential for the development of novel strategies for motor rehabilitation. Virtual reality is a computer
based, interactive, multi-sensory simulation environment that occurs in real time. The aim of this review was
to discuss the rationale, criteria of application, limits of the available procedures and the effects of VR in the
rehabilitation of patients with stroke and those with cerebral palsy (CP). Seventeen published articles from
1/1/2002 to 1/05/2010 were reviewed. Classification of the available virtual reality setups and comparison among
published studies, with focus on the criteria of motor impairment and recovery assessment, rehabilitation
procedures, and efficacy were reviewed. The studies completed to date support the application of VR in the
treatment of patients after stroke and CP patients. The duration of the rehabilitation effects after discontinuing
VR training is crucial and should be determined in controlled follow-up studies.

Key words: Virtual reality Wii Nentindo Video games Motor rehabilitation Neurological disorders

INTRODUCTION within environments that appear, to various extents,


similar to real-world objects and events [6-8]. These
Two major goals of rehabilitation are the environments are usually three-dimensional and are
enhancement of functional ability and the realization of regarded as being immersive in that the user has a strong
greater participation in community life. These goals are sense of presence.[9].The concept of presence is the
achieved by intensive intervention to improve sensory, illusion of going into the computer generated world and
motor, cognitive and higher level-cognitive functions as depends on the convergence of multi-sensory input
well as to practice in everyday activities and occupations (sight, sound and sometimes touch) in the virtual
to increase participation [1,2]. Intervention is based environment. In general, there are two types of virtual
primarily on the performance of rote exercises and/or environments, immersive and non-immersive. Fully
different types of purposeful activities and occupations immersive VR uses large screen projection (LSP),
[3,4]. For many injuries and disabilities, the rehabilitation headmounted display (HMD), or cave (BNAVE) systems,
process is long and arduous and clinicians face the where the environment is projected on a concave surface
challenge of identifying a variety of appealing, meaningful to create the sense of immersion. Immersive systems may
and motivating intervention tasks that may be adapted also use environments such as video capture systems
and graded to facilitate this process. Virtual reality-based (e.g. IREX, PHANToM; SensAble Technologies Inc.),
therapy, one of the most innovative and promising where the users view themselves or an avatar
recent developments in rehabilitation technology, appears (representation of the limb) in the scene on a computer
to provide an answer to this challenge [5]. screen as if watching TV. In a non-immersive VR system,
Virtual reality is a computer based, interactive, multi- users interact to different degrees with the environment
sensory simulation environment that occurs in real time. displayed on a computer screen, with or without interface
It presents users with opportunities to engage in activities devices such as a computer mouse or haptic devices such

Corresponding Author: Samia Abdel Rahman Abdel Rahman, Department of Physical Therapy for Disturbances of Growth and
Development in Children and its Surgery, Faculty of Physical Therapy, Cairo University, Egypt.
Tel.: +966-01-2680442, Fax: +966-01-4355370, E-mail: yysamia@yahoo.com.
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Middle-East J. Sci. Res., 7 (1): 63-70, 2011

as Cybergloves/Cybergrasps, joysticks, or force sensors. the article was excluded. After the second stage, 40
The achievement of different levels of virtual presence articles were selected. In the third and final stage, the
is related to the degree of immersion in relation to the article was subjected to a full text reading. To be included
meaning of the virtual task to the user [10]. it had to be an article (not a letter) and clearly related to
Virtual reality systems have been developed VR and its use for motor rehabilitation of patients with
specifically for rehabilitation of the upper extremity, stroke and those with CP.
lower-extremity training and gait retraining [11-14]. Most After the final stage, 17 articles were selected. It is
of these systems are not commercially available and, important to refer that 9 articles were excluded because
when available, are very expensive. Therefore, low-cost, they were letters, 8 were studies with only their abstract
commercially available technologies, such as gaming published and 6 couldnt be obtained. Therefore, the
systems, are being trial tested for rehabilitation population of this study consists of 17 articles published
applications [15]. in English on Medline, Scopus, ISI and IEEE, from 1st
The potentialities and actual advantages of this January 2002 to 1st May 2010. They clearly refer to the
learn and-transfer approach are a matter of debate [16]. impact of the use of VR for motor rehabilitation of patients
There are indications of greater efficiency of VR training with stroke and those with CP.
compared with conventional rehabilitation in patients After selecting the articles they were read and the
with a neglect syndrome [17] or with walking disabilities following variables were extracted; date of publication,
[18], but generalized evidence is still lacking. In this article pathologic condition, sample size, study design, type of
a brief overview of the rationale, criteria of application, VR, intervention procedures, outcome measures and
limits of the available procedures and the effects of VR conclusions.
in the rehabilitation of patients with stroke and patients
with CP. RESULTS

SUBJECTS AND METHODS Comparison among studies is, to an extent, biased by


heterogeneities among studies and the small size of most
In order to gather the articles we carried out a patients samples (Table 1). Several subject/VR interfacing
search on five databases: Medline (through Pubmed), setups have been used, with substantial differences in the
ISI (ISI Web of Knowledge), Scopus, IEEE Xplore and degree of environmental immersion, display, supporting
ACM (Association for Computing Machinery). The query hardware/software (from the commercial desktop to
used on Pubmed was schematically Virtual Reality, professional video projectors) and interface devices (e.g.
Nintendo Wii and Video Games\ and Motor haptic devices, electromagnetic sensors).
Rehabilitation related terms (such as motor function, For stroke rehabilitation, some applied systems have
Injury, Rehabilitation, Neurological disorders, Disability, featured and enhanced VR setup with a virtual teacher for
Brain Damage). On the other databases we used solely upper limb tasks, desktop computer display and
Virtual Reality as to broaden our search and we applied electromagnetic motion tracking sensors [19-22] and more
time scale restrictions (1/1/2002 to 1/05/2010) and also recently wii gaming technology [23]. Immersive VR was
excluded non-related subject areas (e.g. Psychology, also used with video-projection onto a large screen and
Chemistry, Sociology,). cyber-gloves [24]. Others have provided a non-immersive
This search yielded 860 articles. Duplicate articles desktop display focusing on hand function and haptic
were excluded. After duplicate exclusion, we had a total feedback using a glove [24-26]. While others have
of 840 articles. These were subjected to a three stage favoured semi-immersive tele-rehabilitation VR using
selection process. In the first stage two reviewers read the rutger arm telerehabilitation system (VRRS.net) [27,28].
title of the article and included or excluded it. In case of Semi-immersive VR was also provided by other researches
disagreement the article was excluded. After this stage of with a haptic feedback device [29].
the selection process, we were left with 100 articles. The VR rehabilitative training began at least 6
In the second stage, the same two reviewers read the months after stroke in most studies [23,26-28] while other
abstract of the article. If the abstract referred the use of studies began the treatment after 1 year [22,24,26]; studies
VR and/or VR-based therapy such as Nintendo Wii or in the acute stage (within 3 months after stroke) are
video games for patients with neurological disorders, the exceptional [19,20,29]. There was no consensus or
article was included. In doubt or in case of disagreement, agreement in the selection criteria for pathophysiology

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Middle-East J. Sci. Res., 7 (1): 63-70, 2011

Table 1: Summary of the analyzed studies


No. Author (s), Pathology and Design Typeof Intervention Outcome
Year of Publication SampleSize of Study VR measures Conclusions
1.Boian et al. (2002) [25] 4 / Stroke Pre-post Non-immersive VR exercises to computerized A prehension task
reduce impairments measures, JTHF was performed 9-40%
in finger range of faster for three of the
motion, speed, patients after the
fractionation and strength. intervention
2. Merians et al. (2002) [24] 4 / Stroke Pre-post Non-immersive Dexterity tasks on JTHF Improvement of the
real objects and thumb and finger ROM,
VR exercises strength, velocity and
fractionation following
VR exercises
3. Kizony et al. (2004) [21] 13 / Stroke Pre-post Immersive Birds and Balls, SFQ, FM, Moderate relationships
Soccer and Snowboard Ashworth scale, between several cognitive
exercises FRT abilities and VR
performance. The motor
abilities and VR
performance were
inversely correlated
4. You et al. (2005) [22] 10 / Stroke Experimenter- Immersive Knee flexion- FAC, MMAS; Neuroplasticity and
Blind Randomized extension with 60 walking item associated locomotor
Study at frequency only, fMRI recovery after VR
of 0.5 Hz (15 seconds
of rest and 15 seconds
of stimulation)
5. Kuttuva et al. (2006) [27] 1/ Chronic Stroke Case study Semi-immersive Tele-rehabilitation Shoulder flexion/ Improvement in arm
for 16 sessions Extension,exercise motor control
time, wrist displacement,
Velocity, FM
6. Stewart et al. (2007) [20] 2 / ChronicStroke Pilot study Immersive 4 VR games (Reaching, Ball FM, FTHUE, BBT, SIS Successful improvement of
Shooting, Rotation ad Pinch) movement and rate
of performance
7. Heidi et al. (2007) [26] 15 / Stroke Pilot Study Non-immersive Training in reach-to-grasp of FM,, McMaster Hand Slight decrease in time to perform
virtual and actual objects Scale, WMFT,RLA some of functional tasks
8. Cameiro et al. (2008) [19] 14 / AcuteStroke Pre-post Immersive RGS including Hitting, FIM, BI, MI, FM, CAHAI Improvement with observed benefits
Grasping and Placing in performance of ADL
9 .Broeren et al. (2008) [29] 29 / Chronic Stroke Pre-post Semi- immersive Subjects movedthe Average velocity and HPR VR is promising in stroke
haptic stylus to different targets rehabilitation, with a wide range
in the virtual world of Applicability
10. Piron et al.(2009) [28] 36 / Chronic Stroke Randomized single- Semi-immersive Tele-rehabilitation Fugl-Meyer UE and the Better outcomes in motor
blind controlled trial ABILHAND scale, performance.
shworth cale
11. Saposnik et al. (2010) [2] 20 / Stroke Pilot randomized Immersive VR Wii versus recreational WMFT, BBT, SIS VR Wii gaming is feasible,safe
clinical trial therapy and efficient in stroke rehabilitation
12. Mirelman et al. (2010) [30] 18 / Hemiparetic Single blind rando Semi- immersive Six-degree of freedom force- Kinematic and kinetic Recovery of force and power of
Stroke mized control study feedback robot interfaced gait parameters LE with improved motor control
with VR stimulation at ankle
13.Brutsch et al. (2010) [35] 10 / Different Comparative study Semi- immersive Patients walked on the Lokomat Man-machine No difference between
neurological gait (VR versus non- in four different, interaction forces, VR and non-VR conditions
disorders and 8 / VR conditions) randomly-presented acceptance of the RAGT
Healthy controls conditions with VR was assessed using
a questionnaire
14.Bryanton et al. (2006) [33] 10 / Spastic CP Pre-post Immersive Ankle selective motor control ROM ,VAS VR improved exercise compliance
exercises (VR) exercise system and enhance exercise effectiveness
and conventional exercises
15. Chen et al. (2007) [31] 4 / Spastic CP Single-subject design Semi- immersive Individualized VR training 4 kinematic parameters, Improvement in the quality of
program with 2 VR systems PDMS-2 reaching, especially in children
with normal cognition and good
cooperation
16. Deutsch et al. (2008) [34] 1 / Spastic Case study Semi- immersive Wii sports games (Boxing, Visual-perceptual Positive outcomes at the impairment
diplegic CP Tennis, Bowling and Golf) processing, postural and functional levels
control and functional mo
bility tests
17. Qiu et al. (2009) [32] 2 / Spastic he Pre-post Semi- immersive Haptic Master, 6-degree of AROM and strength, The feasibility of integrating robotics
miplegic CP freedom, admittance Melbourne Assess and rich virtual environments to
controlled robot and a suite ment of forward address functional limitations
of rehabilitation simulations and lateral reaches , and decreased motor
time of hand to performance
mouth reach,
Kinematic measurements
JTHF: Jebsen Test of Hand Function, FM: Fugl-Meyer, FTHUE: Functional Test of Hemiparetic UE, BBT: Box and Block Test, SIS: Stroke Impact Scale, WMFT: Wolf Motor Function Test, RLA:
Rancho Los Amigos functional test of the hemiparetic UE, SFQ: Scenario Feedback Questionnaire, FRT: Functional Reach Test, FAC: Functional Ambulation Category, RGS: Rehabilitation Gaming
System. FIM: Functional Independence Measure, MMAS: Modified Motor Assessment Scale, VAS: Visual Analog Scale, BI: Barthel Index, MI: Motricity Index, CAHAI: Chedoke Arm and
Hand Activity Inventory, ADL: Activity of Daily Living, HPR: Hand-Path Ratio (the quotient between actual hand trajectory and the straight-line distance between two targets), RAGT: Robotic
Assisted Gait Training, PDMS-2: Fine Motor Domain of the Peabody Developmental Motor Scales-Second Edition, ROM: Active ROM.

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and localization of the brain lesion: ischaemic stroke was using kinematic and kinetic gait parameters. The training
a requisite in some studies [28], while patients with either was performed three times a week for 4 weeks for
ischaemic or haemorrhagic stroke were admitted in others approximately one hour each visit. Subjects in the VR
[23,24]. On other researches, the main cause of stroke was group demonstrated a significantly larger increase in ankle
an infarct of posterior capsule, left corona radiata of the power generation at push-off as a result of training. The
posterior limb of the internal capsule and middle cerebral VR group had greater change in ankle ROM post-training
artery. Other studies did not describe the criteria of as compared to the non-VR group. Significant differences
pathology [20,26,29]. were found in knee ROM on the affected side during
Motor impairment was assessed in most cases by stance and swing, with greater change in the VR group.
means of the Fugl-Meyer (FM) scale, with required No significant changes were observed in kinematics or
moderate to severe or mild to moderate impairment kinetics of the hip post-training.
[19-21,27,28]. Scores lower than 45 on the Box and Block Regarding the children with CP, Chen et al [31] used
Test functional scale (normality between 56 and 86) were VR system with sensor glove to provide auditory and
required for admission to two studies [20,23]. visual feedback for rehabilitation of upper extremity (UE).
In most of the studies, the inclusion criteria were Qiu et al [32] used New Jersey Institute of Technology
active extension of the wrist above 20, metacarpophalanx Robot-Assisted Virtual Rehabilitation (NJIT-RAVR)
extension of fingers above 10 [24,26], or elbow extension system (haptic master) which consisted of adaptive
against gravity and Mini Mental Exam Score = 24.4) [20]. robotics with complex VR stimulation for rehabilitation of
Fore rehabilitation of lower extremity (LE), the patient UE. On the other hand, children with spastic CP
must have the ability to extend the knee more than 60. completed ankle selective motor control exercises using
The exclusion criteria common to most studies were VR exercise system and conventional exercises [33].
severe cognitive or visuo-spatial impairment, neglect, Other studies used VR (wii gaming system with haptic
language impairment incompatible with communication at feedback) for enhancement of visual perception, postural
the levels needed for VR rehabilitation [22,26,28], apraxia control and functional mobility [34].
[23], tremor, spasticity (modified Ashworth Scale score The age at which the VR rehabilitation program could
more than 2) [22], other concomitant neurological be applied with CP children varied in different studies. It
disorders and depression [20]. was 6.3 years [31], 7 to 10 years [32], 7 to 17 years [33] and
The individual training sessions in the VR setup 13 years [34]. Most of children were spastic hemiplegia
varied in duration from 20 minutes [19] to 1 hour [23], or 2- and spastic diplegia. Motor impairment was evaluated in
2.5 hours [20,25] to a maximum 3.6 hours [24] and were run most of studies by 4 kinematic parameters (movement
3 times [19], 4 times [20] or 5 times per week [25], with a time, path length, peak velocity and number of movement
full training programme lasting 2 weeks [23,24], 3 weeks units) for mail-delivery activities in 3 directions (neutral,
[20,25], 4 weeks [28] or 6 weeks [26,27] or with the outward and inward) and Fine Motor Domain of the
rehabilitation sessions distributed over a longer period of Peabody Developmental Motor Scales-Second Edition
approximately 11-13 weeks [19]. On the other hand, other (PDMS-2) [31]. Upper extremity active range of motion
researches did not mention the details of treatment and strength, (MAUULF), Melbourne Assessment
protocol [22,29]. The efficiency of training in VR has been including forward and lateral reaches, time of hand to
assessed as reaching [20], speed, time needed to reach, mouth reach [32], range of motion (ROM) of ankle joint
grasping, placing [19,24,26], hand-path ratio reflecting and Test of Visual Perceptual Skills, weight distribution,
superfluous movements or adjustment to movement [29], sway measures and gait distance [33,34].
finger speed, fractionation (ability to move each finger For UE rehabilitation the children were included if
independently), thumb and fingers range of motion they were able to follow verbal instructions in the
[19,24,25]. No other treatment was reportedly associated. reaching task, reach forward for more than half of their arm
All study protocols had been approved by the length and grasp a tennis ball with flexed fingers and if
appropriate ethics committee and all subjects had signed they had normal or corrected-to normal vision and hearing
informed consent upon admission to the trial. [31,32]. While for LE rehabilitation CP Children must have
Mirelman et al [30] evaluated gait biomechanics after Gross Motor Functional Classification System (GMFCS)
training with a VR system (semi-immersive VR six degree scores 7 of 1 or 2, indicating independent ambulation with
of freedom force feedback robot interfaced with VR or without an assistive device [33,34]. The exclusion
intervention) in 18 hemiparetic patients after stroke by criteria common to most studies were children received or

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scheduled to receive surgery or botulinum toxin type A This study demonstrates that from 1/1/2002 to
injections in the training arm or leg within the preceding 1/05/2010, the first 2 complete studies about the uses of
4 to 6 months or during the planned study period or if VR in rehabilitation (article 1) was published only 2002.
they had a severe attention deficit, as confirmed from their Since then, many studies have been published, 1 study in
medical records. 2004, 1 study in 2005, 2 studies in 2006, 3 studies in 2007,
The individual training sessions in the VR setup 3 studies in 2008, 2 studies in 2009 and 3 studies in 2010.
varied in duration from 60 minutes to 1.5 hours [32-34], This probably reflects a growing interest in the potential
to a maximum of 2 hours and were run 1 time [31], 3 times of VR in terms of its health effects.
[32] or 5 times per week [20], with a full training Studies concerning the use of VR in stroke
programme lasting 3 [32] and 4 [31] weeks. Other rehabilitation are more organized, gathering groups and
researches did not mention the details of treatment demonstrating clearly that VR promotes greater motor
protocol [33]. recovery than the traditional physical therapy program
Brutsch et al [35] compared the immediate effect of (articles 1 to 12 in Table 1). However, only 1 study out of
different supportive conditions (VR versus non-VR 13 studies (7.69%) reported that there is no significant
conditions) on motor output in patients and healthy difference between VR and non-VR conditions (article 13
control children during training with the driven gait in Table 1). From all these 13 studies, 3 studies (23.08%)
orthosis Lokomat (semi-immersive VR system consisted used non-immersive VR, 5 studies (38.46%) used
of robotic assisted treadmill training (RAGT) with semi-immersive VR and 5 studies (38.46%) used immersive
feedback devices). A total of 18 children (ten patients with VR program.
different neurological gait disorders and eight healthy Regarding the use of VR in the rehabilitation of CP
controls) took part in this study. They were instructed to children, few studies were published. All the 4 reviewed
walk on the Lokomat in four different, randomly-presented articles (articles 14 to 17 in Table 1) reported the
conditions: (1) walk normally without supporting therapeutic effects of VR with such children in that VR
assistance, (2) with therapists instructions to promote could be used effectively in their motor rehabilitation.
active participation, (3) with VR as a motivating tool to Three studies out of 4 studies (75%) used semi-immersive
walk actively and (4) with the VR tool combined with VR and 1 study (25%) used immersive VR program.
therapists instructions. The authors concluded that The available evidence supports the applicability
active participation in patients and control children of VR in the rehabilitation of the paretic arm and
increased significantly when supported and motivated hand. A comprehensive scientific rationale and a
either by therapists instructions or by a VR scenario pathophysiological understanding of the underlying
compared with the baseline measurement "normal mechanisms nevertheless remain to be investigated. The
walking". They stated that the VR scenario used induces differences among studies in the criteria of evaluation of
an immediate effect on motor output to a similar degree as the kinetic or clinical outcome limit direct comparison
the effect resulting from verbal instructions by the among different VR setups and the training conditions to
therapists. be favored in clinical practice or in research therefore
remain unidentified.
DISCUSSION The variety of available VR settings and subject-
machine interfaces allow different degrees of the subjects
From the initial 860 articles retrieved by our search immersion in the virtual environment. However, the
only 17 were kept after selection (1.98%). This probably benefit-to-cost ratio of full immersive VR procedures has
means that our queries, especially in ACM were too never been estimated in detail, with proper evaluation of
broad. However, they seemed to gather all the articles the advantage of an artificial environment perceived as
available about the theme in the 5 databases. The real and the incidence of collateral disadvantages, such as
efficiency of our queries was different. The most efficient those defined as cybersickness (headache, nausea,
one was the one we used on Pubmed (10 out of 410) and vomiting, dizziness and unsteadiness) [16].
the least efficient was ACM (0 out of 860). Searching in The main rehabilitation benefits derived from the
ACM proved to be useless as no article was included in reviewed articles included better hand performance,
the study from that database. Searching IEEE proved to improvements of UE, LE and cognitive functions,
be unnecessary as the only final article found there was recovery of the neuro-plasticity and locomotion,
also found in Scopus and ISI. improvement of ADL and improved exercise compliance.

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Systematic neuro-imaging research is today mandatory CONCLUSIONS


for the cortical functional re-arrangement to be correlated
in full detail with the clinical effects of neuro- Functional re-organization of the motor system after
rehabilitation, irrespective of the applied rehabilitative focal damage depends on substantial contributions from
procedures; it would allow documentation of cortical the undamaged motor cortex [42], as well as on early and
functional damage and efficacy of training. Rehabilitation intensive [43] motor training consistent with the subjects
needs to be carried out intensively over long periods of potentialities [44]. Innovative technologies, such as VR
time and requires dedicated staff, resources and logistics. are being tested for applicability in neuro-rehabilitation
The duration of the rehabilitation effects after and their use in the treatment of the paretic UE, LE and
discontinuing VR training is crucial and should be gait abnormalities appears promising [16]. It is feasible to
determined in controlled follow-up studies [12,36]. The incorporate VR into rehabilitative hand training, even for
lack of the long-term efficacy of VR rehabilitation individuals with severe hand impairment following stroke.
procedures could challenge physicians and Virtual reality may have contributed to positive
physiotherapists. changes in neural organization and associated functional
Importantly, the loss of selective motor control may ambulation. Clinically, VR may be used as augmented
interfere with overall level of functioning even when other chronic stroke rehabilitation.
impairments are treated [37] since the underlying strength The general experience of the VR application
and coordination may be limited. There are no specific approach suggests that this intervention seems to be a
modalities to treat selective motor control but physical promising tool in motor and cognitive rehabilitation, with
and occupational therapy in conjunction with a home a wide range of applicability. It can provide a real-time
program may improve selective motor control enough to quantitative 3D task analysis and provides preliminary
affect functioning. Thus repetitive activities guided by a evidence that interactive computer use with the right
therapist or as in this case, a virtual environment and a training conditions may increase subjects motor and
continuation of repetitive activities in daily functioning cognitive skills for both stroke patients as well as CP
may improve gross motor skills. children.
The degree of functional movement outcome Evidence from the literature has demonstrated the
achieved by therapy is often suboptimal since intensive feasibility, usability and flexibility of video-capture VR
therapy is limited by resource allocation and access. For and there is little doubt that this technology provides a
many individuals, such as traumatic brain injury useful tool for rehabilitation intervention.
survivors, access to therapy is terminated once a level of Much work remains to be done to identify which type
function is achieved even if residual deficits remain. of patients will benefit from VR treatment, which system
For other individuals, even when therapy is available such features are critical and what types of training routines
as during in-patient neurological rehabilitation, low levels will work best. However, a few findings appear to be
of interaction between the patient and environment have solidly emerging from the VR work to date, as they have
been reported [38,39]. For example, Tinson [39] reported appeared repeatedly in multiple studies by different
that individuals post stroke typically spent only 20-60 research groups. These findings are that: (1) patients with
minutes per day in formal therapy. Common problems different disabilities appear capable of motor learning
influencing the degree of interaction include boredom, within the virtual environments; (2) movements learned in
fatigue, lack of motivation and lack of cooperation in VR by patients with disabilities transfer to real word
attending therapy [40]. Clinicians agree that such equivalent motor tasks in most cases and in some cases
problems are undesirable and restrict progress in even generalize to other untrained tasks; and (3) when
rehabilitation. Increasing interaction is seen as vital to motor learning in real versus virtual environments was
effective rehabilitation, a fact borne out by experimental compared, some advantage for VR training has been
studies of recovery after brain damage [41]. Development found.
and incorporation of VR applications in rehabilitation may
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